예제 #1
0
		// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
		// In a future implementation, we consider moving the ray test as a virtual method in CollisionShape.
		// This allows more customization.
		public static void RayTestSingle(Matrix rayFromTrans, Matrix rayToTrans,
						  CollisionObject collisionObject,
						  CollisionShape collisionShape,
						  Matrix colObjWorldTransform,
						  RayResultCallback resultCallback)
		{
			SphereShape pointShape=new SphereShape(0.0f);

			if (collisionShape.IsConvex)
			{
				CastResult castResult = new CastResult();
				castResult.Fraction = 1f;//??

				ConvexShape convexShape = collisionShape as ConvexShape;
				VoronoiSimplexSolver simplexSolver = new VoronoiSimplexSolver();
				SubsimplexConvexCast convexCaster = new SubsimplexConvexCast(pointShape, convexShape, simplexSolver);
				//GjkConvexCast	convexCaster(&pointShape,convexShape,&simplexSolver);
				//ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);

				if (convexCaster.CalcTimeOfImpact(rayFromTrans, rayToTrans, colObjWorldTransform, colObjWorldTransform, castResult))
				{
					//add hit
					if (castResult.Normal.LengthSquared() > 0.0001f)
					{
						castResult.Normal.Normalize();
						if (castResult.Fraction < resultCallback.ClosestHitFraction)
						{

							CollisionWorld.LocalRayResult localRayResult = new LocalRayResult
								(
									collisionObject,
									new LocalShapeInfo(),
									castResult.Normal,
									castResult.Fraction
								);

							resultCallback.AddSingleResult(localRayResult);
						}
					}
				}
				else
				{
					if (collisionShape.IsConcave)
					{

						TriangleMeshShape triangleMesh = collisionShape as TriangleMeshShape;

						Matrix worldTocollisionObject = MathHelper.InvertMatrix(colObjWorldTransform);

						Vector3 rayFromLocal = Vector3.TransformNormal(rayFromTrans.Translation, worldTocollisionObject);
						Vector3 rayToLocal = Vector3.TransformNormal(rayToTrans.Translation, worldTocollisionObject);

						BridgeTriangleRaycastCallback rcb = new BridgeTriangleRaycastCallback(rayFromLocal, rayToLocal, resultCallback, collisionObject, triangleMesh);
						rcb.HitFraction = resultCallback.ClosestHitFraction;

						Vector3 rayAabbMinLocal = rayFromLocal;
						MathHelper.SetMin(ref rayAabbMinLocal, rayToLocal);
						Vector3 rayAabbMaxLocal = rayFromLocal;
						MathHelper.SetMax(ref rayAabbMaxLocal, rayToLocal);

						triangleMesh.ProcessAllTriangles(rcb, rayAabbMinLocal, rayAabbMaxLocal);
					}
					else
					{
						//todo: use AABB tree or other BVH acceleration structure!
						if (collisionShape.IsCompound)
						{
							CompoundShape compoundShape = collisionShape as CompoundShape;
							for (int i = 0; i < compoundShape.ChildShapeCount; i++)
							{
								Matrix childTrans = compoundShape.GetChildTransform(i);
								CollisionShape childCollisionShape = compoundShape.GetChildShape(i);
								Matrix childWorldTrans = colObjWorldTransform * childTrans;
								RayTestSingle(rayFromTrans, rayToTrans,
									collisionObject,
									childCollisionShape,
									childWorldTrans,
									resultCallback);
							}
						}
					}
				}
			}
		}
예제 #2
0
        /// <summary>
        /// Creates new rigid body and adds it to the world.
        /// </summary>
        /// <param name="mass">Body mass, if 0 body is static.</param>
        /// <param name="startTransform">Starting body transform.</param>
        /// <param name="shape">Body shape.</param>
        /// <returns>Created rigid body.</returns>
        public RigidBody CreateRigidBody(float mass, Matrix startTransform, CollisionShape shape)
        {
            //rigidbody is dynamic if and only if mass is non zero, otherwise static
            bool isDynamic = (mass != 0.0f);

            Vector3 localInertia = new Vector3();
            if (isDynamic)
                shape.CalculateLocalInertia(mass, out localInertia);

            //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects

            DefaultMotionState myMotionState = new DefaultMotionState(startTransform, Matrix.Identity);
            RigidBody body = new RigidBody(mass, myMotionState, shape, localInertia, 0.0f, 0.0f, 0.5f, 0.0f);

            _world.AddRigidBody(body);

            return body;
        }
예제 #3
0
		public void AddChildShape(Matrix localTransform, CollisionShape shape)
		{
			_childTransforms.Add(localTransform);
			_childShapes.Add(shape);

