コード例 #1
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                //swapped?
                m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
                m_ownManifold = true;
            }
            resultOut.SetPersistentManifold(m_manifoldPtr);

            //comment-out next line to test multi-contact generation
            //resultOut.getPersistentManifold().clearManifold();


            ConvexShape min0 = body0.GetCollisionShape() as ConvexShape;
            ConvexShape min1 = body1.GetCollisionShape() as ConvexShape;

            IndexedVector3 normalOnB = IndexedVector3.Zero;
            IndexedVector3 pointOnBWorld = IndexedVector3.Zero;

            {
                ClosestPointInput input = ClosestPointInput.Default();

                using (GjkPairDetector gjkPairDetector = BulletGlobals.GjkPairDetectorPool.Get())
                {
                    gjkPairDetector.Initialize(min0, min1, m_simplexSolver, m_pdSolver);
                    //TODO: if (dispatchInfo.m_useContinuous)
                    gjkPairDetector.SetMinkowskiA(min0);
                    gjkPairDetector.SetMinkowskiB(min1);

                    {
                        input.m_maximumDistanceSquared = min0.GetMargin() + min1.GetMargin() + m_manifoldPtr.GetContactBreakingThreshold();
                        input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared;
                    }

                    input.m_transformA = body0.GetWorldTransform();
                    input.m_transformB = body1.GetWorldTransform();

                    gjkPairDetector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), false);
#if DEBUG
                    if (BulletGlobals.g_streamWriter != null)
                    {
                        BulletGlobals.g_streamWriter.WriteLine("c2dc2d processCollision");
                        MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transformA", input.m_transformA);
                        MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transformB", input.m_transformB);
                    }
#endif                    
                }
                //BulletGlobals.GjkPairDetectorPool.Free(gjkPairDetector);
                //btVector3 v0,v1;
                //btVector3 sepNormalWorldSpace;

            }

            if (m_ownManifold)
            {
                resultOut.RefreshContactPoints();
            }

        }
コード例 #2
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //resultOut = new ManifoldResult();
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject sphereObj = m_swapped ? body1 : body0;
            CollisionObject triObj = m_swapped ? body0 : body1;

            SphereShape sphere = sphereObj.GetCollisionShape() as SphereShape;
            TriangleShape triangle = triObj.GetCollisionShape() as TriangleShape;

            /// report a contact. internally this will be kept persistent, and contact reduction is done
            resultOut.SetPersistentManifold(m_manifoldPtr);
            using (SphereTriangleDetector detector = BulletGlobals.SphereTriangleDetectorPool.Get())
            {

                detector.Initialize(sphere, triangle, m_manifoldPtr.GetContactBreakingThreshold());
                ClosestPointInput input = ClosestPointInput.Default();
                input.m_maximumDistanceSquared = float.MaxValue;
                sphereObj.GetWorldTransform(out input.m_transformA);
                triObj.GetWorldTransform(out input.m_transformB);

                bool swapResults = m_swapped;

                detector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), swapResults);

                if (m_ownManifold)
                {
                    resultOut.RefreshContactPoints();
                }
            }
        }
コード例 #3
0
ファイル: CollisionWorld.cs プロジェクト: ousttrue/bullet-xna
 //this constructor doesn't own the dispatcher and paircache/broadphase
 public CollisionWorld(IDispatcher dispatcher, IBroadphaseInterface broadphasePairCache, ICollisionConfiguration collisionConfiguration)
 {
     m_dispatcher1 = dispatcher;
     m_broadphasePairCache = broadphasePairCache;
     m_collisionObjects = new ObjectArray<CollisionObject>();
     m_dispatchInfo = new DispatcherInfo();
     m_forceUpdateAllAabbs = true;
 }
コード例 #4
0
 public void Initialize(CollisionObject compoundObj, CollisionObject otherObj, IDispatcher dispatcher, DispatcherInfo dispatchInfo, ManifoldResult resultOut, CompoundCollisionAlgorithm parent, IList <CollisionAlgorithm> childCollisionAlgorithms, PersistentManifold sharedManifold)
 {
     m_compoundColObj           = compoundObj;
     m_otherObj                 = otherObj;
     m_dispatcher               = dispatcher;
     m_dispatchInfo             = dispatchInfo;
     m_resultOut                = resultOut;
     m_childCollisionAlgorithms = childCollisionAlgorithms;
     m_sharedManifold           = sharedManifold;
     m_parent = parent;
 }
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                return;
            }

            resultOut.SetPersistentManifold(m_manifoldPtr);

            SphereShape sphere0 = body0.GetCollisionShape() as SphereShape;
            SphereShape sphere1 = body1.GetCollisionShape() as SphereShape;

            IndexedVector3 diff = body0.GetWorldTransform()._origin - body1.GetWorldTransform()._origin;
            float len = diff.Length();
            float radius0 = sphere0.GetRadius();
            float radius1 = sphere1.GetRadius();

#if CLEAR_MANIFOLD
	        m_manifoldPtr.clearManifold(); //don't do this, it disables warmstarting
#endif

            ///iff distance positive, don't generate a new contact
            if (len > (radius0 + radius1))
            {
#if !CLEAR_MANIFOLD
                resultOut.RefreshContactPoints();
#endif //CLEAR_MANIFOLD
                return;
            }
            ///distance (negative means penetration)
            float dist = len - (radius0 + radius1);

            IndexedVector3 normalOnSurfaceB = new IndexedVector3(1, 0, 0);
            if (len > MathUtil.SIMD_EPSILON)
            {
                normalOnSurfaceB = diff / len;
            }

            ///point on A (worldspace)
            ///btVector3 pos0 = col0->getWorldTransform().getOrigin() - radius0 * normalOnSurfaceB;
            ///point on B (worldspace)
            IndexedVector3 pos1 = body1.GetWorldTransform()._origin + radius1 * normalOnSurfaceB;

            /// report a contact. internally this will be kept persistent, and contact reduction is done

            resultOut.AddContactPoint(ref normalOnSurfaceB, ref pos1, dist);

#if !CLEAR_MANIFOLD
            resultOut.RefreshContactPoints();
#endif //CLEAR_MANIFOLD


        }
コード例 #6
0
        public void SetTimeStepAndCounters(float collisionMarginTriangle, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            m_dispatchInfoPtr         = dispatchInfo;
            m_collisionMarginTriangle = collisionMarginTriangle;
            m_resultOut = resultOut;

            //recalc aabbs
            //IndexedMatrix convexInTriangleSpace = MathUtil.bulletMatrixMultiply(IndexedMatrix.Invert(m_triBody.getWorldTransform()) , m_convexBody.getWorldTransform());
            IndexedMatrix  convexInTriangleSpace = m_triBody.GetWorldTransform().Inverse() * m_convexBody.GetWorldTransform();
            CollisionShape convexShape           = m_convexBody.GetCollisionShape();

            convexShape.GetAabb(ref convexInTriangleSpace, out m_aabbMin, out m_aabbMax);
            float          extraMargin = collisionMarginTriangle;
            IndexedVector3 extra       = new IndexedVector3(extraMargin);

            m_aabbMax += extra;
            m_aabbMin -= extra;
        }
コード例 #7
0
		public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
		{
			if (m_manifoldPtr == null)
			{
				return;
			}

			CollisionObject col0 = body0;
			CollisionObject col1 = body1;
			Box2dShape box0 = (Box2dShape)col0.GetCollisionShape();
			Box2dShape box1 = (Box2dShape)col1.GetCollisionShape();

			resultOut.SetPersistentManifold(m_manifoldPtr);

			B2CollidePolygons(ref resultOut, box0, col0.GetWorldTransform(), box1, col1.GetWorldTransform());

			//  refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added
			if (m_ownManifold)
			{
				resultOut.RefreshContactPoints();
			}

		}
コード例 #8
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            ClearCache();

            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugGimpactAlgo)
            {
                BulletGlobals.g_streamWriter.WriteLine("GImpactAglo::ProcessCollision");
            }


            m_resultOut    = resultOut;
            m_dispatchInfo = dispatchInfo;
            GImpactShapeInterface gimpactshape0;
            GImpactShapeInterface gimpactshape1;

            if (body0.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE)
            {
                gimpactshape0 = body0.GetCollisionShape() as GImpactShapeInterface;

                if (body1.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE)
                {
                    gimpactshape1 = body1.GetCollisionShape() as GImpactShapeInterface;

                    GImpactVsGImpact(body0, body1, gimpactshape0, gimpactshape1);
                }
                else
                {
                    GImpactVsShape(body0, body1, gimpactshape0, body1.GetCollisionShape(), false);
                }
            }
            else if (body1.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE)
            {
                gimpactshape1 = body1.GetCollisionShape() as GImpactShapeInterface;

                GImpactVsShape(body1, body0, gimpactshape1, body0.GetCollisionShape(), true);
            }
        }
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //(void)dispatchInfo;
            //(void)resultOut;
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject sphereObj = m_isSwapped ? body1 : body0;
            CollisionObject boxObj = m_isSwapped ? body0 : body1;

            IndexedVector3 pOnBox = new IndexedVector3(); ;

            IndexedVector3 normalOnSurfaceB = new IndexedVector3();
            float penetrationDepth = 0f;
            IndexedVector3 sphereCenter = sphereObj.GetWorldTransform()._origin;
            SphereShape sphere0 = sphereObj.GetCollisionShape() as SphereShape;
            float radius = sphere0.GetRadius();
            float maxContactDistance = m_manifoldPtr.GetContactBreakingThreshold();

            resultOut.SetPersistentManifold(m_manifoldPtr);

            if (GetSphereDistance(boxObj, ref pOnBox, ref normalOnSurfaceB, ref penetrationDepth, sphereCenter, radius, maxContactDistance))
            {
                /// report a contact. internally this will be kept persistent, and contact reduction is done
                resultOut.AddContactPoint(normalOnSurfaceB, pOnBox, penetrationDepth);
            }

            if (m_ownManifold)
            {
                if (m_manifoldPtr.GetNumContacts() > 0)
                {
                    resultOut.RefreshContactPoints();
                }
            }
        }
コード例 #10
0
 public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
 {
 }
コード例 #11
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject col0 = body0;
            CollisionObject col1 = body1;
            //resultOut = new ManifoldResult(body0, body1);
            BoxShape box0 = col0.GetCollisionShape() as BoxShape;
            BoxShape box1 = col1.GetCollisionShape() as BoxShape;

            //if (((String)col0.getUserPointer()).Contains("Box") &&
            //    ((String)col1.getUserPointer()).Contains("Box") )
            //{
            //    int ibreak = 0;
            //}
            /// report a contact. internally this will be kept persistent, and contact reduction is done
            resultOut.SetPersistentManifold(m_manifoldPtr);

#if !USE_PERSISTENT_CONTACTS	
	            m_manifoldPtr.ClearManifold();
#endif //USE_PERSISTENT_CONTACTS

            ClosestPointInput input = ClosestPointInput.Default();
            input.m_maximumDistanceSquared = float.MaxValue;
            input.m_transformA = body0.GetWorldTransform();
            input.m_transformB = body1.GetWorldTransform();

            BoxBoxDetector.GetClosestPoints(box0,box1,ref input, resultOut, dispatchInfo.getDebugDraw(), false);

#if USE_PERSISTENT_CONTACTS
            //  refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added
            if (m_ownManifold)
            {
                resultOut.RefreshContactPoints();
            }
#endif //USE_PERSISTENT_CONTACTS
        }
コード例 #12
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //resultOut = null;
            CollisionObject colObj   = m_isSwapped ? body1 : body0;
            CollisionObject otherObj = m_isSwapped ? body0 : body1;

            Debug.Assert(colObj.GetCollisionShape().IsCompound());
            CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());

            ///btCompoundShape might have changed:
            ////make sure the internal child collision algorithm caches are still valid
            if (compoundShape.GetUpdateRevision() != m_compoundShapeRevision)
            {
                ///clear and update all
                RemoveChildAlgorithms();
                PreallocateChildAlgorithms(body0, body1);
            }


