protected bool RecoverFromPenetration(CollisionWorld collisionWorld)
        {
	        bool penetration = false;

	        collisionWorld.GetDispatcher().DispatchAllCollisionPairs(m_ghostObject.GetOverlappingPairCache(), collisionWorld.GetDispatchInfo(), collisionWorld.GetDispatcher());

	        m_currentPosition = m_ghostObject.GetWorldTransform().Translation;
        	
	        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);

				        if (pt.GetDistance() < 0.0f)
				        {
					        if (pt.GetDistance() < maxPen)
					        {
						        maxPen = pt.GetDistance();
						        m_touchingNormal = pt.GetNormalWorldOnB() * directionSign;//??

					        }
                            m_currentPosition += pt.GetNormalWorldOnB() * directionSign * pt.GetDistance() * 0.2f;
					        penetration = true;
				        } else 
                        {
					        //printf("touching %f\n", pt.getDistance());
				        }
			        }
        			
			        //manifold->clearManifold();
		        }
	        }
	        Matrix newTrans = m_ghostObject.GetWorldTransform();
	        newTrans.Translation  = 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;
        }
Пример #2
0
        public virtual void StoreIslandActivationState(CollisionWorld collisionWorld)
        {
            int index = 0;
            ObjectArray<CollisionObject> list = collisionWorld.GetCollisionObjectArray();
            foreach (CollisionObject collisionObject in list)
            {
                if (!collisionObject.IsStaticOrKinematicObject())
                {
                    collisionObject.SetIslandTag(m_unionFind.Find(index));
                    collisionObject.SetCompanionId(-1);
                }
                else
                {
                    collisionObject.SetIslandTag(-1);
                    collisionObject.SetCompanionId(-2);
                }
                index++;
            }

        }
Пример #3
0
        public virtual void UpdateActivationState(CollisionWorld collisionWorld, IDispatcher dispatcher)
        {
            InitUnionFind(collisionWorld.GetCollisionObjectArray().Count);
        	
	        // put the index into m_controllers into m_tag	
	        {
		        int index = 0;
                ObjectArray<CollisionObject> list = collisionWorld.GetCollisionObjectArray();
		        foreach(CollisionObject collisionObject in list)
		        {
			        collisionObject.SetIslandTag(index);
			        collisionObject.SetCompanionId(-1);
			        collisionObject.SetHitFraction(1f);
			        index++;
		        }
	        }
	        // do the union find

            FindUnions(dispatcher, collisionWorld);

        }
Пример #4
0
		public SingleSweepCallback(ConvexShape castShape, ref Matrix convexFromTrans,ref Matrix convexToTrans,CollisionWorld world,ConvexResultCallback resultCallback,float allowedPenetration)
		{
			m_convexFromTrans = convexFromTrans;
			m_convexToTrans = convexToTrans;
			m_world = world;
			m_resultCallback = resultCallback;
			m_allowedCcdPenetration = allowedPenetration;
			m_castShape = castShape;
			Vector3 unnormalizedRayDir = (m_convexToTrans.Translation-m_convexFromTrans.Translation);
			Vector3 rayDir = unnormalizedRayDir;
			rayDir.Normalize();
			///what about division by zero? -. just set rayDirection[i] to INF/1e30
			m_rayDirectionInverse.X = MathUtil.CompareFloat(rayDir.X ,0.0f) ? float.MaxValue : 1f / rayDir.X;
			m_rayDirectionInverse.Y = MathUtil.CompareFloat(rayDir.Y ,0.0f) ? float.MaxValue : 1f / rayDir.Y;
			m_rayDirectionInverse.Z = MathUtil.CompareFloat(rayDir.Z ,0.0f) ? float.MaxValue : 1f / rayDir.Z;

			m_signs[0] = m_rayDirectionInverse.X < 0.0;
			m_signs[1] = m_rayDirectionInverse.Y < 0.0;
			m_signs[2] = m_rayDirectionInverse.Z < 0.0;

			m_lambda_max = Vector3.Dot(rayDir,unnormalizedRayDir);

