public override float CalculateTimeOfImpact(CollisionObject bodyA, CollisionObject bodyB, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { CollisionObject convexbody = m_isSwapped ? bodyB : bodyA; CollisionObject triBody = m_isSwapped ? bodyA : bodyB; //quick approximation using raycast, todo: hook up to the continuous collision detection (one of the btConvexCast) //only perform CCD above a certain threshold, this prevents blocking on the long run //because object in a blocked ccd state (hitfraction<1) get their linear velocity halved each frame... float squareMot0 = (convexbody.GetInterpolationWorldTransform()._origin - convexbody.GetWorldTransform()._origin).LengthSquared(); if (squareMot0 < convexbody.GetCcdSquareMotionThreshold()) { return(1); } //IndexedMatrix triInv = MathHelper.InvertMatrix(triBody.getWorldTransform()); IndexedMatrix triInv = triBody.GetWorldTransform().Inverse(); IndexedMatrix convexFromLocal = triInv * convexbody.GetWorldTransform(); IndexedMatrix convexToLocal = triInv * convexbody.GetInterpolationWorldTransform(); if (triBody.GetCollisionShape().IsConcave()) { IndexedVector3 rayAabbMin = convexFromLocal._origin; MathUtil.VectorMin(convexToLocal._origin, ref rayAabbMin); IndexedVector3 rayAabbMax = convexFromLocal._origin; MathUtil.VectorMax(convexToLocal._origin, ref rayAabbMax); IndexedVector3 ccdRadius0 = new IndexedVector3(convexbody.GetCcdSweptSphereRadius()); rayAabbMin -= ccdRadius0; rayAabbMax += ccdRadius0; float curHitFraction = 1f; //is this available? using (LocalTriangleSphereCastCallback raycastCallback = BulletGlobals.LocalTriangleSphereCastCallbackPool.Get()) { raycastCallback.Initialize(ref convexFromLocal, ref convexToLocal, convexbody.GetCcdSweptSphereRadius(), curHitFraction); raycastCallback.m_hitFraction = convexbody.GetHitFraction(); CollisionObject concavebody = triBody; ConcaveShape triangleMesh = concavebody.GetCollisionShape() as ConcaveShape; if (triangleMesh != null) { triangleMesh.ProcessAllTriangles(raycastCallback, ref rayAabbMin, ref rayAabbMax); } if (raycastCallback.m_hitFraction < convexbody.GetHitFraction()) { convexbody.SetHitFraction(raycastCallback.m_hitFraction); return(raycastCallback.m_hitFraction); } } } return(1); }
public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { //(void)resultOut; //(void)dispatchInfo; ///Rather then checking ALL pairs, only calculate TOI when motion exceeds threshold ///Linear motion for one of objects needs to exceed m_ccdSquareMotionThreshold ///body0.m_worldTransform, float resultFraction = 1.0f; float squareMot0 = (body0.GetInterpolationWorldTransform()._origin - body0.GetWorldTransform()._origin).LengthSquared(); float squareMot1 = (body1.GetInterpolationWorldTransform()._origin - body1.GetWorldTransform()._origin).LengthSquared(); if (squareMot0 < body0.GetCcdSquareMotionThreshold() && squareMot1 < body1.GetCcdSquareMotionThreshold()) { return resultFraction; } if (disableCcd) { return 1f; } //An adhoc way of testing the Continuous Collision Detection algorithms //One object is approximated as a sphere, to simplify things //Starting in penetration should report no time of impact //For proper CCD, better accuracy and handling of 'allowed' penetration should be added //also the mainloop of the physics should have a kind of toi queue (something like Brian Mirtich's application of Timewarp for Rigidbodies) /// Convex0 against sphere for Convex1 { ConvexShape convex0 = body0.GetCollisionShape() as ConvexShape; SphereShape sphere1 = BulletGlobals.SphereShapePool.Get(); sphere1.Initialize(body1.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation CastResult result = BulletGlobals.CastResultPool.Get(); VoronoiSimplexSolver voronoiSimplex = BulletGlobals.VoronoiSimplexSolverPool.Get(); //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex); ///Simplification, one object is simplified as a sphere using (GjkConvexCast ccd1 = BulletGlobals.GjkConvexCastPool.Get()) { ccd1.Initialize(convex0, sphere1, voronoiSimplex); //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0); if (ccd1.CalcTimeOfImpact(body0.GetWorldTransform(), body0.GetInterpolationWorldTransform(), body1.GetWorldTransform(), body1.GetInterpolationWorldTransform(), result)) { //store result.m_fraction in both bodies if (body0.GetHitFraction() > result.m_fraction) { body0.SetHitFraction(result.m_fraction); } if (body1.GetHitFraction() > result.m_fraction) { body1.SetHitFraction(result.m_fraction); } if (resultFraction > result.m_fraction) { resultFraction = result.m_fraction; } } BulletGlobals.VoronoiSimplexSolverPool.Free(voronoiSimplex); BulletGlobals.SphereShapePool.Free(sphere1); result.Cleanup(); } } /// Sphere (for convex0) against Convex1 { ConvexShape convex1 = body1.GetCollisionShape() as ConvexShape; SphereShape sphere0 = BulletGlobals.SphereShapePool.Get(); sphere0.Initialize(body0.