            Dbvt tree = compoundShape.GetDynamicAabbTree();

            //use a dynamic aabb tree to cull potential child-overlaps
            using (CompoundLeafCallback callback = BulletGlobals.CompoundLeafCallbackPool.Get())
            {
                callback.Initialize(colObj, otherObj, m_dispatcher, dispatchInfo, resultOut, this, m_childCollisionAlgorithms, m_sharedManifold);

                ///we need to refresh all contact manifolds
                ///note that we should actually recursively traverse all children, btCompoundShape can nested more then 1 level deep
                ///so we should add a 'refreshManifolds' in the btCollisionAlgorithm
                {
                    m_manifoldArray.Clear();
                    for (int i = 0; i < m_childCollisionAlgorithms.Count; i++)
                    {
                        if (m_childCollisionAlgorithms[i] != null)
                        {
                            m_childCollisionAlgorithms[i].GetAllContactManifolds(m_manifoldArray);
                            for (int m = 0; m < m_manifoldArray.Count; m++)
                            {
                                if (m_manifoldArray[m].GetNumContacts() > 0)
                                {
                                    resultOut.SetPersistentManifold(m_manifoldArray[m]);
                                    resultOut.RefreshContactPoints();
                                    resultOut.SetPersistentManifold(null);//??necessary?
                                }
                            }
                            m_manifoldArray.Clear();
                        }
                    }
                }

                if (tree != null)
                {
                    IndexedVector3 localAabbMin;
                    IndexedVector3 localAabbMax;
                    IndexedMatrix  otherInCompoundSpace;
                    //otherInCompoundSpace = MathUtil.BulletMatrixMultiply(colObj.GetWorldTransform(),otherObj.GetWorldTransform());
                    otherInCompoundSpace = colObj.GetWorldTransform().Inverse() * otherObj.GetWorldTransform();

                    otherObj.GetCollisionShape().GetAabb(ref otherInCompoundSpace, out localAabbMin, out localAabbMax);

                    DbvtAabbMm bounds = DbvtAabbMm.FromMM(ref localAabbMin, ref localAabbMax);
                    //process all children, that overlap with  the given AABB bounds
                    Dbvt.CollideTV(tree.m_root, ref bounds, callback, tree.CollideTVStack, ref tree.CollideTVCount);
                }
                else
                {
                    //iterate over all children, perform an AABB check inside ProcessChildShape
                    int numChildren = m_childCollisionAlgorithms.Count;
                    for (int i = 0; i < numChildren; i++)
                    {
                        callback.ProcessChildShape(compoundShape.GetChildShape(i), i);
                    }
                }

                {
                    //iterate over all children, perform an AABB check inside ProcessChildShape
                    int numChildren = m_childCollisionAlgorithms.Count;

                    m_manifoldArray.Clear();
                    CollisionShape childShape = null;
                    IndexedMatrix  orgTrans;
                    IndexedMatrix  orgInterpolationTrans;
                    IndexedMatrix  newChildWorldTrans;


                    for (int i = 0; i < numChildren; i++)
                    {
                        if (m_childCollisionAlgorithms[i] != null)
                        {
                            childShape = compoundShape.GetChildShape(i);
                            //if not longer overlapping, remove the algorithm
                            orgTrans = colObj.GetWorldTransform();
                            orgInterpolationTrans = colObj.GetInterpolationWorldTransform();
                            IndexedMatrix childTrans = compoundShape.GetChildTransform(i);

                            newChildWorldTrans = orgTrans * childTrans;

                            //perform an AABB check first
                            IndexedVector3 aabbMin0;
                            IndexedVector3 aabbMax0;
                            IndexedVector3 aabbMin1;
                            IndexedVector3 aabbMax1;

                            childShape.GetAabb(ref newChildWorldTrans, out aabbMin0, out aabbMax0);
                            otherObj.GetCollisionShape().GetAabb(otherObj.GetWorldTransform(), out aabbMin1, out aabbMax1);

                            if (!AabbUtil2.TestAabbAgainstAabb2(ref aabbMin0, ref aabbMax0, ref aabbMin1, ref aabbMax1))
                            {
                                m_dispatcher.FreeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
                                m_childCollisionAlgorithms[i] = null;
                            }
                        }
                    }
                }
            }
        }
コード例 #13
0
 public void Initialize(DispatcherInfo dispatchInfo, CollisionDispatcher dispatcher)
 {
     m_dispatchInfo = dispatchInfo;
     m_dispatcher   = dispatcher;
 }
コード例 #14
0
 public abstract float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut);
コード例 #15
0
 public virtual void DispatchAllCollisionPairs(IOverlappingPairCache pairCache, DispatcherInfo dispatchInfo, IDispatcher dispatcher)
 {
     m_collisionCallback.Initialize(dispatchInfo, this);
     pairCache.ProcessAllOverlappingPairs(m_collisionCallback, dispatcher);
     m_collisionCallback.cleanup();
 }
コード例 #16
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //(void)dispatchInfo;
            //(void)resultOut;
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject sphereObj = m_isSwapped ? body1 : body0;
            CollisionObject boxObj    = m_isSwapped ? body0 : body1;

            IndexedVector3 pOnBox = new IndexedVector3();;

            IndexedVector3 normalOnSurfaceB   = new IndexedVector3();
            float          penetrationDepth   = 0f;
            IndexedVector3 sphereCenter       = sphereObj.GetWorldTransform()._origin;
            SphereShape    sphere0            = sphereObj.GetCollisionShape() as SphereShape;
            float          radius             = sphere0.GetRadius();
            float          maxContactDistance = m_manifoldPtr.GetContactBreakingThreshold();

            resultOut.SetPersistentManifold(m_manifoldPtr);

            if (GetSphereDistance(boxObj, ref pOnBox, ref normalOnSurfaceB, ref penetrationDepth, sphereCenter, radius, maxContactDistance))
            {
                /// report a contact. internally this will be kept persistent, and contact reduction is done
                resultOut.AddContactPoint(normalOnSurfaceB, pOnBox, penetrationDepth);
            }

            if (m_ownManifold)
            {
                if (m_manifoldPtr.GetNumContacts() > 0)
                {
                    resultOut.RefreshContactPoints();
                }
            }
        }
コード例 #17
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject col0 = body0;
            CollisionObject col1 = body1;
            //resultOut = new ManifoldResult(body0, body1);
            BoxShape box0 = col0.GetCollisionShape() as BoxShape;
            BoxShape box1 = col1.GetCollisionShape() as BoxShape;

            //if (((String)col0.getUserPointer()).Contains("Box") &&
            //    ((String)col1.getUserPointer()).Contains("Box") )
            //{
            //    int ibreak = 0;
            //}
            /// report a contact. internally this will be kept persistent, and contact reduction is done
            resultOut.SetPersistentManifold(m_manifoldPtr);

#if !USE_PERSISTENT_CONTACTS
            m_manifoldPtr.ClearManifold();
#endif //USE_PERSISTENT_CONTACTS

            ClosestPointInput input = ClosestPointInput.Default();
            input.m_maximumDistanceSquared = float.MaxValue;
            input.m_transformA             = body0.GetWorldTransform();
            input.m_transformB             = body1.GetWorldTransform();

            BoxBoxDetector.GetClosestPoints(box0, box1, ref input, resultOut, dispatchInfo.getDebugDraw(), false);

#if USE_PERSISTENT_CONTACTS
            //  refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added
            if (m_ownManifold)
            {
                resultOut.RefreshContactPoints();
            }
#endif //USE_PERSISTENT_CONTACTS
        }
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject convexObj = m_isSwapped ? body1 : body0;
            CollisionObject planeObj = m_isSwapped ? body0 : body1;

            ConvexShape convexShape = convexObj.GetCollisionShape() as ConvexShape;
            StaticPlaneShape planeShape = planeObj.GetCollisionShape() as StaticPlaneShape;

            bool hasCollision = false;
	        IndexedVector3 planeNormal = planeShape.GetPlaneNormal();
	        float planeConstant = planeShape.GetPlaneConstant();
	        IndexedMatrix planeInConvex;
	        planeInConvex= convexObj.GetWorldTransform().Inverse() * planeObj.GetWorldTransform();
            IndexedMatrix convexInPlaneTrans;
	        convexInPlaneTrans= planeObj.GetWorldTransform().Inverse() * convexObj.GetWorldTransform();

	        IndexedVector3 vtx = convexShape.LocalGetSupportingVertex(planeInConvex._basis*-planeNormal);
	        IndexedVector3 vtxInPlane = convexInPlaneTrans * vtx;
	        float distance = (planeNormal.Dot(vtxInPlane) - planeConstant);

	        IndexedVector3 vtxInPlaneProjected = vtxInPlane - distance*planeNormal;
	        IndexedVector3 vtxInPlaneWorld = planeObj.GetWorldTransform() * vtxInPlaneProjected;

	        hasCollision = distance < m_manifoldPtr.GetContactBreakingThreshold();
	        resultOut.SetPersistentManifold(m_manifoldPtr);
	        if (hasCollision)
	        {
		        /// report a contact. internally this will be kept persistent, and contact reduction is done
		        IndexedVector3 normalOnSurfaceB = planeObj.GetWorldTransform()._basis * planeNormal;
		        IndexedVector3 pOnB = vtxInPlaneWorld;
		        resultOut.AddContactPoint(normalOnSurfaceB,pOnB,distance);
	        }
            ////first perform a collision query with the non-perturbated collision objects
            //{
            //    IndexedQuaternion rotq = IndexedQuaternion.Identity;
            //    CollideSingleContact(ref rotq, body0, body1, dispatchInfo, resultOut);
            //}

            if (convexShape.IsPolyhedral() && resultOut.GetPersistentManifold().GetNumContacts() < m_minimumPointsPerturbationThreshold)
            {
                IndexedVector3 v0;
                IndexedVector3 v1;
                TransformUtil.PlaneSpace1(ref planeNormal, out v0, out v1);
                //now perform 'm_numPerturbationIterations' collision queries with the perturbated collision objects

                float angleLimit = 0.125f * MathUtil.SIMD_PI;
                float perturbeAngle;
                float radius = convexShape.GetAngularMotionDisc();
                perturbeAngle = BulletGlobals.gContactBreakingThreshold / radius;
                if (perturbeAngle > angleLimit)
                {
                    perturbeAngle = angleLimit;
                }
                IndexedQuaternion perturbeRot = new IndexedQuaternion(v0, perturbeAngle);
                for (int i = 0; i < m_numPerturbationIterations; i++)
                {
                    float iterationAngle = i * (MathUtil.SIMD_2_PI / (float)m_numPerturbationIterations);
                    IndexedQuaternion rotq = new IndexedQuaternion(planeNormal, iterationAngle);
                    rotq = IndexedQuaternion.Inverse(rotq) * perturbeRot *  rotq;
                    CollideSingleContact(ref rotq, body0, body1, dispatchInfo, resultOut);
                }
            }

            if (m_ownManifold)
            {
                if (m_manifoldPtr.GetNumContacts() > 0)
                {
                    resultOut.RefreshContactPoints();
                }
            }
        }
コード例 #19
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                //swapped?
                m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
                m_ownManifold = true;
            }
            //resultOut = new ManifoldResult();
            resultOut.SetPersistentManifold(m_manifoldPtr);

            //comment-out next line to test multi-contact generation
            //resultOut.GetPersistentManifold().ClearManifold();


            ConvexShape    min0 = body0.GetCollisionShape() as ConvexShape;
            ConvexShape    min1 = body1.GetCollisionShape() as ConvexShape;
            IndexedVector3 normalOnB;
            IndexedVector3 pointOnBWorld;