		}
Пример #5
0
		public SingleRayCallback(ref Vector3 rayFromWorld,ref Vector3 rayToWorld,CollisionWorld world,RayResultCallback resultCallback)
		{
			m_rayFromWorld = rayFromWorld;
			m_rayToWorld = rayToWorld;
			m_world = world;
			m_resultCallback = resultCallback;
			m_rayFromTrans = Matrix.Identity;
			m_rayFromTrans.Translation = m_rayFromWorld;
			m_rayToTrans = Matrix.Identity;
			m_rayToTrans.Translation = m_rayToWorld;

			Vector3 rayDir = (rayToWorld-rayFromWorld);

			rayDir.Normalize();
			///what about division by zero? -. just set rayDirection[i] to INF/1e30
			m_rayDirectionInverse.X = MathUtil.FuzzyZero(rayDir.X) ? float.MaxValue : 1f / rayDir.X;
			m_rayDirectionInverse.Y = MathUtil.FuzzyZero(rayDir.Y) ? float.MaxValue : 1f / rayDir.Y;
			m_rayDirectionInverse.Z = MathUtil.FuzzyZero(rayDir.Z) ? float.MaxValue : 1f / rayDir.Z;
			m_signs[0] = m_rayDirectionInverse.X < 0.0f;
			m_signs[1] = m_rayDirectionInverse.Y < 0.0f;
			m_signs[2] = m_rayDirectionInverse.Z < 0.0f;

			m_lambda_max = Vector3.Dot(rayDir,(m_rayToWorld-m_rayFromWorld));
		}
Пример #6
0
        public void BuildIslands(IDispatcher dispatcher, CollisionWorld collisionWorld)
        {
            //BT_PROFILE("islandUnionFindAndQuickSort");

            ObjectArray<CollisionObject> collisionObjects = collisionWorld.GetCollisionObjectArray();

            m_islandmanifold.Clear();

            //we are going to sort the unionfind array, and store the element id in the size
            //afterwards, we clean unionfind, to make sure no-one uses it anymore

            GetUnionFind().sortIslands();
            int numElem = GetUnionFind().GetNumElements();

            int endIslandIndex = 1;


            //update the sleeping state for bodies, if all are sleeping
            for (int startIslandIndex = 0; startIslandIndex < numElem; startIslandIndex = endIslandIndex)
            {
                int islandId = GetUnionFind().GetElement(startIslandIndex).m_id;

                if (BulletGlobals.g_streamWriter != null && debugIslands)
                {
                    BulletGlobals.g_streamWriter.WriteLine(String.Format("buildIslands start[{0}] end[{1}] id[{2}]", startIslandIndex, endIslandIndex, islandId));
                }

                for (endIslandIndex = startIslandIndex + 1; (endIslandIndex < numElem) && (GetUnionFind().GetElement(endIslandIndex).m_id == islandId); endIslandIndex++)
                {
                }

                //int numSleeping = 0;

                bool allSleeping = true;

                for (int idx = startIslandIndex; idx < endIslandIndex; idx++)
                {
                    int i = GetUnionFind().GetElement(idx).m_sz;

                    CollisionObject colObj0 = collisionObjects[i];
                    if ((colObj0.GetIslandTag() != islandId) && (colObj0.GetIslandTag() != -1))
                    {
                        //				printf("error in island management\n");
                    }

                    Debug.Assert((colObj0.GetIslandTag() == islandId) || (colObj0.GetIslandTag() == -1));
                    if (colObj0.GetIslandTag() == islandId)
                    {
                        if (colObj0.GetActivationState() == ActivationState.ACTIVE_TAG)
                        {
                            allSleeping = false;
                        }
                        if (colObj0.GetActivationState() == ActivationState.DISABLE_DEACTIVATION)
                        {
                            allSleeping = false;
                        }
                    }
                }


                if (allSleeping)
                {
                    for (int idx = startIslandIndex; idx < endIslandIndex; idx++)
                    {
                        int i = GetUnionFind().GetElement(idx).m_sz;
                        CollisionObject colObj0 = collisionObjects[i];
                        if ((colObj0.GetIslandTag() != islandId) && (colObj0.GetIslandTag() != -1))
                        {
                            //					printf("error in island management\n");
                        }

                        Debug.Assert((colObj0.GetIslandTag() == islandId) || (colObj0.GetIslandTag() == -1));

                        if (colObj0.GetIslandTag() == islandId)
                        {
                            colObj0.SetActivationState(ActivationState.ISLAND_SLEEPING);
                        }
                    }
                }
                else
                {
                    for (int idx = startIslandIndex; idx < endIslandIndex; idx++)
                    {
                        int i = GetUnionFind().GetElement(idx).m_sz;

