public bool RecoverFromPenetration(CollisionWorld collisionWorld) { bool penetration = false; collisionWorld.GetDispatcher().DispatchAllCollisionPairs(m_ghostObject.GetOverlappingPairCache(), collisionWorld.GetDispatchInfo(), collisionWorld.GetDispatcher()); m_currentPosition = m_ghostObject.GetWorldTransform()._origin; float maxPen = 0f; for (int i = 0; i < m_ghostObject.GetOverlappingPairCache().GetNumOverlappingPairs(); i++) { m_manifoldArray.Clear(); BroadphasePair collisionPair = m_ghostObject.GetOverlappingPairCache().GetOverlappingPairArray()[i]; if (collisionPair.m_algorithm != null) { collisionPair.m_algorithm.GetAllContactManifolds(m_manifoldArray); } for (int j = 0; j < m_manifoldArray.Count; j++) { PersistentManifold manifold = m_manifoldArray[j]; float directionSign = manifold.GetBody0() == m_ghostObject ? -1f : 1f; for (int p = 0; p < manifold.GetNumContacts(); p++) { ManifoldPoint pt = manifold.GetContactPoint(p); float dist = pt.GetDistance(); if (dist < 0.0) { if (dist < maxPen) { maxPen = dist; m_touchingNormal = pt.m_normalWorldOnB * directionSign; //?? } m_currentPosition += pt.m_normalWorldOnB * directionSign * dist * 0.2f; penetration = true; } else { //printf("touching %f\n", dist); } } //manifold->clearManifold(); } } IndexedMatrix newTrans = m_ghostObject.GetWorldTransform(); newTrans._origin = m_currentPosition; m_ghostObject.SetWorldTransform(ref newTrans); // printf("m_touchingNormal = %f,%f,%f\n",m_touchingNormal[0],m_touchingNormal[1],m_touchingNormal[2]); return(penetration); }
public static int GetIslandId(PersistentManifold lhs) { int islandId; CollisionObject rcolObj0 = (CollisionObject)(lhs.GetBody0()); CollisionObject rcolObj1 = (CollisionObject)(lhs.GetBody1()); islandId = rcolObj0.GetIslandTag()>=0?rcolObj0.GetIslandTag():rcolObj1.GetIslandTag(); return islandId; }
protected void ConvertContact(PersistentManifold manifold, ContactSolverInfo infoGlobal) { CollisionObject colObj0 = null, colObj1 = null; colObj0 = manifold.GetBody0() as CollisionObject; colObj1 = manifold.GetBody1() as CollisionObject; RigidBody solverBodyA = RigidBody.Upcast(colObj0); RigidBody solverBodyB = RigidBody.Upcast(colObj1); ///avoid collision response between two static objects if ((solverBodyA == null || solverBodyA.GetInvMass() <= 0f) && (solverBodyB == null || solverBodyB.GetInvMass() <= 0f)) { return; } for (int j = 0; j < manifold.GetNumContacts(); j++) { ManifoldPoint cp = manifold.GetContactPoint(j); if (cp.GetDistance() <= manifold.GetContactProcessingThreshold()) { // Vector3 pos1 = cp.getPositionWorldOnA(); // Vector3 pos2 = cp.getPositionWorldOnB(); Vector3 rel_pos1 = Vector3.Zero; Vector3 rel_pos2 = Vector3.Zero; //; float relaxation = 1f; float rel_vel = 0f; Vector3 vel = Vector3.Zero; int frictionIndex = m_tmpSolverContactConstraintPool.Count; SolverConstraint solverConstraint = new SolverConstraint(); //m_tmpSolverContactConstraintPool.Add(solverConstraint); RigidBody rb0 = RigidBody.Upcast(colObj0); RigidBody rb1 = RigidBody.Upcast(colObj1); if (BulletGlobals.g_streamWriter != null && rb0 != null && debugSolver) { MathUtil.PrintContactPoint(BulletGlobals.g_streamWriter, cp); } solverConstraint.m_solverBodyA = rb0 != null ? rb0 : GetFixedBody(); solverConstraint.m_solverBodyB = rb1 != null ? rb1 : GetFixedBody(); solverConstraint.m_originalContactPoint = cp; SetupContactConstraint(ref solverConstraint, colObj0, colObj1, cp, infoGlobal, ref vel, ref rel_vel, ref relaxation, ref rel_pos1, ref rel_pos2); if (BulletGlobals.g_streamWriter != null && debugSolver) { TypedConstraint.PrintSolverConstraint(BulletGlobals.g_streamWriter, solverConstraint, 99); } /////setup the friction constraints solverConstraint.m_frictionIndex = m_tmpSolverContactFrictionConstraintPool.Count; if (!(TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING)) || !cp.GetLateralFrictionInitialized()) { cp.m_lateralFrictionDir1 = vel - cp.m_normalWorldOnB * rel_vel; float lat_rel_vel = cp.m_lateralFrictionDir1.LengthSquared(); if (!TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_DISABLE_VELOCITY_DEPENDENT_FRICTION_DIRECTION) && lat_rel_vel > MathUtil.SIMD_EPSILON) { cp.m_lateralFrictionDir1 /= (float)System.Math.Sqrt(lat_rel_vel); if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS)) { cp.m_lateralFrictionDir2 = Vector3.Cross(cp.m_lateralFrictionDir1, cp.m_normalWorldOnB); cp.m_lateralFrictionDir2.Normalize();//?? ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir2); ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir2); AddFrictionConstraint(ref cp.m_lateralFrictionDir2, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f); } ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir1); ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir1); AddFrictionConstraint(ref cp.m_lateralFrictionDir1, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f); cp.m_lateralFrictionInitialized = true; } else { //re-calculate friction direction every frame, todo: check if this is really needed TransformUtil.PlaneSpace1(ref cp.m_normalWorldOnB, ref cp.m_lateralFrictionDir1, ref cp.m_lateralFrictionDir2); if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS)) { ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir2); ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir2); AddFrictionConstraint(ref cp.m_lateralFrictionDir2, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f); } ApplyAnisotropicFriction(colObj0, ref cp.m_lateralFrictionDir1); ApplyAnisotropicFriction(colObj1, ref cp.m_lateralFrictionDir1); AddFrictionConstraint(ref cp.m_lateralFrictionDir1, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, 0f, 0f); cp.m_lateralFrictionInitialized = true; } } else { AddFrictionConstraint(ref cp.m_lateralFrictionDir1, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, cp.m_contactMotion1, cp.m_contactCFM1); if (TestSolverMode(infoGlobal.m_solverMode, SolverMode.SOLVER_USE_2_FRICTION_DIRECTIONS)) { AddFrictionConstraint(ref cp.m_lateralFrictionDir2, solverBodyA, solverBodyB, frictionIndex, cp, ref rel_pos1, ref rel_pos2, colObj0, colObj1, relaxation, cp.m_contactMotion2, cp.m_contactCFM2); } } SetFrictionConstraintImpulse(ref solverConstraint, rb0, rb1, cp, infoGlobal); m_tmpSolverContactConstraintPool.Add(solverConstraint); } } }
// Portable static method: prerequisite call: m_dynamicsWorld.getBroadphase().getOverlappingPairCache().setInternalGhostPairCallback(new btGhostPairCallback()); public static void GetCollidingObjectsInsidePairCachingGhostObject(DiscreteDynamicsWorld m_dynamicsWorld, PairCachingGhostObject m_pairCachingGhostObject, ObjectArray <CollisionObject> collisionArrayOut) { bool addOnlyObjectsWithNegativeDistance = true; // With "false" things don't change much, and the code is a bit faster and cleaner... collisionArrayOut.Resize(0); if (m_pairCachingGhostObject == null || m_dynamicsWorld == null) { return; } //#define USE_PLAIN_COLLISION_WORLD // We dispatch all collision pairs of the ghost object every step (slow) #if USE_PLAIN_COLLISION_WORLD //====================================================================================================== // I thought this line was no longer needed, but it seems to be necessary (and I believe it's an expensive call): m_dynamicsWorld.getDispatcher().dispatchAllCollisionPairs(m_pairCachingGhostObject.getOverlappingPairCache(), m_dynamicsWorld.getDispatchInfo(), m_dynamicsWorld.getDispatcher()); // Maybe the call can be automatically triggered by some other Bullet call (I'm almost sure I could comment it out in another demo I made long ago...) // So by now the general rule is: in real projects, simply comment it out and see if it works! //====================================================================================================== // UPDATE: in dynamic worlds, the line above can be commented out and the broadphase pair can be retrieved through the call to findPair(...) below. // In collision worlds probably the above line is needed only if collision detection for all the bodies hasn't been made... This is something // I'm still not sure of... the general rule is to try to comment out the line above and try to use findPair(...) and see if it works whenever possible.... //====================================================================================================== #endif //USE_PLAIN_COLLISION_WORLD ObjectArray <BroadphasePair> collisionPairs = m_pairCachingGhostObject.GetOverlappingPairCache().GetOverlappingPairArray(); int numObjects = collisionPairs.Count; PersistentManifoldArray m_manifoldArray = new PersistentManifoldArray(); bool added; for (int i = 0; i < numObjects; i++) { m_manifoldArray.Resize(0); #if USE_PLAIN_COLLISION_WORLD const btBroadphasePair& collisionPair = collisionPairs[i]; if (collisionPair.m_algorithm) { collisionPair.m_algorithm.getAllContactManifolds(m_manifoldArray); } else // THIS SHOULD NEVER HAPPEN, AND IF IT DOES, PLEASE RE-ENABLE the "call" a few lines above... { printf("No collisionPair.m_algorithm - probably m_dynamicsWorld.getDispatcher().dispatchAllCollisionPairs(...) must be missing.