#if !BT_DISABLE_CAPSULE_CAPSULE_COLLIDER
            if ((min0.GetShapeType() == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE) && (min1.GetShapeType() == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE))
            {
                CapsuleShape capsuleA = min0 as CapsuleShape;
                CapsuleShape capsuleB = min1 as CapsuleShape;
                //IndexedVector3 localScalingA = capsuleA.GetLocalScaling();
                //IndexedVector3 localScalingB = capsuleB.GetLocalScaling();

                float threshold = m_manifoldPtr.GetContactBreakingThreshold();

                float dist = CapsuleCapsuleDistance(out normalOnB, out pointOnBWorld, capsuleA.GetHalfHeight(), capsuleA.GetRadius(),
                                                    capsuleB.GetHalfHeight(), capsuleB.GetRadius(), capsuleA.GetUpAxis(), capsuleB.GetUpAxis(),
                                                    body0.GetWorldTransform(), body1.GetWorldTransform(), threshold);

                if (dist < threshold)
                {
                    Debug.Assert(normalOnB.LengthSquared() >= (MathUtil.SIMD_EPSILON * MathUtil.SIMD_EPSILON));
                    resultOut.AddContactPoint(ref normalOnB, ref pointOnBWorld, dist);
                }
                resultOut.RefreshContactPoints();
                return;
            }
#endif //BT_DISABLE_CAPSULE_CAPSULE_COLLIDER



#if USE_SEPDISTANCE_UTIL2
            if (dispatchInfo.m_useConvexConservativeDistanceUtil)
            {
                m_sepDistance.updateSeparatingDistance(body0.getWorldTransform(), body1.getWorldTransform());
            }

            if (!dispatchInfo.m_useConvexConservativeDistanceUtil || m_sepDistance.getConservativeSeparatingDistance() <= 0.f)
#endif //USE_SEPDISTANCE_UTIL2

            {
                ClosestPointInput input = ClosestPointInput.Default();

                using (GjkPairDetector gjkPairDetector = BulletGlobals.GjkPairDetectorPool.Get())
                {
                    gjkPairDetector.Initialize(min0, min1, m_simplexSolver, m_pdSolver);
                    //TODO: if (dispatchInfo.m_useContinuous)
                    gjkPairDetector.SetMinkowskiA(min0);
                    gjkPairDetector.SetMinkowskiB(min1);

#if USE_SEPDISTANCE_UTIL2
                    if (dispatchInfo.m_useConvexConservativeDistanceUtil)
                    {
                        input.m_maximumDistanceSquared = float.MaxValue;
                    }
                    else
#endif //USE_SEPDISTANCE_UTIL2
                    {
                        input.m_maximumDistanceSquared  = min0.GetMargin() + min1.GetMargin() + m_manifoldPtr.GetContactBreakingThreshold();
                        input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared;
                    }

                    //input.m_stackAlloc = dispatchInfo.m_stackAllocator;
                    input.m_transformA = body0.GetWorldTransform();
                    input.m_transformB = body1.GetWorldTransform();


                    if (min0.IsPolyhedral() && min1.IsPolyhedral())
                    {
                        DummyResult dummy = new DummyResult();


                        PolyhedralConvexShape polyhedronA = min0 as PolyhedralConvexShape;
                        PolyhedralConvexShape polyhedronB = min1 as PolyhedralConvexShape;
                        if (polyhedronA.GetConvexPolyhedron() != null && polyhedronB.GetConvexPolyhedron() != null)
                        {
                            float threshold = m_manifoldPtr.GetContactBreakingThreshold();

                            float          minDist             = float.MinValue;
                            IndexedVector3 sepNormalWorldSpace = new IndexedVector3(0, 1, 0);
                            bool           foundSepAxis        = true;

                            if (dispatchInfo.m_enableSatConvex)
                            {
                                foundSepAxis = PolyhedralContactClipping.FindSeparatingAxis(
                                    polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(),
                                    body0.GetWorldTransform(),
                                    body1.GetWorldTransform(),
                                    out sepNormalWorldSpace);
                            }
                            else
                            {
#if ZERO_MARGIN
                                gjkPairDetector.SetIgnoreMargin(true);
                                gjkPairDetector.GetClosestPoints(input, resultOut, dispatchInfo.m_debugDraw);
#else
                                gjkPairDetector.GetClosestPoints(ref input, dummy, dispatchInfo.m_debugDraw);
#endif

                                float l2 = gjkPairDetector.GetCachedSeparatingAxis().LengthSquared();
                                if (l2 > MathUtil.SIMD_EPSILON)
                                {
                                    sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis() * (1.0f / l2);
                                    //minDist = -1e30f;//gjkPairDetector.getCachedSeparatingDistance();
                                    minDist = gjkPairDetector.GetCachedSeparatingDistance() - min0.GetMargin() - min1.GetMargin();

#if ZERO_MARGIN
                                    foundSepAxis = true;    //gjkPairDetector.getCachedSeparatingDistance()<0.f;
#else
                                    foundSepAxis = gjkPairDetector.GetCachedSeparatingDistance() < (min0.GetMargin() + min1.GetMargin());
#endif
                                }
                            }
                            if (foundSepAxis)
                            {
                                //				printf("sepNormalWorldSpace=%f,%f,%f\n",sepNormalWorldSpace.getX(),sepNormalWorldSpace.getY(),sepNormalWorldSpace.getZ());

                                PolyhedralContactClipping.ClipHullAgainstHull(sepNormalWorldSpace, polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(),
                                                                              body0.GetWorldTransform(),
                                                                              body1.GetWorldTransform(), minDist - threshold, threshold, resultOut);
                            }
                            if (m_ownManifold)
                            {
                                resultOut.RefreshContactPoints();
                            }

                            return;
                        }
                        else
                        {
                            //we can also deal with convex versus triangle (without connectivity data)
                            if (polyhedronA.GetConvexPolyhedron() != null && polyhedronB.GetShapeType() == BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE)
                            {
                                m_vertices.Clear();
                                TriangleShape tri = polyhedronB as TriangleShape;
                                m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[0]);
                                m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[1]);
                                m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[2]);

                                float          threshold           = m_manifoldPtr.GetContactBreakingThreshold();
                                IndexedVector3 sepNormalWorldSpace = new IndexedVector3(0, 1, 0);;
                                float          minDist             = float.MinValue;
                                float          maxDist             = threshold;

                                bool foundSepAxis = false;
                                if (false)
                                {
                                    polyhedronB.InitializePolyhedralFeatures();
                                    foundSepAxis = PolyhedralContactClipping.FindSeparatingAxis(
                                        polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(),
                                        body0.GetWorldTransform(),
                                        body1.GetWorldTransform(),
                                        out sepNormalWorldSpace);
                                    //	 printf("sepNormalWorldSpace=%f,%f,%f\n",sepNormalWorldSpace.getX(),sepNormalWorldSpace.getY(),sepNormalWorldSpace.getZ());
                                }
                                else
                                {
#if ZERO_MARGIN
                                    gjkPairDetector.SetIgnoreMargin(true);
                                    gjkPairDetector.GetClosestPoints(input, resultOut, dispatchInfo.m_debugDraw);
#else
                                    gjkPairDetector.GetClosestPoints(ref input, dummy, dispatchInfo.m_debugDraw);
#endif//ZERO_MARGIN

                                    float l2 = gjkPairDetector.GetCachedSeparatingAxis().LengthSquared();
                                    if (l2 > MathUtil.SIMD_EPSILON)
                                    {
                                        sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis() * (1.0f / l2);
                                        //minDist = gjkPairDetector.getCachedSeparatingDistance();
                                        //maxDist = threshold;
                                        minDist      = gjkPairDetector.GetCachedSeparatingDistance() - min0.GetMargin() - min1.GetMargin();
                                        foundSepAxis = true;
                                    }
                                }


                                if (foundSepAxis)
                                {
                                    PolyhedralContactClipping.ClipFaceAgainstHull(sepNormalWorldSpace, polyhedronA.GetConvexPolyhedron(),
                                                                                  body0.GetWorldTransform(), m_vertices, minDist - threshold, maxDist, resultOut);
                                }

                                if (m_ownManifold)
                                {
                                    resultOut.RefreshContactPoints();
                                }
                                return;
                            }
                        }
                    }


                    gjkPairDetector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), false);
#if USE_SEPDISTANCE_UTIL2
                    float sepDist = 0.f;
                    if (dispatchInfo.m_useConvexConservativeDistanceUtil)
                    {
                        sepDist = gjkPairDetector.getCachedSeparatingDistance();
                        if (sepDist > MathUtil.SIMD_EPSILON)
                        {
                            sepDist += dispatchInfo.m_convexConservativeDistanceThreshold;
                            //now perturbe directions to get multiple contact points
                        }
                    }
#endif //USE_SEPDISTANCE_UTIL2

                    //now perform 'm_numPerturbationIterations' collision queries with the perturbated collision objects

                    //perform perturbation when more then 'm_minimumPointsPerturbationThreshold' points
                    if (m_numPerturbationIterations > 0 && resultOut.GetPersistentManifold().GetNumContacts() < m_minimumPointsPerturbationThreshold)
                    {
                        IndexedVector3 v0, v1;

                        IndexedVector3 sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis();
                        sepNormalWorldSpace.Normalize();
                        TransformUtil.PlaneSpace1(ref sepNormalWorldSpace, out v0, out v1);

                        bool        perturbeA  = true;
                        const float angleLimit = 0.125f * MathUtil.SIMD_PI;
                        float       perturbeAngle;
                        float       radiusA = min0.GetAngularMotionDisc();
                        float       radiusB = min1.GetAngularMotionDisc();
                        if (radiusA < radiusB)
                        {
                            perturbeAngle = BulletGlobals.gContactBreakingThreshold / radiusA;
                            perturbeA     = true;
                        }
                        else
                        {
                            perturbeAngle = BulletGlobals.gContactBreakingThreshold / radiusB;
                            perturbeA     = false;
                        }
                        if (perturbeAngle > angleLimit)
                        {
                            perturbeAngle = angleLimit;
                        }

                        IndexedMatrix unPerturbedTransform;
                        if (perturbeA)
                        {
                            unPerturbedTransform = input.m_transformA;
                        }
                        else
                        {
                            unPerturbedTransform = input.m_transformB;
                        }

                        for (int i = 0; i < m_numPerturbationIterations; i++)
                        {
                            if (v0.LengthSquared() > MathUtil.SIMD_EPSILON)
                            {
                                IndexedQuaternion perturbeRot    = new IndexedQuaternion(v0, perturbeAngle);
                                float             iterationAngle = i * (MathUtil.SIMD_2_PI / (float)m_numPerturbationIterations);
                                IndexedQuaternion rotq           = new IndexedQuaternion(sepNormalWorldSpace, iterationAngle);

                                if (perturbeA)
                                {
                                    input.m_transformA._basis = (new IndexedBasisMatrix(MathUtil.QuaternionInverse(rotq) * perturbeRot * rotq) * body0.GetWorldTransform()._basis);
                                    input.m_transformB        = body1.GetWorldTransform();

                                    input.m_transformB = body1.GetWorldTransform();
#if DEBUG_CONTACTS
                                    dispatchInfo.m_debugDraw.DrawTransform(ref input.m_transformA, 10.0f);
#endif //DEBUG_CONTACTS
                                }
                                else
                                {
                                    input.m_transformA        = body0.GetWorldTransform();
                                    input.m_transformB._basis = (new IndexedBasisMatrix(MathUtil.QuaternionInverse(rotq) * perturbeRot * rotq) * body1.GetWorldTransform()._basis);
#if DEBUG_CONTACTS
                                    dispatchInfo.m_debugDraw.DrawTransform(ref input.m_transformB, 10.0f);
#endif
                                }

                                PerturbedContactResult perturbedResultOut = new PerturbedContactResult(resultOut, ref input.m_transformA, ref input.m_transformB, ref unPerturbedTransform, perturbeA, dispatchInfo.getDebugDraw());
                                gjkPairDetector.GetClosestPoints(ref input, perturbedResultOut, dispatchInfo.getDebugDraw(), false);
                            }
                        }
                    }