                        CollisionObject colObj0 = collisionObjects[i];
                        if ((colObj0.GetIslandTag() != islandId) && (colObj0.GetIslandTag() != -1))
                        {
                            //					printf("error in island management\n");
                        }

                        Debug.Assert((colObj0.GetIslandTag() == islandId) || (colObj0.GetIslandTag() == -1));

                        if (colObj0.GetIslandTag() == islandId)
                        {
                            if (colObj0.GetActivationState() == ActivationState.ISLAND_SLEEPING)
                            {
                                colObj0.SetActivationState(ActivationState.WANTS_DEACTIVATION);
                                colObj0.SetDeactivationTime(0f);
                            }
                        }
                    }
                }
            }

            int maxNumManifolds = dispatcher.GetNumManifolds();

            //#definef SPLIT_ISLANDS 1
            //#ifdef SPLIT_ISLANDS


            //#endif //SPLIT_ISLANDS


            for (int i = 0; i < maxNumManifolds; i++)
            {
                PersistentManifold manifold = dispatcher.GetManifoldByIndexInternal(i);

                CollisionObject colObj0 = (CollisionObject)(manifold.GetBody0());
                CollisionObject colObj1 = (CollisionObject)(manifold.GetBody1());

                ///@todo: check sleeping conditions!
                if (((colObj0 != null) && colObj0.GetActivationState() != ActivationState.ISLAND_SLEEPING) ||
                   ((colObj1 != null) && colObj1.GetActivationState() != ActivationState.ISLAND_SLEEPING))
                {

                    //kinematic objects don't merge islands, but wake up all connected objects
                    if (colObj0.IsKinematicObject() && colObj0.GetActivationState() != ActivationState.ISLAND_SLEEPING)
                    {
                        colObj1.Activate();
                    }
                    if (colObj1.IsKinematicObject() && colObj1.GetActivationState() != ActivationState.ISLAND_SLEEPING)
                    {
                        colObj0.Activate();
                    }
                    if (m_splitIslands)
                    {
                        //filtering for response
                        if (dispatcher.NeedsResponse(colObj0, colObj1))
                        {
                            m_islandmanifold.Add(manifold);
                        }
                    }
                }
            }

        }
Пример #7
0
        public void BuildAndProcessIslands(IDispatcher dispatcher, CollisionWorld collisionWorld, IIslandCallback callback)
        {
	        ObjectArray<CollisionObject> collisionObjects = collisionWorld.GetCollisionObjectArray();

	        BuildIslands(dispatcher,collisionWorld);

	        int endIslandIndex=1;
	        int startIslandIndex;
	        int numElem = GetUnionFind().GetNumElements();

            //BT_PROFILE("processIslands");

	        if(!m_splitIslands)
	        {
		        ObjectArray<PersistentManifold> manifolds = dispatcher.GetInternalManifoldPointer();
		        int maxNumManifolds = dispatcher.GetNumManifolds();
		        callback.ProcessIsland(collisionObjects,collisionObjects.Count,manifolds,maxNumManifolds, -1);
	        }
	        else
	        {
		        // Sort manifolds, based on islands
		        // Sort the vector using predicate and std::sort
		        //std::sort(islandmanifold.begin(), islandmanifold.end(), btPersistentManifoldSortPredicate);

		        int numManifolds = m_islandmanifold.Count;
                if (numManifolds != 0 && m_islandmanifold[0].GetNumContacts() > 0)
                {
                    int ibreak = 0;
                }


		        //we should do radix sort, it it much faster (O(n) instead of O (n log2(n))
                //m_islandmanifold.quickSort(btPersistentManifoldSortPredicate());
                //((ObjectArray<PersistentManifold>)m_islandmanifold).Sort();
                m_islandmanifold.Sort(new Comparison<PersistentManifold>(PersistentManifoldSortPredicate));

		        //now process all active islands (sets of manifolds for now)

		        int startManifoldIndex = 0;
		        int endManifoldIndex = 1;

		        //int islandId;

	            //	printf("Start Islands\n");

