//public override void processCollision (CollisionObject body0,CollisionObject body1,DispatcherInfo dispatchInfo,ManifoldResult resultOut) //{ // CollisionObject convexBody = m_isSwapped ? body1 : body0; // CollisionObject triBody = m_isSwapped ? body0 : body1; // if (triBody.getCollisionShape().isConcave()) // { // CollisionObject triOb = triBody; // ConcaveShape concaveShape = (ConcaveShape)(triOb.getCollisionShape()); // if (convexBody.getCollisionShape().isConvex()) // { // float collisionMarginTriangle = concaveShape.getMargin(); // resultOut.setPersistentManifold(m_convexTriangleCallback.m_manifoldPtr); // m_convexTriangleCallback.setTimeStepAndCounters(collisionMarginTriangle, dispatchInfo, resultOut); // //Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here. // //m_dispatcher.clearManifold(m_convexTriangleCallback.m_manifoldPtr); // m_convexTriangleCallback.m_manifoldPtr.setBodies(convexBody, triBody); // IndexedVector3 min = m_convexTriangleCallback.getAabbMin(); // IndexedVector3 max = m_convexTriangleCallback.getAabbMax(); // concaveShape.processAllTriangles(m_convexTriangleCallback, ref min,ref max ); // resultOut.refreshContactPoints(); // } // } //} //public override float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) //{ // CollisionObject convexbody = m_isSwapped ? body1 : body0; // CollisionObject triBody = m_isSwapped ? body0 : body1; // //quick approximation using raycast, todo: hook up to the continuous collision detection (one of the btConvexCast) // //only perform CCD above a certain threshold, this prevents blocking on the long run // //because object in a blocked ccd state (hitfraction<1) get their linear velocity halved each frame... // float squareMot0 = (convexbody.getInterpolationWorldTransform()._origin - convexbody.getWorldTransform()._origin).LengthSquared(); // if (squareMot0 < convexbody.getCcdSquareMotionThreshold()) // { // return 1f; // } // //const IndexedVector3& from = convexbody.m_worldTransform._origin; // //IndexedVector3 to = convexbody.m_interpolationWorldTransform._origin; // //todo: only do if the motion exceeds the 'radius' // //IndexedMatrix triInv = IndexedMatrix.Invert(triBody.getWorldTransform()); // //IndexedMatrix convexFromLocal = MathUtil.bulletMatrixMultiply(triInv , convexbody.getWorldTransform()); // //IndexedMatrix convexToLocal = MathUtil.bulletMatrixMultiply(triInv , convexbody.getInterpolationWorldTransform()); // IndexedMatrix triInv = IndexedMatrix.Invert(triBody.getWorldTransform()); // IndexedMatrix convexFromLocal = MathUtil.inverseTimes(triBody.getWorldTransform(), convexbody.getWorldTransform()); // IndexedMatrix convexToLocal = MathUtil.inverseTimes(triBody.getWorldTransform(), convexbody.getInterpolationWorldTransform()); // if (triBody.getCollisionShape().isConcave()) // { // IndexedVector3 rayAabbMin = convexFromLocal._origin; // MathUtil.vectorMin(convexToLocal._origin, ref rayAabbMin); // IndexedVector3 rayAabbMax = convexFromLocal._origin; // MathUtil.vectorMax(convexToLocal._origin,ref rayAabbMax); // float ccdRadius0 = convexbody.getCcdSweptSphereRadius(); // rayAabbMin -= new IndexedVector3(ccdRadius0,ccdRadius0,ccdRadius0); // rayAabbMax += new IndexedVector3(ccdRadius0,ccdRadius0,ccdRadius0); // float curHitFraction = 1.0f; //is this available? // LocalTriangleSphereCastCallback raycastCallback = new LocalTriangleSphereCastCallback(ref convexFromLocal, ref convexToLocal, // convexbody.getCcdSweptSphereRadius(),curHitFraction); // raycastCallback.m_hitFraction = convexbody.getHitFraction(); // CollisionObject concavebody = triBody; // ConcaveShape triangleMesh = (ConcaveShape) concavebody.getCollisionShape(); // if (triangleMesh != null) // { // triangleMesh.processAllTriangles(raycastCallback,ref rayAabbMin,ref rayAabbMax); // } // if (raycastCallback.m_hitFraction < convexbody.getHitFraction()) // { // convexbody.setHitFraction( raycastCallback.m_hitFraction); // float result = raycastCallback.m_hitFraction; // raycastCallback.cleanup(); // return result; // } // raycastCallback.cleanup(); // } // return 1f; //} public override void ProcessCollision(CollisionObject bodyA, CollisionObject bodyB, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { //fixme CollisionObject convexBody = m_isSwapped ? bodyB : bodyA; CollisionObject triBody = m_isSwapped ? bodyA : bodyB; if (triBody.GetCollisionShape().IsConcave()) { CollisionObject triOb = triBody; ConcaveShape concaveShape = triOb.GetCollisionShape() as ConcaveShape; if (convexBody.GetCollisionShape().IsConvex()) { float collisionMarginTriangle = concaveShape.GetMargin(); resultOut.SetPersistentManifold(m_convexTriangleCallback.m_manifoldPtr); m_convexTriangleCallback.SetTimeStepAndCounters(collisionMarginTriangle, dispatchInfo, resultOut); //Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here. //m_dispatcher->clearManifold(m_btConvexTriangleCallback.m_manifoldPtr); m_convexTriangleCallback.m_manifoldPtr.SetBodies(convexBody, triBody); IndexedVector3 min = m_convexTriangleCallback.GetAabbMin(); IndexedVector3 max = m_convexTriangleCallback.GetAabbMax(); concaveShape.ProcessAllTriangles(m_convexTriangleCallback, ref min, ref max); resultOut.RefreshContactPoints(); } } }
public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { //resultOut = new ManifoldResult(); if (m_manifoldPtr == null) { return; } CollisionObject sphereObj = m_swapped ? body1 : body0; CollisionObject triObj = m_swapped ? body0 : body1; SphereShape sphere = sphereObj.GetCollisionShape() as SphereShape; TriangleShape triangle = triObj.GetCollisionShape() as TriangleShape; /// report a contact. internally this will be kept persistent, and contact reduction is done resultOut.SetPersistentManifold(m_manifoldPtr); using (SphereTriangleDetector detector = BulletGlobals.SphereTriangleDetectorPool.Get()) { detector.Initialize(sphere, triangle, m_manifoldPtr.GetContactBreakingThreshold()); ClosestPointInput input = ClosestPointInput.Default(); input.m_maximumDistanceSquared = float.MaxValue; sphereObj.GetWorldTransform(out input.m_transformA); triObj.GetWorldTransform(out input.m_transformB); bool swapResults = m_swapped; detector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), swapResults); if (m_ownManifold) { resultOut.RefreshContactPoints(); } } }
public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { if (m_manifoldPtr == null) { //swapped? m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1); m_ownManifold = true; } resultOut.SetPersistentManifold(m_manifoldPtr); //comment-out next line to test multi-contact generation //resultOut.getPersistentManifold().clearManifold(); ConvexShape min0 = body0.GetCollisionShape() as ConvexShape; ConvexShape min1 = body1.GetCollisionShape() as ConvexShape; IndexedVector3 normalOnB = IndexedVector3.Zero; IndexedVector3 pointOnBWorld = IndexedVector3.Zero; { ClosestPointInput input = ClosestPointInput.Default(); using (GjkPairDetector gjkPairDetector = BulletGlobals.GjkPairDetectorPool.Get()) { gjkPairDetector.Initialize(min0, min1, m_simplexSolver, m_pdSolver); //TODO: if (dispatchInfo.m_useContinuous) gjkPairDetector.SetMinkowskiA(min0); gjkPairDetector.SetMinkowskiB(min1); { input.m_maximumDistanceSquared = min0.GetMargin() + min1.GetMargin() + m_manifoldPtr.GetContactBreakingThreshold(); input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared; } input.m_transformA = body0.GetWorldTransform(); input.m_transformB = body1.GetWorldTransform(); gjkPairDetector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), false); #if DEBUG if (BulletGlobals.g_streamWriter != null) { BulletGlobals.g_streamWriter.WriteLine("c2dc2d processCollision"); MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transformA", input.m_transformA); MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "transformB", input.m_transformB); } #endif } //BulletGlobals.GjkPairDetectorPool.Free(gjkPairDetector); //btVector3 v0,v1; //btVector3 sepNormalWorldSpace; } if (m_ownManifold) { resultOut.RefreshContactPoints(); } }
// Call before process collision public void CheckManifold(CollisionObject body0, CollisionObject body1) { if (GetLastManifold() == null) { NewContactManifold(body0, body1); } m_resultOut.SetPersistentManifold(GetLastManifold()); }
public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { if (m_manifoldPtr == null) { return; } resultOut.SetPersistentManifold(m_manifoldPtr); SphereShape sphere0 = body0.GetCollisionShape() as SphereShape; SphereShape sphere1 = body1.GetCollisionShape() as SphereShape; IndexedVector3 diff = body0.GetWorldTransform()._origin - body1.GetWorldTransform()._origin; float len = diff.Length(); float radius0 = sphere0.GetRadius(); float radius1 = sphere1.GetRadius(); #if CLEAR_MANIFOLD m_manifoldPtr.clearManifold(); //don't do this, it disables warmstarting #endif ///iff distance positive, don't generate a new contact if (len > (radius0 + radius1)) { #if !CLEAR_MANIFOLD resultOut.RefreshContactPoints(); #endif //CLEAR_MANIFOLD return; } ///distance (negative means penetration) float dist = len - (radius0 + radius1); IndexedVector3 normalOnSurfaceB = new IndexedVector3(1, 0, 0); if (len > MathUtil.SIMD_EPSILON) { normalOnSurfaceB = diff / len; } ///point on A (worldspace) ///btVector3 pos0 = col0->getWorldTransform().getOrigin() - radius0 * normalOnSurfaceB; ///point on B (worldspace) IndexedVector3 pos1 = body1.GetWorldTransform()._origin + radius1 * normalOnSurfaceB; /// report a contact. internally this will be kept persistent, and contact reduction is done resultOut.AddContactPoint(ref normalOnSurfaceB, ref pos1, dist); #if !CLEAR_MANIFOLD resultOut.RefreshContactPoints(); #endif //CLEAR_MANIFOLD }
public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { if (m_manifoldPtr == null) { return; } CollisionObject col0 = body0; CollisionObject col1 = body1; //resultOut = new ManifoldResult(body0, body1); BoxShape box0 = col0.GetCollisionShape() as BoxShape; BoxShape box1 = col1.GetCollisionShape() as BoxShape; //if (((String)col0.getUserPointer()).Contains("Box") && // ((String)col1.getUserPointer()).Contains("Box") ) //{ // int ibreak = 0; //} /// report a contact. internally this will be kept persistent, and contact reduction is done resultOut.SetPersistentManifold(m_manifoldPtr); #if !USE_PERSISTENT_CONTACTS m_manifoldPtr.ClearManifold(); #endif //USE_PERSISTENT_CONTACTS ClosestPointInput input = ClosestPointInput.Default(); input.m_maximumDistanceSquared = float.MaxValue; input.m_transformA = body0.GetWorldTransform(); input.m_transformB = body1.GetWorldTransform(); BoxBoxDetector.GetClosestPoints(box0, box1, ref input, resultOut, dispatchInfo.getDebugDraw(), false); #if USE_PERSISTENT_CONTACTS // refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added if (m_ownManifold) { resultOut.RefreshContactPoints(); } #endif //USE_PERSISTENT_CONTACTS }