#if USE_SEPDISTANCE_UTIL2
                    if (dispatchInfo.m_useConvexConservativeDistanceUtil && (sepDist > MathUtil.SIMD_EPSILON))
                    {
                        m_sepDistance.initSeparatingDistance(gjkPairDetector.getCachedSeparatingAxis(), sepDist, body0.getWorldTransform(), body1.getWorldTransform());
                    }
#endif //USE_SEPDISTANCE_UTIL2
                }
            }

            if (m_ownManifold)
            {
                resultOut.RefreshContactPoints();
            }
        }
        public virtual void CollideSingleContact(ref IndexedQuaternion perturbeRot, CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            CollisionObject convexObj = m_isSwapped ? body1 : body0;
            CollisionObject planeObj = m_isSwapped ? body0 : body1;

            ConvexShape convexShape = convexObj.GetCollisionShape() as ConvexShape;
            StaticPlaneShape planeShape = planeObj.GetCollisionShape() as StaticPlaneShape;

            bool hasCollision = false;
            IndexedVector3 planeNormal = planeShape.GetPlaneNormal();
            float planeConstant = planeShape.GetPlaneConstant();

            IndexedMatrix convexWorldTransform = convexObj.GetWorldTransform();
            IndexedMatrix convexInPlaneTrans = planeObj.GetWorldTransform().Inverse() * convexWorldTransform;

            //now perturbe the convex-world transform

            convexWorldTransform._basis *= new IndexedBasisMatrix(ref perturbeRot);

            IndexedMatrix planeInConvex = convexWorldTransform.Inverse() * planeObj.GetWorldTransform(); ;

            IndexedVector3 vtx = convexShape.LocalGetSupportingVertex(planeInConvex._basis * -planeNormal);

            IndexedVector3 vtxInPlane = vtxInPlane = convexInPlaneTrans * vtx;
            float distance = (IndexedVector3.Dot(planeNormal, vtxInPlane) - planeConstant);

            IndexedVector3 vtxInPlaneProjected = vtxInPlane - (distance * planeNormal);
            IndexedVector3 vtxInPlaneWorld = planeObj.GetWorldTransform() * vtxInPlaneProjected;

            hasCollision = distance < m_manifoldPtr.GetContactBreakingThreshold();

            resultOut.SetPersistentManifold(m_manifoldPtr);
            if (hasCollision)
            {
                /// report a contact. internally this will be kept persistent, and contact reduction is done
                IndexedVector3 normalOnSurfaceB = planeObj.GetWorldTransform()._basis * planeNormal;
                IndexedVector3 pOnB = vtxInPlaneWorld;
                resultOut.AddContactPoint(ref normalOnSurfaceB, ref pOnB, distance);
            }
        }
コード例 #21
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject col0 = body0;
            CollisionObject col1 = body1;
            Box2dShape      box0 = (Box2dShape)col0.GetCollisionShape();
            Box2dShape      box1 = (Box2dShape)col1.GetCollisionShape();

            resultOut.SetPersistentManifold(m_manifoldPtr);

            B2CollidePolygons(ref resultOut, box0, col0.GetWorldTransform(), box1, col1.GetWorldTransform());

            //  refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added
            if (m_ownManifold)
            {
                resultOut.RefreshContactPoints();
            }
        }
コード例 #22
0
        public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            resultOut = null;
            CollisionObject colObj   = m_isSwapped ? body1 : body0;
            CollisionObject otherObj = m_isSwapped ? body0 : body1;

            Debug.Assert(colObj.GetCollisionShape().IsCompound());

            CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());

            //We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
            //If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
            //given Proxy0 and Proxy1, if both have a tree, Tree0 and Tree1, this means:
            //determine overlapping nodes of Proxy1 using Proxy0 AABB against Tree1
            //then use each overlapping node AABB against Tree0
            //and vise versa.

            float hitFraction = 1f;

            int           numChildren = m_childCollisionAlgorithms.Count;
            IndexedMatrix orgTrans;
            float         frac;

            for (int i = 0; i < numChildren; i++)
            {
                //temporarily exchange parent btCollisionShape with childShape, and recurse
                CollisionShape childShape = compoundShape.GetChildShape(i);

                //backup
                orgTrans = colObj.GetWorldTransform();

                IndexedMatrix childTrans         = compoundShape.GetChildTransform(i);
                IndexedMatrix newChildWorldTrans = orgTrans * childTrans;

                colObj.SetWorldTransform(ref newChildWorldTrans);

                CollisionShape tmpShape = colObj.GetCollisionShape();
                colObj.InternalSetTemporaryCollisionShape(childShape);

                frac = m_childCollisionAlgorithms[i].CalculateTimeOfImpact(colObj, otherObj, dispatchInfo, resultOut);
                if (frac < hitFraction)
                {
                    hitFraction = frac;
                }
                //revert back
                colObj.InternalSetTemporaryCollisionShape(tmpShape);
                colObj.SetWorldTransform(ref orgTrans);
            }
            return(hitFraction);
        }
コード例 #23
0
 public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
 {
     return 1.0f;
 }
コード例 #24
0
 public abstract float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut);
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                //swapped?
                m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
                m_ownManifold = true;
            }
            //resultOut = new ManifoldResult();
            resultOut.SetPersistentManifold(m_manifoldPtr);

            //comment-out next line to test multi-contact generation
            //resultOut.GetPersistentManifold().ClearManifold();


            ConvexShape min0 = body0.GetCollisionShape() as ConvexShape;
            ConvexShape min1 = body1.GetCollisionShape() as ConvexShape;
            IndexedVector3 normalOnB;
            IndexedVector3 pointOnBWorld;
#if !BT_DISABLE_CAPSULE_CAPSULE_COLLIDER
            if ((min0.GetShapeType() == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE) && (min1.GetShapeType() == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE))
            {
                CapsuleShape capsuleA = min0 as CapsuleShape;
                CapsuleShape capsuleB = min1 as CapsuleShape;
                //IndexedVector3 localScalingA = capsuleA.GetLocalScaling();
                //IndexedVector3 localScalingB = capsuleB.GetLocalScaling();

                float threshold = m_manifoldPtr.GetContactBreakingThreshold();

                float dist = CapsuleCapsuleDistance(out normalOnB, out pointOnBWorld, capsuleA.GetHalfHeight(), capsuleA.GetRadius(),
                    capsuleB.GetHalfHeight(), capsuleB.GetRadius(), capsuleA.GetUpAxis(), capsuleB.GetUpAxis(),
                    body0.GetWorldTransform(), body1.GetWorldTransform(), threshold);

                if (dist < threshold)
                {
                    Debug.Assert(normalOnB.LengthSquared() >= (MathUtil.SIMD_EPSILON * MathUtil.SIMD_EPSILON));
                    resultOut.AddContactPoint(ref normalOnB, ref pointOnBWorld, dist);
                }
                resultOut.RefreshContactPoints();
                return;
            }
#endif //BT_DISABLE_CAPSULE_CAPSULE_COLLIDER



#if USE_SEPDISTANCE_UTIL2
        	if (dispatchInfo.m_useConvexConservativeDistanceUtil)
            {
                m_sepDistance.updateSeparatingDistance(body0.getWorldTransform(),body1.getWorldTransform());
            }

	        if (!dispatchInfo.m_useConvexConservativeDistanceUtil || m_sepDistance.getConservativeSeparatingDistance()<=0.f)
#endif //USE_SEPDISTANCE_UTIL2

            {


                ClosestPointInput input = ClosestPointInput.Default();

                using (GjkPairDetector gjkPairDetector = BulletGlobals.GjkPairDetectorPool.Get())
                {
                    gjkPairDetector.Initialize(min0, min1, m_simplexSolver, m_pdSolver);
                    //TODO: if (dispatchInfo.m_useContinuous)
                    gjkPairDetector.SetMinkowskiA(min0);
                    gjkPairDetector.SetMinkowskiB(min1);

#if USE_SEPDISTANCE_UTIL2
	        if (dispatchInfo.m_useConvexConservativeDistanceUtil)
	        {
		        input.m_maximumDistanceSquared = float.MaxValue;
	        } 
            else
#endif //USE_SEPDISTANCE_UTIL2
                    {
                        input.m_maximumDistanceSquared = min0.GetMargin() + min1.GetMargin() + m_manifoldPtr.GetContactBreakingThreshold();
                        input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared;
                    }

                    //input.m_stackAlloc = dispatchInfo.m_stackAllocator;
                    input.m_transformA = body0.GetWorldTransform();
                    input.m_transformB = body1.GetWorldTransform();


                    if (min0.IsPolyhedral() && min1.IsPolyhedral())
                    {


                        DummyResult dummy = new DummyResult();


                        PolyhedralConvexShape polyhedronA = min0 as PolyhedralConvexShape;
                        PolyhedralConvexShape polyhedronB = min1 as PolyhedralConvexShape;
                        if (polyhedronA.GetConvexPolyhedron() != null && polyhedronB.GetConvexPolyhedron() != null)
                        {
                            float threshold = m_manifoldPtr.GetContactBreakingThreshold();

                            float minDist = float.MinValue;
                            IndexedVector3 sepNormalWorldSpace = new IndexedVector3(0, 1, 0);
                            bool foundSepAxis = true;

                            if (dispatchInfo.m_enableSatConvex)
                            {
                                foundSepAxis = PolyhedralContactClipping.FindSeparatingAxis(
                                    polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(),
                                    body0.GetWorldTransform(),
                                    body1.GetWorldTransform(),
                                    out sepNormalWorldSpace);
                            }
                            else
                            {

#if ZERO_MARGIN
                gjkPairDetector.SetIgnoreMargin(true);
                gjkPairDetector.GetClosestPoints(input,resultOut,dispatchInfo.m_debugDraw);
#else

                                gjkPairDetector.GetClosestPoints(ref input, dummy, dispatchInfo.m_debugDraw);
#endif

                                float l2 = gjkPairDetector.GetCachedSeparatingAxis().LengthSquared();
                                if (l2 > MathUtil.SIMD_EPSILON)
                                {
                                    sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis() * (1.0f / l2);
                                    //minDist = -1e30f;//gjkPairDetector.getCachedSeparatingDistance();
                                    minDist = gjkPairDetector.GetCachedSeparatingDistance() - min0.GetMargin() - min1.GetMargin();

#if ZERO_MARGIN
					foundSepAxis = true;//gjkPairDetector.getCachedSeparatingDistance()<0.f;
#else
                                    foundSepAxis = gjkPairDetector.GetCachedSeparatingDistance() < (min0.GetMargin() + min1.GetMargin());
#endif
                                }
                            }
                            if (foundSepAxis)
                            {
                                //				printf("sepNormalWorldSpace=%f,%f,%f\n",sepNormalWorldSpace.getX(),sepNormalWorldSpace.getY(),sepNormalWorldSpace.getZ());

                                PolyhedralContactClipping.ClipHullAgainstHull(sepNormalWorldSpace, polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(),
                                    body0.GetWorldTransform(),
                                    body1.GetWorldTransform(), minDist - threshold, threshold, resultOut);

                            }
                            if (m_ownManifold)
                            {
                                resultOut.RefreshContactPoints();
                            }

                            return;

                        }
                        else
                        {

                            //we can also deal with convex versus triangle (without connectivity data)
                            if (polyhedronA.GetConvexPolyhedron() != null && polyhedronB.GetShapeType() == BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE)
                            {
                                m_vertices.Clear();
                                TriangleShape tri = polyhedronB as TriangleShape;
                                m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[0]);
                                m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[1]);
                                m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[2]);

                                float threshold = m_manifoldPtr.GetContactBreakingThreshold();
                                IndexedVector3 sepNormalWorldSpace = new IndexedVector3(0, 1, 0); ;
                                float minDist = float.MinValue;
                                float maxDist = threshold;