		        //traverse the simulation islands, and call the solver, unless all objects are sleeping/deactivated
		        for ( startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
		        {
                    int islandId = GetUnionFind().GetElement(startIslandIndex).m_id;

                    if (BulletGlobals.g_streamWriter != null && debugIslands)
                    {
                        BulletGlobals.g_streamWriter.WriteLine(String.Format("buildAndProcessIslands start[{0}] end[{1}] id[{2}]", startIslandIndex, endIslandIndex, islandId));
                    }


                    bool islandSleeping = false;
        	                
			        for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (GetUnionFind().GetElement(endIslandIndex).m_id == islandId);endIslandIndex++)
			        {
			            int i = GetUnionFind().GetElement(endIslandIndex).m_sz;
			            CollisionObject colObj0 = collisionObjects[i];
			            m_islandBodies.Add(colObj0);
			            if (!colObj0.IsActive())
                        {
                            islandSleeping = true;
                            //islandSleeping = false;
                        }
			        }
        	                
			        //find the accompanying contact manifold for this islandId
			        int numIslandManifolds = 0;
			        PersistentManifold startManifold = null;

			        if (startManifoldIndex<numManifolds)
			        {
				        int curIslandId = GetIslandId(m_islandmanifold[startManifoldIndex]);
				        if (curIslandId == islandId)
				        {
					        startManifold = m_islandmanifold[startManifoldIndex];
        				
					        for (endManifoldIndex = startManifoldIndex+1;(endManifoldIndex<numManifolds) && (islandId == GetIslandId(m_islandmanifold[endManifoldIndex]));endManifoldIndex++)
					        {

					        }
					        /// Process the actual simulation, only if not sleeping/deactivated
					        numIslandManifolds = endManifoldIndex-startManifoldIndex;
				        }

			        }

			        if (!islandSleeping)
			        {
                        // pass shortedned list to callback.
                        ObjectArray<PersistentManifold> subList = new ObjectArray<PersistentManifold>();
                        for(int i=0;i<numIslandManifolds;++i)
                        {
                            subList.Add(m_islandmanifold[startManifoldIndex+i]);
                        }
				        callback.ProcessIsland(m_islandBodies,m_islandBodies.Count,subList,numIslandManifolds, islandId);
	        //			printf("Island callback of size:%d bodies, %d manifolds\n",islandBodies.size(),numIslandManifolds);
			        }
        			
			        if (numIslandManifolds != 0)
			        {
				        startManifoldIndex = endManifoldIndex;
			        }

			        m_islandBodies.Clear();
		        }
	        } // else if(!splitIslands) 

        }
Пример #8
0
        public void FindUnions(IDispatcher dispatcher, CollisionWorld collisionWorld)
        {
            ObjectArray<BroadphasePair> broadphaseList = collisionWorld.GetPairCache().GetOverlappingPairArray();
            foreach(BroadphasePair collisionPair in broadphaseList)
		    {
			    CollisionObject colObj0 = (CollisionObject)collisionPair.m_pProxy0.m_clientObject;
			    CollisionObject colObj1 = (CollisionObject)collisionPair.m_pProxy1.m_clientObject;

			    if (((colObj0 != null) && ((colObj0).MergesSimulationIslands())) &&
                    ((colObj1 != null) && ((colObj1).MergesSimulationIslands())))
			    {

				    m_unionFind.Unite((colObj0).GetIslandTag(),
					    (colObj1).GetIslandTag());
			    }
		    }
        }
        public void PlayerStep(CollisionWorld collisionWorld, float dt)
        {
            // quick check...
            if (!m_useWalkDirection && m_velocityTimeInterval <= 0.0)
            {
                //		printf("\n");
                return;		// no motion
            }

            Matrix xform = m_ghostObject.GetWorldTransform();

            //	printf("walkDirection(%f,%f,%f)\n",walkDirection[0],walkDirection[1],walkDirection[2]);
            //	printf("walkSpeed=%f\n",walkSpeed);

            StepUp(collisionWorld);
            if (m_useWalkDirection)
            {
                StepForwardAndStrafe(collisionWorld, ref m_walkDirection);
            }
            else
            {
                //printf("  time: %f", m_velocityTimeInterval);
                // still have some time left for moving!
                float dtMoving =
                   (dt < m_velocityTimeInterval) ? dt : m_velocityTimeInterval;
                m_velocityTimeInterval -= dt;

                // how far will we move while we are moving?
                Vector3 move = m_walkDirection * dtMoving;

                // printf("  dtMoving: %f", dtMoving);

                // okay, step
                StepForwardAndStrafe(collisionWorld, ref move);
            }
            StepDown(collisionWorld, dt);

            xform.Translation = m_currentPosition;
            m_ghostObject.SetWorldTransform(ref xform);
        }
        public void PreStep(CollisionWorld collisionWorld)
        {
            int numPenetrationLoops = 0;
            m_touchingContact = false;
            while (RecoverFromPenetration(collisionWorld))
            {
                numPenetrationLoops++;
                m_touchingContact = true;
                if (numPenetrationLoops > 4)
                {
                    //			printf("character could not recover from penetration = %d\n", numPenetrationLoops);
                    break;
                }
            }

            m_currentPosition = m_ghostObject.GetWorldTransform().Translation;
            m_targetPosition = m_currentPosition;

        }
        ///btActionInterface interface
	    public virtual void UpdateAction( CollisionWorld collisionWorld,float deltaTime)
	    {
		    PreStep ( collisionWorld);
		    PlayerStep (collisionWorld, deltaTime);
	    }
        protected void StepDown(CollisionWorld collisionWorld, float dt)
        {
	        Matrix start= Matrix.Identity, end = Matrix.Identity;

	        // phase 3: down
	        Vector3 step_drop = upAxisDirection[m_upAxis] * m_currentStepOffset;
	        Vector3 gravity_drop = upAxisDirection[m_upAxis] * m_stepHeight; 
	        m_targetPosition -= (step_drop + gravity_drop);


	        start.Translation = m_currentPosition;
	        end.Translation = m_targetPosition;

	        KinematicClosestNotMeConvexResultCallback callback = new KinematicClosestNotMeConvexResultCallback(m_ghostObject);
	        callback.m_collisionFilterGroup = GetGhostObject().GetBroadphaseHandle().m_collisionFilterGroup;
	        callback.m_collisionFilterMask = GetGhostObject().GetBroadphaseHandle().m_collisionFilterMask;
        	
	        if (m_useGhostObjectSweepTest)
	        {
		        m_ghostObject.ConvexSweepTest (m_convexShape, ref start, ref end, callback, collisionWorld.GetDispatchInfo().GetAllowedCcdPenetration());
	        } 
            else
	        {
                collisionWorld.ConvexSweepTest(m_convexShape, start, end, callback, collisionWorld.GetDispatchInfo().GetAllowedCcdPenetration());
	        }

	        if (callback.hasHit())
	        {
		        // we dropped a fraction of the height -> hit floor
		        m_currentPosition = MathUtil.Interpolate3(ref m_currentPosition, ref m_targetPosition, callback.m_closestHitFraction);
	        } 
            else 
            {
		        // we dropped the full height
		        m_currentPosition = m_targetPosition;
	        }
        }
        protected void StepForwardAndStrafe(CollisionWorld collisionWorld, ref Vector3 walkMove)
        {
        //	printf("originalDir=%f,%f,%f\n",originalDir[0],originalDir[1],originalDir[2]);
	        // phase 2: forward and strafe
	        Matrix start = Matrix.Identity, end = Matrix.Identity;
	        m_targetPosition = m_currentPosition + walkMove;
        	
	        float fraction = 1.0f;
	        float distance2 = (m_currentPosition-m_targetPosition).LengthSquared();
        //	printf("distance2=%f\n",distance2);

	        if (m_touchingContact)
	        {
		        if (Vector3.Dot(m_normalizedDirection,m_touchingNormal) > 0.0f)
                {
			        UpdateTargetPositionBasedOnCollision (ref m_touchingNormal,0.0f,1.0f);
                }
	        }

	        int maxIter = 10;

	        while (fraction > 0.01f && maxIter-- > 0)
	        {
		        start.Translation = (m_currentPosition);
		        end.Translation = (m_targetPosition);