public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { if (m_manifoldPtr == null) { return; } CollisionObject col0 = body0; CollisionObject col1 = body1; Box2dShape box0 = (Box2dShape)col0.GetCollisionShape(); Box2dShape box1 = (Box2dShape)col1.GetCollisionShape(); resultOut.SetPersistentManifold(m_manifoldPtr); B2CollidePolygons(ref resultOut, box0, col0.GetWorldTransform(), box1, col1.GetWorldTransform()); // refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added if (m_ownManifold) { resultOut.RefreshContactPoints(); } }
public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { //(void)dispatchInfo; //(void)resultOut; if (m_manifoldPtr == null) { return; } CollisionObject sphereObj = m_isSwapped ? body1 : body0; CollisionObject boxObj = m_isSwapped ? body0 : body1; IndexedVector3 pOnBox = new IndexedVector3();; IndexedVector3 normalOnSurfaceB = new IndexedVector3(); float penetrationDepth = 0f; IndexedVector3 sphereCenter = sphereObj.GetWorldTransform()._origin; SphereShape sphere0 = sphereObj.GetCollisionShape() as SphereShape; float radius = sphere0.GetRadius(); float maxContactDistance = m_manifoldPtr.GetContactBreakingThreshold(); resultOut.SetPersistentManifold(m_manifoldPtr); if (GetSphereDistance(boxObj, ref pOnBox, ref normalOnSurfaceB, ref penetrationDepth, sphereCenter, radius, maxContactDistance)) { /// report a contact. internally this will be kept persistent, and contact reduction is done resultOut.AddContactPoint(normalOnSurfaceB, pOnBox, penetrationDepth); } if (m_ownManifold) { if (m_manifoldPtr.GetNumContacts() > 0) { resultOut.RefreshContactPoints(); } } }
public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { if (m_manifoldPtr == null) { //swapped? m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1); m_ownManifold = true; } //resultOut = new ManifoldResult(); resultOut.SetPersistentManifold(m_manifoldPtr); //comment-out next line to test multi-contact generation //resultOut.GetPersistentManifold().ClearManifold(); ConvexShape min0 = body0.GetCollisionShape() as ConvexShape; ConvexShape min1 = body1.GetCollisionShape() as ConvexShape; IndexedVector3 normalOnB; IndexedVector3 pointOnBWorld; #if !BT_DISABLE_CAPSULE_CAPSULE_COLLIDER if ((min0.GetShapeType() == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE) && (min1.GetShapeType() == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE)) { CapsuleShape capsuleA = min0 as CapsuleShape; CapsuleShape capsuleB = min1 as CapsuleShape; //IndexedVector3 localScalingA = capsuleA.GetLocalScaling(); //IndexedVector3 localScalingB = capsuleB.GetLocalScaling(); float threshold = m_manifoldPtr.GetContactBreakingThreshold(); float dist = CapsuleCapsuleDistance(out normalOnB, out pointOnBWorld, capsuleA.GetHalfHeight(), capsuleA.GetRadius(), capsuleB.GetHalfHeight(), capsuleB.GetRadius(), capsuleA.GetUpAxis(), capsuleB.GetUpAxis(), body0.GetWorldTransform(), body1.GetWorldTransform(), threshold); if (dist < threshold) { Debug.Assert(normalOnB.LengthSquared() >= (MathUtil.SIMD_EPSILON * MathUtil.SIMD_EPSILON)); resultOut.AddContactPoint(ref normalOnB, ref pointOnBWorld, dist); } resultOut.RefreshContactPoints(); return; } #endif //BT_DISABLE_CAPSULE_CAPSULE_COLLIDER #if USE_SEPDISTANCE_UTIL2 if (dispatchInfo.m_useConvexConservativeDistanceUtil) { m_sepDistance.updateSeparatingDistance(body0.getWorldTransform(), body1.getWorldTransform()); } if (!dispatchInfo.m_useConvexConservativeDistanceUtil || m_sepDistance.getConservativeSeparatingDistance() <= 0.f) #endif //USE_SEPDISTANCE_UTIL2 { ClosestPointInput input = ClosestPointInput.Default(); using (GjkPairDetector gjkPairDetector = BulletGlobals.GjkPairDetectorPool.Get()) { gjkPairDetector.Initialize(min0, min1, m_simplexSolver, m_pdSolver); //TODO: if (dispatchInfo.m_useContinuous) gjkPairDetector.SetMinkowskiA(min0); gjkPairDetector.SetMinkowskiB(min1); #if USE_SEPDISTANCE_UTIL2 if (dispatchInfo.m_useConvexConservativeDistanceUtil) { input.m_maximumDistanceSquared = float.MaxValue; } else #endif //USE_SEPDISTANCE_UTIL2 { input.m_maximumDistanceSquared = min0.GetMargin() + min1.GetMargin() + m_manifoldPtr.GetContactBreakingThreshold(); input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared; } //input.m_stackAlloc = dispatchInfo.m_stackAllocator; input.m_transformA = body0.GetWorldTransform(); input.m_transformB = body1.GetWorldTransform(); if (min0.IsPolyhedral() && min1.IsPolyhedral()) { DummyResult dummy = new DummyResult(); PolyhedralConvexShape polyhedronA = min0 as PolyhedralConvexShape; PolyhedralConvexShape polyhedronB = min1 as PolyhedralConvexShape; if (polyhedronA.GetConvexPolyhedron() != null && polyhedronB.GetConvexPolyhedron() != null) { float threshold = m_manifoldPtr.GetContactBreakingThreshold(); float minDist = float.MinValue; IndexedVector3 sepNormalWorldSpace = new IndexedVector3(0, 1, 0); bool foundSepAxis = true; if (dispatchInfo.m_enableSatConvex) { foundSepAxis = PolyhedralContactClipping.FindSeparatingAxis( polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(), body0.GetWorldTransform(), body1.GetWorldTransform(), out sepNormalWorldSpace); } else { #if ZERO_MARGIN gjkPairDetector.SetIgnoreMargin(true); gjkPairDetector.GetClosestPoints(input, resultOut, dispatchInfo.m_debugDraw); #else gjkPairDetector.GetClosestPoints(ref input, dummy, dispatchInfo.m_debugDraw); #endif float l2 = gjkPairDetector.GetCachedSeparatingAxis().LengthSquared(); if (l2 > MathUtil.SIMD_EPSILON) { sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis() * (1.0f / l2); //minDist = -1e30f;//gjkPairDetector.getCachedSeparatingDistance(); minDist = gjkPairDetector.GetCachedSeparatingDistance() - min0.GetMargin() - min1.GetMargin(); #if ZERO_MARGIN foundSepAxis = true; //gjkPairDetector.getCachedSeparatingDistance()<0.f; #else foundSepAxis = gjkPairDetector.GetCachedSeparatingDistance() < (min0.GetMargin() + min1.GetMargin()); #endif } } if (foundSepAxis) { // printf("sepNormalWorldSpace=%f,%f,%f\n",sepNormalWorldSpace.getX(),sepNormalWorldSpace.getY(),sepNormalWorldSpace.getZ()); PolyhedralContactClipping.ClipHullAgainstHull(sepNormalWorldSpace, polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(), body0.GetWorldTransform(), body1.GetWorldTransform(), minDist - threshold, threshold, resultOut); } if (m_ownManifold) { resultOut.RefreshContactPoints(); } return; } else { //we can also deal with convex versus triangle (without connectivity data) if (polyhedronA.GetConvexPolyhedron() != null && polyhedronB.GetShapeType() == BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE) { m_vertices.Clear(); TriangleShape tri = polyhedronB as TriangleShape; m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[0]); m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[1]); m_vertices.Add(body1.GetWorldTransform() * tri.m_vertices1[2]); float