                                bool foundSepAxis = false;
                                if (false)
                                {
                                    polyhedronB.InitializePolyhedralFeatures();
                                    foundSepAxis = PolyhedralContactClipping.FindSeparatingAxis(
                                    polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(),
                                    body0.GetWorldTransform(),
                                    body1.GetWorldTransform(),
                                    out sepNormalWorldSpace);
                                    //	 printf("sepNormalWorldSpace=%f,%f,%f\n",sepNormalWorldSpace.getX(),sepNormalWorldSpace.getY(),sepNormalWorldSpace.getZ());

                                }
                                else
                                {
#if ZERO_MARGIN
					gjkPairDetector.SetIgnoreMargin(true);
					gjkPairDetector.GetClosestPoints(input,resultOut,dispatchInfo.m_debugDraw);
#else
                                    gjkPairDetector.GetClosestPoints(ref input, dummy, dispatchInfo.m_debugDraw);
#endif//ZERO_MARGIN

                                    float l2 = gjkPairDetector.GetCachedSeparatingAxis().LengthSquared();
                                    if (l2 > MathUtil.SIMD_EPSILON)
                                    {
                                        sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis() * (1.0f / l2);
                                        //minDist = gjkPairDetector.getCachedSeparatingDistance();
                                        //maxDist = threshold;
                                        minDist = gjkPairDetector.GetCachedSeparatingDistance() - min0.GetMargin() - min1.GetMargin();
                                        foundSepAxis = true;
                                    }
                                }


                                if (foundSepAxis)
                                {
                                    PolyhedralContactClipping.ClipFaceAgainstHull(sepNormalWorldSpace, polyhedronA.GetConvexPolyhedron(),
                                        body0.GetWorldTransform(), m_vertices, minDist - threshold, maxDist, resultOut);
                                }

                                if (m_ownManifold)
                                {
                                    resultOut.RefreshContactPoints();
                                }
                                return;
                            }

                        }


                    }


                    gjkPairDetector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), false);
#if USE_SEPDISTANCE_UTIL2
	float sepDist = 0.f;
	if (dispatchInfo.m_useConvexConservativeDistanceUtil)
	{
		sepDist = gjkPairDetector.getCachedSeparatingDistance();
		if (sepDist>MathUtil.SIMD_EPSILON)
		{
			sepDist += dispatchInfo.m_convexConservativeDistanceThreshold;
			//now perturbe directions to get multiple contact points
		}
	}
#endif //USE_SEPDISTANCE_UTIL2

                    //now perform 'm_numPerturbationIterations' collision queries with the perturbated collision objects

                    //perform perturbation when more then 'm_minimumPointsPerturbationThreshold' points
                    if (m_numPerturbationIterations > 0 && resultOut.GetPersistentManifold().GetNumContacts() < m_minimumPointsPerturbationThreshold)
                    {
                        IndexedVector3 v0, v1;

                        IndexedVector3 sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis();
                        sepNormalWorldSpace.Normalize();
                        TransformUtil.PlaneSpace1(ref sepNormalWorldSpace, out v0, out v1);

                        bool perturbeA = true;
                        const float angleLimit = 0.125f * MathUtil.SIMD_PI;
                        float perturbeAngle;
                        float radiusA = min0.GetAngularMotionDisc();
                        float radiusB = min1.GetAngularMotionDisc();
                        if (radiusA < radiusB)
                        {
                            perturbeAngle = BulletGlobals.gContactBreakingThreshold / radiusA;
                            perturbeA = true;
                        }
                        else
                        {
                            perturbeAngle = BulletGlobals.gContactBreakingThreshold / radiusB;
                            perturbeA = false;
                        }
                        if (perturbeAngle > angleLimit)
                        {
                            perturbeAngle = angleLimit;
                        }

                        IndexedMatrix unPerturbedTransform;
                        if (perturbeA)
                        {
                            unPerturbedTransform = input.m_transformA;
                        }
                        else
                        {
                            unPerturbedTransform = input.m_transformB;
                        }

                        for (int i = 0; i < m_numPerturbationIterations; i++)
                        {
                            if (v0.LengthSquared() > MathUtil.SIMD_EPSILON)
                            {

                                IndexedQuaternion perturbeRot = new IndexedQuaternion(v0, perturbeAngle);
                                float iterationAngle = i * (MathUtil.SIMD_2_PI / (float)m_numPerturbationIterations);
                                IndexedQuaternion rotq = new IndexedQuaternion(sepNormalWorldSpace, iterationAngle);

                                if (perturbeA)
                                {
                                    input.m_transformA._basis = (new IndexedBasisMatrix(MathUtil.QuaternionInverse(rotq) * perturbeRot * rotq) * body0.GetWorldTransform()._basis);
                                    input.m_transformB = body1.GetWorldTransform();

                                    input.m_transformB = body1.GetWorldTransform();
#if DEBUG_CONTACTS
                                    dispatchInfo.m_debugDraw.DrawTransform(ref input.m_transformA, 10.0f);
#endif //DEBUG_CONTACTS
                                }
                                else
                                {
                                    input.m_transformA = body0.GetWorldTransform();
                                    input.m_transformB._basis = (new IndexedBasisMatrix(MathUtil.QuaternionInverse(rotq) * perturbeRot * rotq) * body1.GetWorldTransform()._basis);
#if DEBUG_CONTACTS
                                    dispatchInfo.m_debugDraw.DrawTransform(ref input.m_transformB, 10.0f);
#endif
                                }

                                PerturbedContactResult perturbedResultOut = new PerturbedContactResult(resultOut, ref input.m_transformA, ref input.m_transformB, ref unPerturbedTransform, perturbeA, dispatchInfo.getDebugDraw());
                                gjkPairDetector.GetClosestPoints(ref input, perturbedResultOut, dispatchInfo.getDebugDraw(), false);

                            }


                        }
                    }



#if USE_SEPDISTANCE_UTIL2
	        if (dispatchInfo.m_useConvexConservativeDistanceUtil && (sepDist > MathUtil.SIMD_EPSILON))
	        {
		        m_sepDistance.initSeparatingDistance(gjkPairDetector.getCachedSeparatingAxis(),sepDist,body0.getWorldTransform(),body1.getWorldTransform());
	        }
#endif //USE_SEPDISTANCE_UTIL2

                }
            }

            if (m_ownManifold)
            {
                resultOut.RefreshContactPoints();
            }
        }
コード例 #26
0
 public abstract void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut);
        public void SetTimeStepAndCounters(float collisionMarginTriangle, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            m_dispatchInfoPtr = dispatchInfo;
            m_collisionMarginTriangle = collisionMarginTriangle;
            m_resultOut = resultOut;

            //recalc aabbs
            //IndexedMatrix convexInTriangleSpace = MathUtil.bulletMatrixMultiply(IndexedMatrix.Invert(m_triBody.getWorldTransform()) , m_convexBody.getWorldTransform());
            IndexedMatrix convexInTriangleSpace = m_triBody.GetWorldTransform().Inverse() * m_convexBody.GetWorldTransform();
            CollisionShape convexShape = m_convexBody.GetCollisionShape();
            convexShape.GetAabb(ref convexInTriangleSpace, out m_aabbMin, out m_aabbMax);
            float extraMargin = collisionMarginTriangle;
            IndexedVector3 extra = new IndexedVector3(extraMargin);

            m_aabbMax += extra;
            m_aabbMin -= extra;
        }
コード例 #28
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //resultOut = null;
            CollisionObject colObj = m_isSwapped ? body1 : body0;
            CollisionObject otherObj = m_isSwapped ? body0 : body1;

            Debug.Assert(colObj.GetCollisionShape().IsCompound());
            CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());

            ///btCompoundShape might have changed:
            ////make sure the internal child collision algorithm caches are still valid
            if (compoundShape.GetUpdateRevision() != m_compoundShapeRevision)
            {
                ///clear and update all
                RemoveChildAlgorithms();
                PreallocateChildAlgorithms(body0, body1);
            }


            Dbvt tree = compoundShape.GetDynamicAabbTree();
            //use a dynamic aabb tree to cull potential child-overlaps
            using (CompoundLeafCallback callback = BulletGlobals.CompoundLeafCallbackPool.Get())
            {
                callback.Initialize(colObj, otherObj, m_dispatcher, dispatchInfo, resultOut, this, m_childCollisionAlgorithms, m_sharedManifold);

                ///we need to refresh all contact manifolds
                ///note that we should actually recursively traverse all children, btCompoundShape can nested more then 1 level deep
                ///so we should add a 'refreshManifolds' in the btCollisionAlgorithm
                {
                    m_manifoldArray.Clear();
                    for (int i = 0; i < m_childCollisionAlgorithms.Count; i++)
                    {
                        if (m_childCollisionAlgorithms[i] != null)
                        {
                            m_childCollisionAlgorithms[i].GetAllContactManifolds(m_manifoldArray);
                            for (int m = 0; m < m_manifoldArray.Count; m++)
                            {
                                if (m_manifoldArray[m].GetNumContacts() > 0)
                                {
                                    resultOut.SetPersistentManifold(m_manifoldArray[m]);
                                    resultOut.RefreshContactPoints();
                                    resultOut.SetPersistentManifold(null);//??necessary?
                                }
                            }
                            m_manifoldArray.Clear();
                        }
                    }
                }

                if (tree != null)
                {

                    IndexedVector3 localAabbMin;
                    IndexedVector3 localAabbMax;
                    IndexedMatrix otherInCompoundSpace;
                    //otherInCompoundSpace = MathUtil.BulletMatrixMultiply(colObj.GetWorldTransform(),otherObj.GetWorldTransform());
                    otherInCompoundSpace = colObj.GetWorldTransform().Inverse() * otherObj.GetWorldTransform();

                    otherObj.GetCollisionShape().GetAabb(ref otherInCompoundSpace, out localAabbMin, out localAabbMax);

                    DbvtAabbMm bounds = DbvtAabbMm.FromMM(ref localAabbMin, ref localAabbMax);
                    //process all children, that overlap with  the given AABB bounds
                    Dbvt.CollideTV(tree.m_root, ref bounds, callback);

                }
                else
                {
                    //iterate over all children, perform an AABB check inside ProcessChildShape
                    int numChildren = m_childCollisionAlgorithms.Count;
                    for (int i = 0; i < numChildren; i++)
                    {
                        callback.ProcessChildShape(compoundShape.GetChildShape(i), i);
                    }
                }

                {
                    //iterate over all children, perform an AABB check inside ProcessChildShape
                    int numChildren = m_childCollisionAlgorithms.Count;

                    m_manifoldArray.Clear();
                    CollisionShape childShape = null;
                    IndexedMatrix orgTrans;
                    IndexedMatrix orgInterpolationTrans;
                    IndexedMatrix newChildWorldTrans;


                    for (int i = 0; i < numChildren; i++)
                    {
                        if (m_childCollisionAlgorithms[i] != null)
                        {
                            childShape = compoundShape.GetChildShape(i);
                            //if not longer overlapping, remove the algorithm
                            orgTrans = colObj.GetWorldTransform();
                            orgInterpolationTrans = colObj.GetInterpolationWorldTransform();
                            IndexedMatrix childTrans = compoundShape.GetChildTransform(i);

                            newChildWorldTrans = orgTrans * childTrans;

                            //perform an AABB check first
                            IndexedVector3 aabbMin0;
                            IndexedVector3 aabbMax0;
                            IndexedVector3 aabbMin1;
                            IndexedVector3 aabbMax1;

                            childShape.GetAabb(ref newChildWorldTrans, out aabbMin0, out aabbMax0);
                            otherObj.GetCollisionShape().GetAabb(otherObj.GetWorldTransform(), out aabbMin1, out aabbMax1);