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation CastResult result = BulletGlobals.CastResultPool.Get(); VoronoiSimplexSolver voronoiSimplex = BulletGlobals.VoronoiSimplexSolverPool.Get(); //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex); ///Simplification, one object is simplified as a sphere using (GjkConvexCast ccd1 = BulletGlobals.GjkConvexCastPool.Get()) { ccd1.Initialize(sphere0, convex1, voronoiSimplex); //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0); if (ccd1.CalcTimeOfImpact(body0.GetWorldTransform(), body0.GetInterpolationWorldTransform(), body1.GetWorldTransform(), body1.GetInterpolationWorldTransform(), result)) { //store result.m_fraction in both bodies if (body0.GetHitFraction() > result.m_fraction) { body0.SetHitFraction(result.m_fraction); } if (body1.GetHitFraction() > result.m_fraction) { body1.SetHitFraction(result.m_fraction); } if (resultFraction > result.m_fraction) { resultFraction = result.m_fraction; } } BulletGlobals.VoronoiSimplexSolverPool.Free(voronoiSimplex); BulletGlobals.SphereShapePool.Free(sphere0); result.Cleanup(); } } return resultFraction; }
public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { ///Rather then checking ALL pairs, only calculate TOI when motion exceeds threshold ///Linear motion for one of objects needs to exceed m_ccdSquareMotionThreshold ///body0.m_worldTransform, float resultFraction = 1.0f; float squareMot0 = (body0.GetInterpolationWorldTransform()._origin - body0.GetWorldTransform()._origin).LengthSquared(); float squareMot1 = (body1.GetInterpolationWorldTransform()._origin - body1.GetWorldTransform()._origin).LengthSquared(); if (squareMot0 < body0.GetCcdSquareMotionThreshold() && squareMot1 < body1.GetCcdSquareMotionThreshold()) { return(resultFraction); } //An adhoc way of testing the Continuous Collision Detection algorithms //One object is approximated as a sphere, to simplify things //Starting in penetration should report no time of impact //For proper CCD, better accuracy and handling of 'allowed' penetration should be added //also the mainloop of the physics should have a kind of toi queue (something like Brian Mirtich's application of Timewarp for Rigidbodies) /// Convex0 against sphere for Convex1 { ConvexShape convex0 = body0.GetCollisionShape() as ConvexShape; SphereShape sphere1 = BulletGlobals.SphereShapePool.Get(); sphere1.Initialize(body1.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation CastResult result = BulletGlobals.CastResultPool.Get(); VoronoiSimplexSolver voronoiSimplex = BulletGlobals.VoronoiSimplexSolverPool.Get(); //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex); ///Simplification, one object is simplified as a sphere using (GjkConvexCast ccd1 = BulletGlobals.GjkConvexCastPool.Get()) { ccd1.Initialize(convex0, sphere1, voronoiSimplex); //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0); if (ccd1.CalcTimeOfImpact(body0.GetWorldTransform(), body0.GetInterpolationWorldTransform(), body1.GetWorldTransform(), body1.GetInterpolationWorldTransform(), result)) { //store result.m_fraction in both bodies if (body0.GetHitFraction() > result.m_fraction) { body0.SetHitFraction(result.m_fraction); } if (body1.GetHitFraction() > result.m_fraction) { body1.SetHitFraction(result.m_fraction); } if (resultFraction > result.m_fraction) { resultFraction = result.m_fraction; } } BulletGlobals.VoronoiSimplexSolverPool.Free(voronoiSimplex); BulletGlobals.SphereShapePool.Free(sphere1); result.Cleanup(); } } /// Sphere (for convex0) against Convex1 { ConvexShape convex1 = body1.GetCollisionShape() as ConvexShape; SphereShape sphere0 = BulletGlobals.SphereShapePool.Get(); sphere0.Initialize(body0.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation CastResult result = BulletGlobals.CastResultPool.Get(); VoronoiSimplexSolver voronoiSimplex = BulletGlobals.VoronoiSimplexSolverPool.Get(); //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex); ///Simplification, one object is simplified as a sphere using (GjkConvexCast ccd1 = BulletGlobals.GjkConvexCastPool.Get()) { ccd1.Initialize(sphere0, convex1, voronoiSimplex); //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0); if (ccd1.CalcTimeOfImpact(body0.GetWorldTransform(), body0.GetInterpolationWorldTransform(), body1.GetWorldTransform(), body1.GetInterpolationWorldTransform(), result)) { //store result.m_fraction in both bodies if (body0.GetHitFraction() > result.m_fraction) { body0.SetHitFraction(result.m_fraction); } if (body1.GetHitFraction() > result.m_fraction) { body1.SetHitFraction(result.m_fraction); } if (resultFraction > result.m_fraction) { resultFraction = result.m_fraction; } } BulletGlobals.VoronoiSimplexSolverPool.Free(voronoiSimplex); BulletGlobals.SphereShapePool.Free(sphere0); result.Cleanup(); } } return(resultFraction); }