\n"); } #else // USE_PLAIN_COLLISION_WORLD BroadphasePair cPair = collisionPairs[i]; //unless we manually perform collision detection on this pair, the contacts are in the dynamics world paircache: BroadphasePair collisionPair = m_dynamicsWorld.GetPairCache().FindPair(cPair.m_pProxy0, cPair.m_pProxy1); if (collisionPair == null) { continue; } if (collisionPair.m_algorithm != null) { collisionPair.m_algorithm.GetAllContactManifolds(m_manifoldArray); } else { // THIS SHOULD NEVER HAPPEN, AND IF IT DOES, PLEASE RE-ENABLE the "call" a few lines above... //printf("No collisionPair.m_algorithm - probably m_dynamicsWorld.getDispatcher().dispatchAllCollisionPairs(...) must be missing.\n"); } #endif //USE_PLAIN_COLLISION_WORLD added = false; for (int j = 0; j < m_manifoldArray.Count; j++) { PersistentManifold manifold = m_manifoldArray[j]; // Here we are in the narrowphase, but can happen that manifold.getNumContacts()==0: if (addOnlyObjectsWithNegativeDistance) { for (int p = 0, numContacts = manifold.GetNumContacts(); p < numContacts; p++) { ManifoldPoint pt = manifold.GetContactPoint(p); if (pt.GetDistance() < 0.0) { // How can I be sure that the colObjs are all distinct ? I use the "added" flag. collisionArrayOut.Add((CollisionObject)(manifold.GetBody0() == m_pairCachingGhostObject ? manifold.GetBody1() : manifold.GetBody0())); added = true; break; } } if (added) { break; } } else if (manifold.GetNumContacts() > 0) { collisionArrayOut.Add((CollisionObject)(manifold.GetBody0() == m_pairCachingGhostObject ? manifold.GetBody1() : manifold.GetBody0())); break; } } } }
public override void ReportContacts(ChContactContainer mcontactcontainer) { // This should remove all old contacts (or at least rewind the index) mcontactcontainer.BeginAddContact(); // NOTE: Bullet does not provide information on radius of curvature at a contact point. // As such, for all Bullet-identified contacts, the default value will be used (SMC only). ChCollisionInfo icontact = new ChCollisionInfo(); int numManifolds = bt_collision_world.GetDispatcher().GetNumManifolds(); for (int i = 0; i < numManifolds; i++) { PersistentManifold contactManifold = bt_collision_world.GetDispatcher().GetManifoldByIndexInternal(i); CollisionObject obA = (CollisionObject)(contactManifold.GetBody0()); CollisionObject obB = (CollisionObject)(contactManifold.GetBody1()); if (obA != null && obA != null) // Alan { contactManifold.RefreshContactPoints(ref obA.GetWorldTransform(), ref obB.GetWorldTransform()); icontact.modelA = (ChCollisionModel)obA.GetUserPointer(); icontact.modelB = (ChCollisionModel)obB.GetUserPointer(); double envelopeA = icontact.modelA.GetEnvelope(); double envelopeB = icontact.modelB.GetEnvelope(); double marginA = icontact.modelA.GetSafeMargin(); double marginB = icontact.modelB.GetSafeMargin(); // Execute custom broadphase callback, if any bool do_narrow_contactgeneration = true; if (this.broad_callback != null) { do_narrow_contactgeneration = this.broad_callback.OnBroadphase(icontact.modelA, icontact.modelB); } if (do_narrow_contactgeneration) { int numContacts = contactManifold.GetNumContacts(); //GetLog() << "numContacts=" << numContacts << "\n"; for (int j = 0; j < numContacts; j++) { // Debug.Log("contacts " + numContacts); ManifoldPoint pt = contactManifold.GetContactPoint(j); // Discard "too far" constraints (the Bullet engine also has its threshold) if (pt.GetDistance() < marginA + marginB) { IndexedVector3 ptA = pt.GetPositionWorldOnA(); IndexedVector3 ptB = pt.GetPositionWorldOnB(); icontact.vpA.Set(ptA.X, ptA.Y, ptA.Z); icontact.vpB.Set(ptB.X, ptB.Y, ptB.Z); icontact.vN.Set(-pt.GetNormalWorldOnB().X, -pt.GetNormalWorldOnB().Y, -pt.GetNormalWorldOnB().Z); icontact.vN.Normalize(); double ptdist = pt.GetDistance(); icontact.vpA = icontact.vpA - icontact.vN * envelopeA; icontact.vpB = icontact.vpB + icontact.vN * envelopeB; icontact.distance = ptdist + envelopeA + envelopeB; icontact.reaction_cache = pt.reactions_cache;// reactions_cache; // Execute some user custom callback, if any bool add_contact = true; if (this.narrow_callback != null) { add_contact = this.narrow_callback.OnNarrowphase(icontact); } // Add to contact container if (add_contact) { mcontactcontainer.AddContact(icontact); } } } } } // you can un-comment out this line, and then all points are removed // contactManifold->clearManifold(); } mcontactcontainer.EndAddContact(); }