                            if (!AabbUtil2.TestAabbAgainstAabb2(ref aabbMin0, ref aabbMax0, ref aabbMin1, ref aabbMax1))
                            {
                                m_dispatcher.FreeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
                                m_childCollisionAlgorithms[i] = null;
                            }
                        }
                    }
                }
            }
        }
コード例 #29
0
 public CollisionPairCallback(DispatcherInfo dispatchInfo, CollisionDispatcher dispatcher)
 {
     m_dispatchInfo = dispatchInfo;
     m_dispatcher   = dispatcher;
 }
コード例 #30
0
        public virtual void CollideSingleContact(ref IndexedQuaternion perturbeRot, CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            CollisionObject convexObj = m_isSwapped ? body1 : body0;
            CollisionObject planeObj  = m_isSwapped ? body0 : body1;

            ConvexShape      convexShape = convexObj.GetCollisionShape() as ConvexShape;
            StaticPlaneShape planeShape  = planeObj.GetCollisionShape() as StaticPlaneShape;

            bool           hasCollision  = false;
            IndexedVector3 planeNormal   = planeShape.GetPlaneNormal();
            float          planeConstant = planeShape.GetPlaneConstant();

            IndexedMatrix convexWorldTransform = convexObj.GetWorldTransform();
            IndexedMatrix convexInPlaneTrans   = planeObj.GetWorldTransform().Inverse() * convexWorldTransform;

            //now perturbe the convex-world transform

            convexWorldTransform._basis *= new IndexedBasisMatrix(ref perturbeRot);

            IndexedMatrix planeInConvex = convexWorldTransform.Inverse() * planeObj.GetWorldTransform();;

            IndexedVector3 vtx = convexShape.LocalGetSupportingVertex(planeInConvex._basis * -planeNormal);

            IndexedVector3 vtxInPlane = vtxInPlane = convexInPlaneTrans * vtx;
            float          distance   = (IndexedVector3.Dot(planeNormal, vtxInPlane) - planeConstant);

            IndexedVector3 vtxInPlaneProjected = vtxInPlane - (distance * planeNormal);
            IndexedVector3 vtxInPlaneWorld     = planeObj.GetWorldTransform() * vtxInPlaneProjected;

            hasCollision = distance < m_manifoldPtr.GetContactBreakingThreshold();

            resultOut.SetPersistentManifold(m_manifoldPtr);
            if (hasCollision)
            {
                /// report a contact. internally this will be kept persistent, and contact reduction is done
                IndexedVector3 normalOnSurfaceB = planeObj.GetWorldTransform()._basis *planeNormal;
                IndexedVector3 pOnB             = vtxInPlaneWorld;
                resultOut.AddContactPoint(ref normalOnSurfaceB, ref pOnB, distance);
            }
        }
コード例 #31
0
        public void NearCallback(BroadphasePair collisionPair, CollisionDispatcher dispatcher, DispatcherInfo dispatchInfo)
        {
            CollisionObject colObj0 = collisionPair.m_pProxy0.GetClientObject() as CollisionObject;
            CollisionObject colObj1 = collisionPair.m_pProxy1.GetClientObject() as CollisionObject;

            if (dispatcher.NeedsCollision(colObj0, colObj1))
            {
                //dispatcher will keep algorithms persistent in the collision pair
                if (collisionPair.m_algorithm == null)
                {
                    collisionPair.m_algorithm = dispatcher.FindAlgorithm(colObj0, colObj1, null);
                }

                if (collisionPair.m_algorithm != null)
                {
                    ManifoldResult contactPointResult = dispatcher.GetNewManifoldResult(colObj0, colObj1);

                    if (dispatchInfo.GetDispatchFunc() == DispatchFunc.DISPATCH_DISCRETE)
                    {
                        //discrete collision detection query
                        collisionPair.m_algorithm.ProcessCollision(colObj0, colObj1, dispatchInfo, contactPointResult);
                    }
                    else
                    {
                        //continuous collision detection query, time of impact (toi)
                        float toi = collisionPair.m_algorithm.CalculateTimeOfImpact(colObj0, colObj1, dispatchInfo, contactPointResult);
                        if (dispatchInfo.GetTimeOfImpact() > toi)
                        {
                            dispatchInfo.SetTimeOfImpact(toi);
                        }
                    }
#if DEBUG
                    if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDispatcher)
                    {
                        BulletGlobals.g_streamWriter.WriteLine("NearCallback[{0}][{1}][{2}]", contactPointResult.GetBody0Internal().GetUserPointer(), contactPointResult.GetBody1Internal().GetUserPointer(), contactPointResult.GetPersistentManifold().GetNumContacts());
                    }
#endif
                    dispatcher.FreeManifoldResult(contactPointResult);
                }
            }
        }
コード例 #32
0
        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);
        }
コード例 #33
0
 public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
 {
     //not yet
     return(1f);
 }
コード例 #34
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //resultOut = new ManifoldResult();
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject sphereObj = m_swapped ? body1 : body0;
            CollisionObject triObj    = m_swapped ? body0 : body1;

            SphereShape   sphere   = sphereObj.GetCollisionShape() as SphereShape;
            TriangleShape triangle = triObj.GetCollisionShape() as TriangleShape;

            /// report a contact. internally this will be kept persistent, and contact reduction is done
            resultOut.SetPersistentManifold(m_manifoldPtr);
            using (SphereTriangleDetector detector = BulletGlobals.SphereTriangleDetectorPool.Get())
            {
                detector.Initialize(sphere, triangle, m_manifoldPtr.GetContactBreakingThreshold());
                ClosestPointInput input = ClosestPointInput.Default();
                input.m_maximumDistanceSquared = float.MaxValue;
                sphereObj.GetWorldTransform(out input.m_transformA);
                triObj.GetWorldTransform(out input.m_transformB);

                bool swapResults = m_swapped;

                detector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), swapResults);

                if (m_ownManifold)
                {
                    resultOut.RefreshContactPoints();
                }
            }
        }
コード例 #35
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                return;
            }

            CollisionObject convexObj = m_isSwapped ? body1 : body0;
            CollisionObject planeObj  = m_isSwapped ? body0 : body1;

            ConvexShape      convexShape = convexObj.GetCollisionShape() as ConvexShape;
            StaticPlaneShape planeShape  = planeObj.GetCollisionShape() as StaticPlaneShape;

            bool           hasCollision  = false;
            IndexedVector3 planeNormal   = planeShape.GetPlaneNormal();
            float          planeConstant = planeShape.GetPlaneConstant();
            IndexedMatrix  planeInConvex;

            planeInConvex = convexObj.GetWorldTransform().Inverse() * planeObj.GetWorldTransform();
            IndexedMatrix convexInPlaneTrans;

            convexInPlaneTrans = planeObj.GetWorldTransform().Inverse() * convexObj.GetWorldTransform();

            IndexedVector3 vtx        = convexShape.LocalGetSupportingVertex(planeInConvex._basis * -planeNormal);
            IndexedVector3 vtxInPlane = convexInPlaneTrans * vtx;
            float          distance   = (planeNormal.Dot(vtxInPlane) - planeConstant);

            IndexedVector3 vtxInPlaneProjected = vtxInPlane - distance * planeNormal;
            IndexedVector3 vtxInPlaneWorld     = planeObj.GetWorldTransform() * vtxInPlaneProjected;

            hasCollision = distance < m_manifoldPtr.GetContactBreakingThreshold();
            resultOut.SetPersistentManifold(m_manifoldPtr);
            if (hasCollision)
            {
                /// report a contact. internally this will be kept persistent, and contact reduction is done
                IndexedVector3 normalOnSurfaceB = planeObj.GetWorldTransform()._basis *planeNormal;
                IndexedVector3 pOnB             = vtxInPlaneWorld;
                resultOut.AddContactPoint(normalOnSurfaceB, pOnB, distance);
            }
            ////first perform a collision query with the non-perturbated collision objects
            //{
            //    IndexedQuaternion rotq = IndexedQuaternion.Identity;
            //    CollideSingleContact(ref rotq, body0, body1, dispatchInfo, resultOut);
            //}

            if (convexShape.IsPolyhedral() && resultOut.GetPersistentManifold().GetNumContacts() < m_minimumPointsPerturbationThreshold)
            {
                IndexedVector3 v0;
                IndexedVector3 v1;
                TransformUtil.PlaneSpace1(ref planeNormal, out v0, out v1);
                //now perform 'm_numPerturbationIterations' collision queries with the perturbated collision objects

                float angleLimit = 0.125f * MathUtil.SIMD_PI;
                float perturbeAngle;
                float radius = convexShape.GetAngularMotionDisc();
                perturbeAngle = BulletGlobals.gContactBreakingThreshold / radius;
                if (perturbeAngle > angleLimit)
                {
                    perturbeAngle = angleLimit;
                }
                IndexedQuaternion perturbeRot = new IndexedQuaternion(v0, perturbeAngle);
                for (int i = 0; i < m_numPerturbationIterations; i++)
                {
                    float             iterationAngle = i * (MathUtil.SIMD_2_PI / (float)m_numPerturbationIterations);
                    IndexedQuaternion rotq           = new IndexedQuaternion(planeNormal, iterationAngle);
                    rotq = IndexedQuaternion.Inverse(rotq) * perturbeRot * rotq;
                    CollideSingleContact(ref rotq, body0, body1, dispatchInfo, resultOut);
                }
            }

            if (m_ownManifold)
            {
                if (m_manifoldPtr.GetNumContacts() > 0)
                {
                    resultOut.RefreshContactPoints();
                }
            }
        }
コード例 #36
0
 public virtual void DispatchAllCollisionPairs(IOverlappingPairCache pairCache, DispatcherInfo dispatchInfo, IDispatcher dispatcher)
 {
     m_collisionCallback.Initialize(dispatchInfo, this);
     pairCache.ProcessAllOverlappingPairs(m_collisionCallback, dispatcher);
     m_collisionCallback.cleanup();
 }
コード例 #37
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                //swapped?
                m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1);
                m_ownManifold = true;
            }
            resultOut.SetPersistentManifold(m_manifoldPtr);

            //comment-out next line to test multi-contact generation
            //resultOut.getPersistentManifold().clearManifold();


            ConvexShape min0 = body0.GetCollisionShape() as ConvexShape;
            ConvexShape min1 = body1.GetCollisionShape() as ConvexShape;

            IndexedVector3 normalOnB     = IndexedVector3.Zero;
            IndexedVector3 pointOnBWorld = IndexedVector3.Zero;

            {
                ClosestPointInput input = ClosestPointInput.Default();

                using (GjkPairDetector gjkPairDetector = BulletGlobals.GjkPairDetectorPool.Get())
                {
                    gjkPairDetector.Initialize(min0, min1, m_simplexSolver, m_pdSolver);
                    //TODO: if (dispatchInfo.m_useContinuous)
                    gjkPairDetector.SetMinkowskiA(min0);
                    gjkPairDetector.SetMinkowskiB(min1);

                    {
                        input.m_maximumDistanceSquared  = min0.GetMargin() + min1.GetMargin() + m_manifoldPtr.GetContactBreakingThreshold();
                        input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared;
                    }

                    input.m_transformA = body0.GetWorldTransform();
                    input.m_transformB = body1.GetWorldTransform();

                    gjkPairDetector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), false);

                    if (BulletGlobals.g_streamWriter != null)
                    {
                        BulletGlobals.g_streamWriter.WriteLine("c2dc2d processCollision");
                        MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transformA", input.m_transformA);
                        MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transformB", input.m_transformB);
                    }
                }
                //BulletGlobals.GjkPairDetectorPool.Free(gjkPairDetector);
                //btVector3 v0,v1;
                //btVector3 sepNormalWorldSpace;
            }

            if (m_ownManifold)
            {
                resultOut.RefreshContactPoints();
            }
        }
コード例 #38
0
 public void Initialize(DispatcherInfo dispatchInfo, CollisionDispatcher dispatcher)
 {
     m_dispatchInfo = dispatchInfo;
     m_dispatcher = dispatcher;
 }
コード例 #39
0
        public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            resultOut = null;
            CollisionObject colObj = m_isSwapped ? body1 : body0;
            CollisionObject otherObj = m_isSwapped ? body0 : body1;

