Пример #1
0
        public virtual void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex)
        {
            //aabb filter is already applied!
            CollisionAlgorithmConstructionInfo ci = new CollisionAlgorithmConstructionInfo();

            ci.SetDispatcher(m_dispatcher);

            CollisionObject ob = m_triBody as CollisionObject;

            ///debug drawing of the overlapping triangles
            ///
#if false
            if (m_dispatchInfoPtr != null && m_dispatchInfoPtr.getDebugDraw() != null && ((m_dispatchInfoPtr.getDebugDraw().GetDebugMode() & DebugDrawModes.DBG_DrawWireframe) > 0))
            {
                IndexedVector3 color = new IndexedVector3(1, 1, 0);
                IndexedMatrix  tr    = ob.GetWorldTransform();

                IndexedVector3[] transformedTriangles = new IndexedVector3[3];
                IndexedVector3.Transform(triangle, ref tr, transformedTriangles);

                m_dispatchInfoPtr.getDebugDraw().DrawLine(ref transformedTriangles[0], ref transformedTriangles[1], ref color);
                m_dispatchInfoPtr.getDebugDraw().DrawLine(ref transformedTriangles[1], ref transformedTriangles[2], ref color);
                m_dispatchInfoPtr.getDebugDraw().DrawLine(ref transformedTriangles[2], ref transformedTriangles[0], ref color);
            }
#endif
            if (m_convexBody.GetCollisionShape().IsConvex())
            {
                using (TriangleShape tm = BulletGlobals.TriangleShapePool.Get())
                {
                    tm.Initialize(ref triangle[0], ref triangle[1], ref triangle[2]);
                    tm.SetMargin(m_collisionMarginTriangle);

                    CollisionShape tmpShape = ob.GetCollisionShape();
                    ob.InternalSetTemporaryCollisionShape(tm);

                    CollisionAlgorithm colAlgo = ci.GetDispatcher().FindAlgorithm(m_convexBody, m_triBody, m_manifoldPtr);
                    ///this should use the btDispatcher, so the actual registered algorithm is used
                    //		btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody);

                    if (m_resultOut.GetBody0Internal() == m_triBody)
                    {
                        m_resultOut.SetShapeIdentifiersA(partId, triangleIndex);
                    }
                    else
                    {
                        m_resultOut.SetShapeIdentifiersB(partId, triangleIndex);
                    }

                    colAlgo.ProcessCollision(m_convexBody, m_triBody, m_dispatchInfoPtr, m_resultOut);
                    ci.GetDispatcher().FreeCollisionAlgorithm(colAlgo);
                    colAlgo = null;

                    ob.InternalSetTemporaryCollisionShape(tmpShape);
                }
            }
        }
        public virtual void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex)
        {
            //aabb filter is already applied!	
            CollisionAlgorithmConstructionInfo ci = new CollisionAlgorithmConstructionInfo();
            ci.SetDispatcher(m_dispatcher);

            CollisionObject ob = m_triBody as CollisionObject;

            ///debug drawing of the overlapping triangles
            ///
#if false
            if (m_dispatchInfoPtr != null && m_dispatchInfoPtr.getDebugDraw() != null && ((m_dispatchInfoPtr.getDebugDraw().GetDebugMode() & DebugDrawModes.DBG_DrawWireframe) > 0))
            {
                IndexedVector3 color = new IndexedVector3(1, 1, 0);
                IndexedMatrix tr = ob.GetWorldTransform();

                IndexedVector3[] transformedTriangles = new IndexedVector3[3];
                IndexedVector3.Transform(triangle, ref tr, transformedTriangles);

                m_dispatchInfoPtr.getDebugDraw().DrawLine(ref transformedTriangles[0], ref transformedTriangles[1], ref color);
                m_dispatchInfoPtr.getDebugDraw().DrawLine(ref transformedTriangles[1], ref transformedTriangles[2], ref color);
                m_dispatchInfoPtr.getDebugDraw().DrawLine(ref transformedTriangles[2], ref transformedTriangles[0], ref color);

            }
#endif
            if (m_convexBody.GetCollisionShape().IsConvex())
            {
                using (TriangleShape tm = BulletGlobals.TriangleShapePool.Get())
                {
                    tm.Initialize(ref triangle[0], ref triangle[1], ref triangle[2]);
                    tm.SetMargin(m_collisionMarginTriangle);

                    CollisionShape tmpShape = ob.GetCollisionShape();
                    ob.InternalSetTemporaryCollisionShape(tm);

                    CollisionAlgorithm colAlgo = ci.GetDispatcher().FindAlgorithm(m_convexBody, m_triBody, m_manifoldPtr);
                    ///this should use the btDispatcher, so the actual registered algorithm is used
                    //		btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody);

                    if (m_resultOut.GetBody0Internal() == m_triBody)
                    {
                        m_resultOut.SetShapeIdentifiersA(partId, triangleIndex);
                    }
                    else
                    {
                        m_resultOut.SetShapeIdentifiersB(partId, triangleIndex);
                    }

                    colAlgo.ProcessCollision(m_convexBody, m_triBody, m_dispatchInfoPtr, m_resultOut);
                    ci.GetDispatcher().FreeCollisionAlgorithm(colAlgo);
                    colAlgo = null;

                    ob.InternalSetTemporaryCollisionShape(tmpShape);
                }
            }
        }
 public virtual void Initialize(CollisionAlgorithmConstructionInfo ci)
 {
     m_dispatcher = ci.GetDispatcher();
     ++BulletGlobals.s_collisionAlgorithmInstanceCount;
     colAgorithmId = BulletGlobals.s_collisionAlgorithmInstanceCount;
 }
Пример #4
0
 public virtual void Initialize(CollisionAlgorithmConstructionInfo ci)
 {
     m_dispatcher = ci.GetDispatcher();
     ++BulletGlobals.s_collisionAlgorithmInstanceCount;
     colAgorithmId = BulletGlobals.s_collisionAlgorithmInstanceCount;
 }