		        KinematicClosestNotMeConvexResultCallback callback = new KinematicClosestNotMeConvexResultCallback(m_ghostObject);
		        callback.m_collisionFilterGroup = GetGhostObject().GetBroadphaseHandle().m_collisionFilterGroup;
		        callback.m_collisionFilterMask = GetGhostObject().GetBroadphaseHandle().m_collisionFilterMask;


		        float margin = m_convexShape.Margin;
		        m_convexShape.Margin = margin + m_addedMargin;


		        if (m_useGhostObjectSweepTest)
		        {
			        m_ghostObject.ConvexSweepTest (m_convexShape, ref start, ref end, callback, collisionWorld.GetDispatchInfo().GetAllowedCcdPenetration());
		        } else
		        {
			        collisionWorld.ConvexSweepTest (m_convexShape, ref start, ref end, callback, collisionWorld.GetDispatchInfo().GetAllowedCcdPenetration());
		        }
        		
		        m_convexShape.Margin = margin;

        		
		        fraction -= callback.m_closestHitFraction;

		        if (callback.hasHit())
		        {	
			        // we moved only a fraction
			        float hitDistance = (callback.m_hitPointWorld - m_currentPosition).Length();
			        if (hitDistance<0.0f)
			        {
        //				printf("neg dist?\n");
			        }

			        /* If the distance is farther than the collision margin, move */
			        if (hitDistance > m_addedMargin)
			        {
        //				printf("callback.m_closestHitFraction=%f\n",callback.m_closestHitFraction);
				        m_currentPosition = MathUtil.Interpolate3(ref m_currentPosition, ref m_targetPosition, callback.m_closestHitFraction);
			        }
                    
			        UpdateTargetPositionBasedOnCollision (ref callback.m_hitNormalWorld,0f,1f);
			        Vector3 currentDir = m_targetPosition - m_currentPosition;
			        distance2 = currentDir.LengthSquared();
			        if (distance2 > MathUtil.SIMD_EPSILON)
			        {
				        currentDir.Normalize();
				        /* See Quake2: "If velocity is against original velocity, stop ead to avoid tiny oscilations in sloping corners." */
                        if (Vector3.Dot(currentDir, m_normalizedDirection) <= 0.0f)
				        {
					        break;
				        }
			        } 
                    else
			        {
        //				printf("currentDir: don't normalize a zero vector\n");
				        break;
			        }
		        } 
                else 
                {
			        // we moved whole way
			        m_currentPosition = m_targetPosition;
		        }

	        //	if (callback.m_closestHitFraction == 0.f)
	        //		break;

	        }

        }
        protected void StepUp(CollisionWorld collisionWorld)
        {
	        // phase 1: up
	        Matrix start = Matrix.Identity, end = Matrix.Identity;
	        m_targetPosition = m_currentPosition + upAxisDirection[m_upAxis] * m_stepHeight;


	        /* FIXME: Handle penetration properly */
	        start.Translation = (m_currentPosition + upAxisDirection[m_upAxis] * 0.1f);
	        end.Translation = m_targetPosition;

	        KinematicClosestNotMeConvexResultCallback callback = new KinematicClosestNotMeConvexResultCallback(m_ghostObject);
	        callback.m_collisionFilterGroup = GetGhostObject().GetBroadphaseHandle().m_collisionFilterGroup;
	        callback.m_collisionFilterMask = GetGhostObject().GetBroadphaseHandle().m_collisionFilterMask;
        	
	        if (m_useGhostObjectSweepTest)
	        {
                m_ghostObject.ConvexSweepTest(m_convexShape, ref start, ref end, callback, collisionWorld.GetDispatchInfo().GetAllowedCcdPenetration());
	        }
	        else
	        {
                collisionWorld.ConvexSweepTest(m_convexShape, ref start, ref end, callback,0f);
	        }
        	
	        if (callback.hasHit())
	        {
		        // we moved up only a fraction of the step height
		        m_currentStepOffset = m_stepHeight * callback.m_closestHitFraction;
                m_currentPosition = MathUtil.Interpolate3(ref m_currentPosition, ref m_targetPosition, callback.m_closestHitFraction);
	        } 
            else 
            {
		        m_currentStepOffset = m_stepHeight;
		        m_currentPosition = m_targetPosition;
	        }

        }
Пример #15
0
	    ///btActionInterface interface
	    public virtual void UpdateAction(CollisionWorld collisionWorld, float step)
	    {
		    UpdateVehicle(step);
	    }
Пример #16
0
		public SingleContactCallback(CollisionObject collisionObject, CollisionWorld world,ContactResultCallback resultCallback)
		{
			m_collisionObject = collisionObject;
			m_world = world;
			m_resultCallback = resultCallback;
		}