            Debug.Assert(colObj.GetCollisionShape().IsCompound());

            CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape());

            //We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
            //If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
            //given Proxy0 and Proxy1, if both have a tree, Tree0 and Tree1, this means:
            //determine overlapping nodes of Proxy1 using Proxy0 AABB against Tree1
            //then use each overlapping node AABB against Tree0
            //and vise versa.

            float hitFraction = 1f;

            int numChildren = m_childCollisionAlgorithms.Count;
            IndexedMatrix orgTrans;
            float frac;

            for (int i = 0; i < numChildren; i++)
            {
                //temporarily exchange parent btCollisionShape with childShape, and recurse
                CollisionShape childShape = compoundShape.GetChildShape(i);

                //backup
                orgTrans = colObj.GetWorldTransform();

                IndexedMatrix childTrans = compoundShape.GetChildTransform(i);
                IndexedMatrix newChildWorldTrans = orgTrans * childTrans;

                colObj.SetWorldTransform(ref newChildWorldTrans);

                CollisionShape tmpShape = colObj.GetCollisionShape();
                colObj.InternalSetTemporaryCollisionShape(childShape);

                frac = m_childCollisionAlgorithms[i].CalculateTimeOfImpact(colObj, otherObj, dispatchInfo, resultOut);
                if (frac < hitFraction)
                {
                    hitFraction = frac;
                }
                //revert back
                colObj.InternalSetTemporaryCollisionShape(tmpShape);
                colObj.SetWorldTransform(ref orgTrans);
            }
            return hitFraction;

        }
コード例 #40
0
ファイル: EmptyAlgorithm.cs プロジェクト: Belxjander/Asuna
 public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
 {
 }
コード例 #41
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            if (m_manifoldPtr == null)
            {
                return;
            }

            resultOut.SetPersistentManifold(m_manifoldPtr);

            SphereShape sphere0 = body0.GetCollisionShape() as SphereShape;
            SphereShape sphere1 = body1.GetCollisionShape() as SphereShape;

            IndexedVector3 diff    = body0.GetWorldTransform()._origin - body1.GetWorldTransform()._origin;
            float          len     = diff.Length();
            float          radius0 = sphere0.GetRadius();
            float          radius1 = sphere1.GetRadius();

#if CLEAR_MANIFOLD
            m_manifoldPtr.clearManifold();     //don't do this, it disables warmstarting
#endif

            ///iff distance positive, don't generate a new contact
            if (len > (radius0 + radius1))
            {
#if !CLEAR_MANIFOLD
                resultOut.RefreshContactPoints();
#endif //CLEAR_MANIFOLD
                return;
            }
            ///distance (negative means penetration)
            float dist = len - (radius0 + radius1);

            IndexedVector3 normalOnSurfaceB = new IndexedVector3(1, 0, 0);
            if (len > MathUtil.SIMD_EPSILON)
            {
                normalOnSurfaceB = diff / len;
            }

            ///point on A (worldspace)
            ///btVector3 pos0 = col0.getWorldTransform().getOrigin() - radius0 * normalOnSurfaceB;
            ///point on B (worldspace)
            IndexedVector3 pos1 = body1.GetWorldTransform()._origin + radius1 * normalOnSurfaceB;

            /// report a contact. internally this will be kept persistent, and contact reduction is done

            resultOut.AddContactPoint(ref normalOnSurfaceB, ref pos1, dist);

#if !CLEAR_MANIFOLD
            resultOut.RefreshContactPoints();
#endif //CLEAR_MANIFOLD
        }
コード例 #42
0
 public void Initialize(CollisionObject compoundObj, CollisionObject otherObj, IDispatcher dispatcher, DispatcherInfo dispatchInfo, ManifoldResult resultOut, CompoundCollisionAlgorithm parent, IList<CollisionAlgorithm> childCollisionAlgorithms, PersistentManifold sharedManifold)
 {
     m_compoundColObj = compoundObj;
     m_otherObj = otherObj;
     m_dispatcher = dispatcher;
     m_dispatchInfo = dispatchInfo;
     m_resultOut = resultOut;
     m_childCollisionAlgorithms = childCollisionAlgorithms;
     m_sharedManifold = sharedManifold;
     m_parent = parent;
 }
コード例 #43
0
 public CollisionPairCallback(DispatcherInfo dispatchInfo, CollisionDispatcher dispatcher)
 {
     m_dispatchInfo = dispatchInfo;
     m_dispatcher = dispatcher;
 }
コード例 #44
0
        //public override void processCollision (CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo,ManifoldResult resultOut)
        //{
        //    CollisionObject convexBody = m_isSwapped ? body1 : body0;
        //    CollisionObject triBody = m_isSwapped ? body0 : body1;

        //    if (triBody.getCollisionShape().isConcave())
        //    {
        //        CollisionObject triOb = triBody;
        //        ConcaveShape concaveShape = (ConcaveShape)(triOb.getCollisionShape());

        //        if (convexBody.getCollisionShape().isConvex())
        //        {
        //            float collisionMarginTriangle = concaveShape.getMargin();

        //            resultOut.setPersistentManifold(m_convexTriangleCallback.m_manifoldPtr);
        //            m_convexTriangleCallback.setTimeStepAndCounters(collisionMarginTriangle, dispatchInfo, resultOut);

        //            //Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here.
        //            //m_dispatcher.clearManifold(m_convexTriangleCallback.m_manifoldPtr);

        //            m_convexTriangleCallback.m_manifoldPtr.setBodies(convexBody, triBody);

        //            IndexedVector3 min = m_convexTriangleCallback.getAabbMin();
        //            IndexedVector3 max = m_convexTriangleCallback.getAabbMax();

        //            concaveShape.processAllTriangles(m_convexTriangleCallback, ref min,ref max );

        //            resultOut.refreshContactPoints();

        //        }
        //    }
        //}


        //public override float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        //{
        //    CollisionObject convexbody = m_isSwapped ? body1 : body0;
        //    CollisionObject triBody = m_isSwapped ? body0 : body1;

        //    //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 1f;
        //    }

        //    //const IndexedVector3& from = convexbody.m_worldTransform._origin;
        //    //IndexedVector3 to = convexbody.m_interpolationWorldTransform._origin;
        //    //todo: only do if the motion exceeds the 'radius'

        //    //IndexedMatrix triInv = IndexedMatrix.Invert(triBody.getWorldTransform());
        //    //IndexedMatrix convexFromLocal = MathUtil.bulletMatrixMultiply(triInv , convexbody.getWorldTransform());
        //    //IndexedMatrix convexToLocal = MathUtil.bulletMatrixMultiply(triInv , convexbody.getInterpolationWorldTransform());

        //    IndexedMatrix triInv = IndexedMatrix.Invert(triBody.getWorldTransform());
        //    IndexedMatrix convexFromLocal = MathUtil.inverseTimes(triBody.getWorldTransform(), convexbody.getWorldTransform());
        //    IndexedMatrix convexToLocal = MathUtil.inverseTimes(triBody.getWorldTransform(), 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);
        //        float ccdRadius0 = convexbody.getCcdSweptSphereRadius();
        //        rayAabbMin -= new IndexedVector3(ccdRadius0,ccdRadius0,ccdRadius0);
        //        rayAabbMax += new IndexedVector3(ccdRadius0,ccdRadius0,ccdRadius0);

        //        float curHitFraction = 1.0f; //is this available?
        //        LocalTriangleSphereCastCallback raycastCallback = new LocalTriangleSphereCastCallback(ref convexFromLocal, ref convexToLocal,
        //            convexbody.getCcdSweptSphereRadius(),curHitFraction);

        //        raycastCallback.m_hitFraction = convexbody.getHitFraction();

        //        CollisionObject concavebody = triBody;

        //        ConcaveShape triangleMesh = (ConcaveShape) concavebody.getCollisionShape();

        //        if (triangleMesh != null)
        //        {
        //            triangleMesh.processAllTriangles(raycastCallback,ref rayAabbMin,ref rayAabbMax);
        //        }

        //        if (raycastCallback.m_hitFraction < convexbody.getHitFraction())
        //        {
        //            convexbody.setHitFraction( raycastCallback.m_hitFraction);
        //            float result = raycastCallback.m_hitFraction;
        //            raycastCallback.cleanup();
        //            return result;
        //        }

        //        raycastCallback.cleanup();
        //    }
        //    return 1f;
        //}

        public override void ProcessCollision(CollisionObject bodyA, CollisionObject bodyB, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            //fixme

            CollisionObject convexBody = m_isSwapped ? bodyB : bodyA;
            CollisionObject triBody    = m_isSwapped ? bodyA : bodyB;

            if (triBody.GetCollisionShape().IsConcave())
            {
                CollisionObject triOb        = triBody;
                ConcaveShape    concaveShape = triOb.GetCollisionShape() as ConcaveShape;

                if (convexBody.GetCollisionShape().IsConvex())
                {
                    float collisionMarginTriangle = concaveShape.GetMargin();

                    resultOut.SetPersistentManifold(m_convexTriangleCallback.m_manifoldPtr);
                    m_convexTriangleCallback.SetTimeStepAndCounters(collisionMarginTriangle, dispatchInfo, resultOut);

                    //Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here.
                    //m_dispatcher->clearManifold(m_btConvexTriangleCallback.m_manifoldPtr);

                    m_convexTriangleCallback.m_manifoldPtr.SetBodies(convexBody, triBody);
                    IndexedVector3 min = m_convexTriangleCallback.GetAabbMin();
                    IndexedVector3 max = m_convexTriangleCallback.GetAabbMax();

                    concaveShape.ProcessAllTriangles(m_convexTriangleCallback, ref min, ref max);
                    resultOut.RefreshContactPoints();
                }
            }
        }
コード例 #45
0
        public void NearCallback(BroadphasePair collisionPair, CollisionDispatcher dispatcher, DispatcherInfo dispatchInfo)
        {
            CollisionObject colObj0 = collisionPair.m_pProxy0.GetClientObject() as CollisionObject;
            CollisionObject colObj1 = collisionPair.m_pProxy1.GetClientObject() as CollisionObject;

            if (dispatcher.NeedsCollision(colObj0, colObj1))
            {
                //dispatcher will keep algorithms persistent in the collision pair
                if (collisionPair.m_algorithm == null)
                {
                    collisionPair.m_algorithm = dispatcher.FindAlgorithm(colObj0, colObj1, null);
                }

                if (collisionPair.m_algorithm != null)
                {
                    ManifoldResult contactPointResult = dispatcher.GetNewManifoldResult(colObj0, colObj1);

                    if (dispatchInfo.GetDispatchFunc() == DispatchFunc.DISPATCH_DISCRETE)
                    {
                        //discrete collision detection query
                        collisionPair.m_algorithm.ProcessCollision(colObj0, colObj1, dispatchInfo, contactPointResult);
                    }
                    else
                    {
                        //continuous collision detection query, time of impact (toi)
                        float toi = collisionPair.m_algorithm.CalculateTimeOfImpact(colObj0, colObj1, dispatchInfo, contactPointResult);
                        if (dispatchInfo.GetTimeOfImpact() > toi)
                        {
                            dispatchInfo.SetTimeOfImpact(toi);
                        }
                    }
#if DEBUG
                    if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugDispatcher)
                    {
                        BulletGlobals.g_streamWriter.WriteLine("NearCallback[{0}][{1}][{2}]", contactPointResult.GetBody0Internal().GetUserPointer(), contactPointResult.GetBody1Internal().GetUserPointer(),contactPointResult.GetPersistentManifold().GetNumContacts());
                    }
#endif
                    dispatcher.FreeManifoldResult(contactPointResult);
                }
            }
        }
コード例 #46
0
        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);
        }
コード例 #47
0
        public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {
            ClearCache();

