public void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex)
        {
            //do a swept sphere for now
            IndexedMatrix ident      = IndexedMatrix.Identity;
            CastResult    castResult = BulletGlobals.CastResultPool.Get();

            castResult.m_fraction = m_hitFraction;
            SphereShape pointShape = BulletGlobals.SphereShapePool.Get();

            pointShape.Initialize(m_ccdSphereRadius);
            using (TriangleShape triShape = BulletGlobals.TriangleShapePool.Get())
            {
                triShape.Initialize(ref triangle[0], ref triangle[1], ref triangle[2]);
                VoronoiSimplexSolver simplexSolver = BulletGlobals.VoronoiSimplexSolverPool.Get();
                SubSimplexConvexCast convexCaster  = BulletGlobals.SubSimplexConvexCastPool.Get();
                convexCaster.Initialize(pointShape, triShape, simplexSolver);
                //GjkConvexCast	convexCaster(&pointShape,convexShape,&simplexSolver);
                //ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);
                //local space?

                if (convexCaster.CalcTimeOfImpact(ref m_ccdSphereFromTrans, ref m_ccdSphereToTrans,
                                                  ref ident, ref ident, castResult))
                {
                    if (m_hitFraction > castResult.m_fraction)
                    {
                        m_hitFraction = castResult.m_fraction;
                    }
                }
                BulletGlobals.SubSimplexConvexCastPool.Free(convexCaster);
                BulletGlobals.VoronoiSimplexSolverPool.Free(simplexSolver);
                BulletGlobals.SphereShapePool.Free(pointShape);
                castResult.Cleanup();
            }
        }
Exemplo n.º 2
0
        //
        public float SignedDistance(ref IndexedVector3 position, float margin, ConvexShape shape0, ref IndexedMatrix wtrs0, ref GjkEpaSolver2Results results)
        {
            using (GjkEpaSolver2MinkowskiDiff shape = BulletGlobals.GjkEpaSolver2MinkowskiDiffPool.Get())
                using (GJK gjk = BulletGlobals.GJKPool.Get())
                {
                    SphereShape shape1 = BulletGlobals.SphereShapePool.Get();
                    shape1.Initialize(margin);
                    IndexedMatrix wtrs1 = IndexedMatrix.CreateFromQuaternion(IndexedQuaternion.Identity);
                    wtrs0._origin = position;

                    Initialize(shape0, ref wtrs0, shape1, ref wtrs1, ref results, shape, false);
                    gjk.Initialise();
                    IndexedVector3 guess      = new IndexedVector3(1);
                    GJKStatus      gjk_status = gjk.Evaluate(shape, ref guess);
                    if (gjk_status == GJKStatus.Valid)
                    {
                        IndexedVector3 w0 = IndexedVector3.Zero;
                        IndexedVector3 w1 = IndexedVector3.Zero;
                        for (int i = 0; i < gjk.m_simplex.rank; ++i)
                        {
                            float p = gjk.m_simplex.p[i];
                            w0 += shape.Support(ref gjk.m_simplex.c[i].d, 0) * p;
                            IndexedVector3 temp = -gjk.m_simplex.c[i].d;
                            w1 += shape.Support(ref temp, 1) * p;
                        }
                        results.witnesses0 = wtrs0 * w0;
                        results.witnesses1 = wtrs0 * w1;
                        IndexedVector3 delta   = results.witnesses1 - results.witnesses0;
                        float          margin2 = shape0.GetMarginNonVirtual() + shape1.GetMarginNonVirtual();
                        float          length  = delta.Length();
                        results.normal      = delta / length;
                        results.witnesses0 += results.normal * margin2;
                        return(length - margin2);
                    }
                    else
                    {
                        if (gjk_status == GJKStatus.Inside)
                        {
                            if (Penetration(shape0, ref wtrs0, shape1, ref wtrs1, ref gjk.m_ray, ref results))
                            {
                                IndexedVector3 delta  = results.witnesses0 - results.witnesses1;
                                float          length = delta.Length();
                                if (length >= MathUtil.SIMD_EPSILON)
                                {
                                    results.normal = delta / length;
                                }
                                return(-length);
                            }
                        }
                    }
                    BulletGlobals.SphereShapePool.Free(shape1);
                }
            return(MathUtil.SIMD_INFINITY);
        }
Exemplo n.º 3
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);
        }