public void ConvexVsConvexCollision(CollisionObject body0, CollisionObject body1, CollisionShape shape0, CollisionShape shape1) { CollisionShape tmpShape0 = body0.GetCollisionShape(); CollisionShape tmpShape1 = body1.GetCollisionShape(); body0.InternalSetTemporaryCollisionShape(shape0); body1.InternalSetTemporaryCollisionShape(shape1); #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugGimpactAlgo) { BulletGlobals.g_streamWriter.WriteLine("GImpactAglo::ConvexVsConvex"); } #endif m_resultOut.SetShapeIdentifiersA(m_part0, m_triface0); m_resultOut.SetShapeIdentifiersB(m_part1, m_triface1); CheckConvexAlgorithm(body0, body1); m_convex_algorithm.ProcessCollision(body0, body1, m_dispatchInfo, m_resultOut); body0.InternalSetTemporaryCollisionShape(tmpShape0); body1.InternalSetTemporaryCollisionShape(tmpShape1); }
public void ShapeVsShapeCollision( CollisionObject body0, CollisionObject body1, CollisionShape shape0, CollisionShape shape1) { CollisionShape tmpShape0 = body0.GetCollisionShape(); CollisionShape tmpShape1 = body1.GetCollisionShape(); body0.InternalSetTemporaryCollisionShape(shape0); body1.InternalSetTemporaryCollisionShape(shape1); #if DEBUG if (BulletGlobals.g_streamWriter != null && BulletGlobals.debugGimpactAlgo) { BulletGlobals.g_streamWriter.WriteLine("GImpactAglo::ShapeVsShape"); } #endif { CollisionAlgorithm algor = NewAlgorithm(body0, body1); // post : checkManifold is called m_resultOut.SetShapeIdentifiersA(m_part0, m_triface0); m_resultOut.SetShapeIdentifiersB(m_part1, m_triface1); algor.ProcessCollision(body0, body1, m_dispatchInfo, m_resultOut); m_dispatcher.FreeCollisionAlgorithm(algor); } body0.InternalSetTemporaryCollisionShape(tmpShape0); body1.InternalSetTemporaryCollisionShape(tmpShape1); }
public virtual void ProcessTriangle(IndexedVector3[] triangle, int partId, int triangleIndex) { if (!AabbUtil2.TestTriangleAgainstAabb2(triangle, ref m_aabbMin, ref m_aabbMax)) { return; } //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); } } }