            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugGimpactAlgo)
            {
                BulletGlobals.g_streamWriter.WriteLine("GImpactAglo::ProcessCollision");
            }


            m_resultOut = resultOut;
            m_dispatchInfo = dispatchInfo;
            GImpactShapeInterface gimpactshape0;
            GImpactShapeInterface gimpactshape1;

            if (body0.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE)
            {
                gimpactshape0 = body0.GetCollisionShape() as GImpactShapeInterface;

                if (body1.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE)
                {
                    gimpactshape1 = body1.GetCollisionShape() as GImpactShapeInterface;

                    GImpactVsGImpact(body0, body1, gimpactshape0, gimpactshape1);
                }
                else
                {
                    GImpactVsShape(body0, body1, gimpactshape0, body1.GetCollisionShape(), false);
                }

            }
            else if (body1.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE)
            {
                gimpactshape1 = body1.GetCollisionShape() as GImpactShapeInterface;

                GImpactVsShape(body1, body0, gimpactshape1, body0.GetCollisionShape(), true);
            }

        }
        //public override void processCollision (CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo,ManifoldResult resultOut)
        //{
        //    CollisionObject convexBody = m_isSwapped ? body1 : body0;
        //    CollisionObject triBody = m_isSwapped ? body0 : body1;

        //    if (triBody.getCollisionShape().isConcave())
        //    {
        //        CollisionObject triOb = triBody;
        //        ConcaveShape concaveShape = (ConcaveShape)(triOb.getCollisionShape());

        //        if (convexBody.getCollisionShape().isConvex())
        //        {
        //            float collisionMarginTriangle = concaveShape.getMargin();

        //            resultOut.setPersistentManifold(m_convexTriangleCallback.m_manifoldPtr);
        //            m_convexTriangleCallback.setTimeStepAndCounters(collisionMarginTriangle, dispatchInfo, resultOut);

        //            //Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here.
        //            //m_dispatcher.clearManifold(m_convexTriangleCallback.m_manifoldPtr);

        //            m_convexTriangleCallback.m_manifoldPtr.setBodies(convexBody, triBody);

        //            IndexedVector3 min = m_convexTriangleCallback.getAabbMin();
        //            IndexedVector3 max = m_convexTriangleCallback.getAabbMax();

        //            concaveShape.processAllTriangles(m_convexTriangleCallback, ref min,ref max );

        //            resultOut.refreshContactPoints();

        //        }
        //    }
        //}


        //public override float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        //{
        //    CollisionObject convexbody = m_isSwapped ? body1 : body0;
        //    CollisionObject triBody = m_isSwapped ? body0 : body1;

        //    //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 1f;
        //    }

        //    //const IndexedVector3& from = convexbody.m_worldTransform._origin;
        //    //IndexedVector3 to = convexbody.m_interpolationWorldTransform._origin;
        //    //todo: only do if the motion exceeds the 'radius'

        //    //IndexedMatrix triInv = IndexedMatrix.Invert(triBody.getWorldTransform());
        //    //IndexedMatrix convexFromLocal = MathUtil.bulletMatrixMultiply(triInv , convexbody.getWorldTransform());
        //    //IndexedMatrix convexToLocal = MathUtil.bulletMatrixMultiply(triInv , convexbody.getInterpolationWorldTransform());

        //    IndexedMatrix triInv = IndexedMatrix.Invert(triBody.getWorldTransform());
        //    IndexedMatrix convexFromLocal = MathUtil.inverseTimes(triBody.getWorldTransform(), convexbody.getWorldTransform());
        //    IndexedMatrix convexToLocal = MathUtil.inverseTimes(triBody.getWorldTransform(), 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);
        //        float ccdRadius0 = convexbody.getCcdSweptSphereRadius();
        //        rayAabbMin -= new IndexedVector3(ccdRadius0,ccdRadius0,ccdRadius0);
        //        rayAabbMax += new IndexedVector3(ccdRadius0,ccdRadius0,ccdRadius0);

        //        float curHitFraction = 1.0f; //is this available?
        //        LocalTriangleSphereCastCallback raycastCallback = new LocalTriangleSphereCastCallback(ref convexFromLocal, ref convexToLocal,
        //            convexbody.getCcdSweptSphereRadius(),curHitFraction);

        //        raycastCallback.m_hitFraction = convexbody.getHitFraction();

        //        CollisionObject concavebody = triBody;

        //        ConcaveShape triangleMesh = (ConcaveShape) concavebody.getCollisionShape();

        //        if (triangleMesh != null)
        //        {
        //            triangleMesh.processAllTriangles(raycastCallback,ref rayAabbMin,ref rayAabbMax);
        //        }

        //        if (raycastCallback.m_hitFraction < convexbody.getHitFraction())
        //        {
        //            convexbody.setHitFraction( raycastCallback.m_hitFraction);
        //            float result = raycastCallback.m_hitFraction;
        //            raycastCallback.cleanup();
        //            return result;
        //        }

        //        raycastCallback.cleanup();
        //    }
        //    return 1f;
        //}

        public override void ProcessCollision(CollisionObject bodyA, CollisionObject bodyB, DispatcherInfo dispatchInfo, ManifoldResult resultOut)
        {


            //fixme

            CollisionObject convexBody = m_isSwapped ? bodyB : bodyA;
            CollisionObject triBody = m_isSwapped ? bodyA : bodyB;

            if (triBody.GetCollisionShape().IsConcave())
            {
                CollisionObject triOb = triBody;
                ConcaveShape concaveShape = triOb.GetCollisionShape() as ConcaveShape;

                if (convexBody.GetCollisionShape().IsConvex())
                {
                    float collisionMarginTriangle = concaveShape.GetMargin();

                    resultOut.SetPersistentManifold(m_convexTriangleCallback.m_manifoldPtr);
                    m_convexTriangleCallback.SetTimeStepAndCounters(collisionMarginTriangle, dispatchInfo, resultOut);

                    //Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here.
                    //m_dispatcher->clearManifold(m_btConvexTriangleCallback.m_manifoldPtr);

                    m_convexTriangleCallback.m_manifoldPtr.SetBodies(convexBody, triBody);
                    IndexedVector3 min = m_convexTriangleCallback.GetAabbMin();
                    IndexedVector3 max = m_convexTriangleCallback.GetAabbMax();

                    concaveShape.ProcessAllTriangles(m_convexTriangleCallback, ref min, ref max);
                    resultOut.RefreshContactPoints();
                }
            }
        }
コード例 #49
0
ファイル: CollisionWorld.cs プロジェクト: Belxjander/Asuna
        //this constructor doesn't own the dispatcher and paircache/broadphase
        public CollisionWorld(IDispatcher dispatcher, IBroadphaseInterface broadphasePairCache, ICollisionConfiguration collisionConfiguration)
        {
            m_dispatcher1 = dispatcher;
            m_broadphasePairCache = broadphasePairCache;
            m_collisionObjects = new ObjectArray<CollisionObject>();
            m_dispatchInfo = new DispatcherInfo();
            m_forceUpdateAllAabbs = true;
            WorldSettings.Params = new WorldData.ParamData();
            WorldSettings.Params.VoronoiSimplexSolverPool = new PooledType<VoronoiSimplexSolver>();
            WorldSettings.Params.SubSimplexConvexCastPool = new PooledType<SubSimplexConvexCast>();
            WorldSettings.Params.ManifoldPointPool = new PooledType<ManifoldPoint>();
            WorldSettings.Params.CastResultPool = new PooledType<CastResult>();
            WorldSettings.Params.SphereShapePool = new PooledType<SphereShape>();
            WorldSettings.Params.DbvtNodePool = new PooledType<DbvtNode>();
            WorldSettings.Params.SingleRayCallbackPool = new PooledType<SingleRayCallback>();
            WorldSettings.Params.SubSimplexClosestResultPool = new PooledType<SubSimplexClosestResult>();
            WorldSettings.Params.GjkPairDetectorPool = new PooledType<GjkPairDetector>();
            WorldSettings.Params.DbvtTreeColliderPool = new PooledType<DbvtTreeCollider>();
            WorldSettings.Params.SingleSweepCallbackPool = new PooledType<SingleSweepCallback>();
            WorldSettings.Params.BroadphaseRayTesterPool = new PooledType<BroadphaseRayTester>();
            WorldSettings.Params.ClosestNotMeConvexResultCallbackPool = new PooledType<ClosestNotMeConvexResultCallback>();
            WorldSettings.Params.GjkEpaPenetrationDepthSolverPool = new PooledType<GjkEpaPenetrationDepthSolver>();
            WorldSettings.Params.ContinuousConvexCollisionPool = new PooledType<ContinuousConvexCollision>();
            WorldSettings.Params.DbvtStackDataBlockPool = new PooledType<DbvtStackDataBlock>();

            WorldSettings.Params.BoxBoxCollisionAlgorithmPool = new PooledType<BoxBoxCollisionAlgorithm>();
            WorldSettings.Params.CompoundCollisionAlgorithmPool = new PooledType<CompoundCollisionAlgorithm>();
            WorldSettings.Params.ConvexConcaveCollisionAlgorithmPool = new PooledType<ConvexConcaveCollisionAlgorithm>();
            WorldSettings.Params.ConvexConvexAlgorithmPool = new PooledType<ConvexConvexAlgorithm>();
            WorldSettings.Params.ConvexPlaneAlgorithmPool = new PooledType<ConvexPlaneCollisionAlgorithm>();
            WorldSettings.Params.SphereBoxCollisionAlgorithmPool = new PooledType<SphereBoxCollisionAlgorithm>();
            WorldSettings.Params.SphereSphereCollisionAlgorithmPool = new PooledType<SphereSphereCollisionAlgorithm>();
            WorldSettings.Params.SphereTriangleCollisionAlgorithmPool = new PooledType<SphereTriangleCollisionAlgorithm>();
            WorldSettings.Params.GImpactCollisionAlgorithmPool = new PooledType<GImpactCollisionAlgorithm>();
            WorldSettings.Params.GjkEpaSolver2MinkowskiDiffPool = new PooledType<GjkEpaSolver2MinkowskiDiff>();
            WorldSettings.Params.PersistentManifoldPool = new PooledType<PersistentManifold>();
            WorldSettings.Params.ManifoldResultPool = new PooledType<ManifoldResult>();
            WorldSettings.Params.GJKPool = new PooledType<GJK>();
            WorldSettings.Params.GIM_ShapeRetrieverPool = new PooledType<GIM_ShapeRetriever>();
            WorldSettings.Params.TriangleShapePool = new PooledType<TriangleShape>();
            WorldSettings.Params.SphereTriangleDetectorPool = new PooledType<SphereTriangleDetector>();
            WorldSettings.Params.CompoundLeafCallbackPool = new PooledType<CompoundLeafCallback>();
            WorldSettings.Params.GjkConvexCastPool = new PooledType<GjkConvexCast>();
            WorldSettings.Params.LocalTriangleSphereCastCallbackPool = new PooledType<LocalTriangleSphereCastCallback>();
            WorldSettings.Params.BridgeTriangleRaycastCallbackPool = new PooledType<BridgeTriangleRaycastCallback>();
            WorldSettings.Params.BridgeTriangleConcaveRaycastCallbackPool = new PooledType<BridgeTriangleConcaveRaycastCallback>();
            WorldSettings.Params.BridgeTriangleConvexcastCallbackPool = new PooledType<BridgeTriangleConvexcastCallback>();
            WorldSettings.Params.MyNodeOverlapCallbackPool = new PooledType<MyNodeOverlapCallback>();
            WorldSettings.Params.ClosestRayResultCallbackPool = new PooledType<ClosestRayResultCallback>();
            WorldSettings.Params.DebugDrawcallbackPool = new PooledType<BulletXNA.DebugDrawcallback>();
            
        }
        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;
        }
コード例 #52
0
 public abstract void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut);