Пример #1
0
        /// calculated new worldspace coordinates and depth, and reject points that exceed the collision margin
        public void RefreshContactPoints(ref IndexedMatrix trA, ref IndexedMatrix trB)
        {
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugPersistentManifold)
            {
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "refreshContactPoints trA", trA._origin);
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "refreshContactPoints trB", trB._origin);
            }


            /// first refresh worldspace positions and distance
            int numContacts = GetNumContacts() - 1;

            for (int i = numContacts; i >= 0; i--)
            {
                ManifoldPoint  manifoldPoint = m_pointCache[i];
                IndexedVector3 pointA        = trA * manifoldPoint.GetLocalPointA();
                IndexedVector3 pointB        = trB * manifoldPoint.GetLocalPointB();

                manifoldPoint.SetPositionWorldOnA(ref pointA);
                manifoldPoint.SetPositionWorldOnB(ref pointB);

                manifoldPoint.SetDistance(IndexedVector3.Dot((manifoldPoint.GetPositionWorldOnA() - manifoldPoint.GetPositionWorldOnB()), manifoldPoint.GetNormalWorldOnB()));
                manifoldPoint.SetLifeTime(manifoldPoint.GetLifeTime() + 1);
                m_pointCache[i] = manifoldPoint;
            }

            /// then
            float          distance2d;
            IndexedVector3 projectedDifference, projectedPoint;

            for (int i = numContacts; i >= 0; i--)
            {
                ManifoldPoint manifoldPoint = m_pointCache[i];
                //contact becomes invalid when signed distance exceeds margin (projected on contactnormal direction)
                if (!ValidContactDistance(manifoldPoint))
                {
                    RemoveContactPoint(i);
                }
                else
                {
                    //contact also becomes invalid when relative movement orthogonal to normal exceeds margin
                    projectedPoint      = manifoldPoint.GetPositionWorldOnA() - manifoldPoint.GetNormalWorldOnB() * manifoldPoint.GetDistance();
                    projectedDifference = manifoldPoint.GetPositionWorldOnB() - projectedPoint;
                    distance2d          = IndexedVector3.Dot(projectedDifference, projectedDifference);
                    if (distance2d > GetContactBreakingThreshold() * GetContactBreakingThreshold())
                    {
                        RemoveContactPoint(i);
                    }
                    else
                    {
                        //contact point processed callback
                        if (gContactProcessedCallback != null)
                        {
                            gContactProcessedCallback.Callback(manifoldPoint, m_body0, m_body1);
                        }
                    }
                }
            }
            DebugPersistency();
        }
Пример #2
0
        public virtual void AddContactPoint(ref IndexedVector3 normalOnBInWorld, ref IndexedVector3 pointInWorld, float depth)
        {
            Debug.Assert(m_manifoldPtr != null);
            //order in manifold needs to match

#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugManifoldResult)
            {
                BulletGlobals.g_streamWriter.WriteLine("AddContactPoint depth[{0}]", depth);
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "normalOnBInWorld", normalOnBInWorld);
                MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "pointInWorld", pointInWorld);
            }
#endif

            //if (depth > m_manifoldPtr.GetContactProcessingThreshold())
            if (depth > m_manifoldPtr.GetContactBreakingThreshold())
            {
                return;
            }

            bool isSwapped = m_manifoldPtr.GetBody0() != m_body0;

            IndexedVector3 pointA = pointInWorld + normalOnBInWorld * depth;

            IndexedVector3 localA;
            IndexedVector3 localB;

            if (isSwapped)
            {
                MathUtil.InverseTransform(ref m_rootTransB, ref pointA, out localA);
                MathUtil.InverseTransform(ref m_rootTransA, ref pointInWorld, out localB);
            }
            else
            {
                MathUtil.InverseTransform(ref m_rootTransA, ref pointA, out localA);
                MathUtil.InverseTransform(ref m_rootTransB, ref pointInWorld, out localB);
            }

            ManifoldPoint newPt = BulletGlobals.ManifoldPointPool.Get();
            newPt.Initialise(ref localA, ref localB, ref normalOnBInWorld, depth);


            newPt.SetPositionWorldOnA(ref pointA);
            newPt.SetPositionWorldOnB(ref pointInWorld);

            int insertIndex = m_manifoldPtr.GetCacheEntry(newPt);

            newPt.SetCombinedFriction(CalculateCombinedFriction(m_body0, m_body1));
            newPt.SetCombinedRestitution(CalculateCombinedRestitution(m_body0, m_body1));

            //BP mod, store contact triangles.
            if (isSwapped)
            {
                newPt.m_partId0 = m_partId1;
                newPt.m_partId1 = m_partId0;
                newPt.m_index0  = m_index1;
                newPt.m_index1  = m_index0;
            }
            else
            {
                newPt.m_partId0 = m_partId0;
                newPt.m_partId1 = m_partId1;
                newPt.m_index0  = m_index0;
                newPt.m_index1  = m_index1;
            }

#if DEBUG
            if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugManifoldResult)
            {
                MathUtil.PrintContactPoint(BulletGlobals.g_streamWriter, newPt);
            }
#endif

            //printf("depth=%f\n",depth);
            ///@todo, check this for any side effects
            if (insertIndex >= 0)
            {
                //const btManifoldPoint& oldPoint = m_manifoldPtr->getContactPoint(insertIndex);
                m_manifoldPtr.ReplaceContactPoint(newPt, insertIndex);
            }
            else
            {
                insertIndex = m_manifoldPtr.AddManifoldPoint(newPt);
            }


            //User can override friction and/or restitution
            if (BulletGlobals.gContactAddedCallback != null &&
                //and if either of the two bodies requires custom material
                ((m_body0.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0 ||
                 (m_body1.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0))
            {
                //experimental feature info, for per-triangle material etc.
                CollisionObject obj0 = isSwapped ? m_body1 : m_body0;
                CollisionObject obj1 = isSwapped ? m_body0 : m_body1;
                //gContactAddedCallback.callback(m_manifoldPtr.getContactPoint(insertIndex),obj0,m_partId0,m_index0,obj1,m_partId1,m_index1);
                ManifoldPoint point = m_manifoldPtr.GetContactPoint(insertIndex);
                BulletGlobals.gContactAddedCallback.Callback(ref point, obj0, newPt.m_partId0, newPt.m_index0, obj1, newPt.m_partId1, newPt.m_index1);
            }
        }