			//extend the local aabbMin/aabbMax
			Vector3 localAabbMin, localAabbMax;
			shape.GetAabb(localTransform, out localAabbMin, out localAabbMax);
			if (_localAabbMin.X > localAabbMin.X)
			{
				_localAabbMin.X = localAabbMin.X;
			}
			if (_localAabbMax.X < localAabbMax.X)
			{
				_localAabbMax.X = localAabbMax.X;
			}
			if (_localAabbMin.Y > localAabbMin.Y)
			{
				_localAabbMin.Y = localAabbMin.Y;
			}
			if (_localAabbMax.Y < localAabbMax.Y)
			{
				_localAabbMax.Y = localAabbMax.Y;
			}
			if (_localAabbMin.Z > localAabbMin.Z)
			{
				_localAabbMin.Z = localAabbMin.Z;
			}
			if (_localAabbMax.Z < localAabbMax.Z)
			{
				_localAabbMax.Z = localAabbMax.Z;
			}
		}
예제 #4
0
        // rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
        // In a future implementation, we consider moving the ray test as a virtual method in CollisionShape.
        // This allows more customization.
        public static void RayTestSingle(Matrix rayFromTrans, Matrix rayToTrans,
                                         CollisionObject collisionObject,
                                         CollisionShape collisionShape,
                                         Matrix colObjWorldTransform,
                                         RayResultCallback resultCallback)
        {
            SphereShape pointShape = new SphereShape(0.0f);

            if (collisionShape.IsConvex)
            {
                CastResult castResult = new CastResult();
                castResult.Fraction = 1f;                //??

                ConvexShape          convexShape   = collisionShape as ConvexShape;
                VoronoiSimplexSolver simplexSolver = new VoronoiSimplexSolver();
                SubsimplexConvexCast convexCaster  = new SubsimplexConvexCast(pointShape, convexShape, simplexSolver);
                //GjkConvexCast	convexCaster(&pointShape,convexShape,&simplexSolver);
                //ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);

                if (convexCaster.CalcTimeOfImpact(rayFromTrans, rayToTrans, colObjWorldTransform, colObjWorldTransform, castResult))
                {
                    //add hit
                    if (castResult.Normal.LengthSquared() > 0.0001f)
                    {
                        castResult.Normal.Normalize();
                        if (castResult.Fraction < resultCallback.ClosestHitFraction)
                        {
                            CollisionWorld.LocalRayResult localRayResult = new LocalRayResult
                                                                           (
                                collisionObject,
                                new LocalShapeInfo(),
                                castResult.Normal,
                                castResult.Fraction
                                                                           );

                            resultCallback.AddSingleResult(localRayResult);
                        }
                    }
                }
                else
                {
                    if (collisionShape.IsConcave)
                    {
                        TriangleMeshShape triangleMesh = collisionShape as TriangleMeshShape;

                        Matrix worldTocollisionObject = MathHelper.InvertMatrix(colObjWorldTransform);

                        Vector3 rayFromLocal = Vector3.TransformNormal(rayFromTrans.Translation, worldTocollisionObject);
                        Vector3 rayToLocal   = Vector3.TransformNormal(rayToTrans.Translation, worldTocollisionObject);

                        BridgeTriangleRaycastCallback rcb = new BridgeTriangleRaycastCallback(rayFromLocal, rayToLocal, resultCallback, collisionObject, triangleMesh);
                        rcb.HitFraction = resultCallback.ClosestHitFraction;

                        Vector3 rayAabbMinLocal = rayFromLocal;
                        MathHelper.SetMin(ref rayAabbMinLocal, rayToLocal);
                        Vector3 rayAabbMaxLocal = rayFromLocal;
                        MathHelper.SetMax(ref rayAabbMaxLocal, rayToLocal);

                        triangleMesh.ProcessAllTriangles(rcb, rayAabbMinLocal, rayAabbMaxLocal);
                    }
                    else
                    {
                        //todo: use AABB tree or other BVH acceleration structure!
                        if (collisionShape.IsCompound)
                        {
                            CompoundShape compoundShape = collisionShape as CompoundShape;
                            for (int i = 0; i < compoundShape.ChildShapeCount; i++)
                            {
                                Matrix         childTrans          = compoundShape.GetChildTransform(i);
                                CollisionShape childCollisionShape = compoundShape.GetChildShape(i);
                                Matrix         childWorldTrans     = colObjWorldTransform * childTrans;
                                RayTestSingle(rayFromTrans, rayToTrans,
                                              collisionObject,
                                              childCollisionShape,
                                              childWorldTrans,
                                              resultCallback);
                            }
                        }
                    }
                }
            }
        }