threshold = m_manifoldPtr.GetContactBreakingThreshold(); IndexedVector3 sepNormalWorldSpace = new IndexedVector3(0, 1, 0);; float minDist = float.MinValue; float maxDist = threshold; bool foundSepAxis = false; if (false) { polyhedronB.InitializePolyhedralFeatures(); foundSepAxis = PolyhedralContactClipping.FindSeparatingAxis( polyhedronA.GetConvexPolyhedron(), polyhedronB.GetConvexPolyhedron(), body0.GetWorldTransform(), body1.GetWorldTransform(), out sepNormalWorldSpace); // printf("sepNormalWorldSpace=%f,%f,%f\n",sepNormalWorldSpace.getX(),sepNormalWorldSpace.getY(),sepNormalWorldSpace.getZ()); } else { #if ZERO_MARGIN gjkPairDetector.SetIgnoreMargin(true); gjkPairDetector.GetClosestPoints(input, resultOut, dispatchInfo.m_debugDraw); #else gjkPairDetector.GetClosestPoints(ref input, dummy, dispatchInfo.m_debugDraw); #endif//ZERO_MARGIN float l2 = gjkPairDetector.GetCachedSeparatingAxis().LengthSquared(); if (l2 > MathUtil.SIMD_EPSILON) { sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis() * (1.0f / l2); //minDist = gjkPairDetector.getCachedSeparatingDistance(); //maxDist = threshold; minDist = gjkPairDetector.GetCachedSeparatingDistance() - min0.GetMargin() - min1.GetMargin(); foundSepAxis = true; } } if (foundSepAxis) { PolyhedralContactClipping.ClipFaceAgainstHull(sepNormalWorldSpace, polyhedronA.GetConvexPolyhedron(), body0.GetWorldTransform(), m_vertices, minDist - threshold, maxDist, resultOut); } if (m_ownManifold) { resultOut.RefreshContactPoints(); } return; } } } gjkPairDetector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), false); #if USE_SEPDISTANCE_UTIL2 float sepDist = 0.f; if (dispatchInfo.m_useConvexConservativeDistanceUtil) { sepDist = gjkPairDetector.getCachedSeparatingDistance(); if (sepDist > MathUtil.SIMD_EPSILON) { sepDist += dispatchInfo.m_convexConservativeDistanceThreshold; //now perturbe directions to get multiple contact points } } #endif //USE_SEPDISTANCE_UTIL2 //now perform 'm_numPerturbationIterations' collision queries with the perturbated collision objects //perform perturbation when more then 'm_minimumPointsPerturbationThreshold' points if (m_numPerturbationIterations > 0 && resultOut.GetPersistentManifold().GetNumContacts() < m_minimumPointsPerturbationThreshold) { IndexedVector3 v0, v1; IndexedVector3 sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis(); sepNormalWorldSpace.Normalize(); TransformUtil.PlaneSpace1(ref sepNormalWorldSpace, out v0, out v1); bool perturbeA = true; const float angleLimit = 0.125f * MathUtil.SIMD_PI; float perturbeAngle; float radiusA = min0.GetAngularMotionDisc(); float radiusB = min1.GetAngularMotionDisc(); if (radiusA < radiusB) { perturbeAngle = BulletGlobals.gContactBreakingThreshold / radiusA; perturbeA = true; } else { perturbeAngle = BulletGlobals.gContactBreakingThreshold / radiusB; perturbeA = false; } if (perturbeAngle > angleLimit) { perturbeAngle = angleLimit; } IndexedMatrix unPerturbedTransform; if (perturbeA) { unPerturbedTransform = input.m_transformA; } else { unPerturbedTransform = input.m_transformB; } for (int i = 0; i < m_numPerturbationIterations; i++) { if (v0.LengthSquared() > MathUtil.SIMD_EPSILON) { IndexedQuaternion perturbeRot = new IndexedQuaternion(v0, perturbeAngle); float iterationAngle = i * (MathUtil.SIMD_2_PI / (float)m_numPerturbationIterations); IndexedQuaternion rotq = new IndexedQuaternion(sepNormalWorldSpace, iterationAngle); if (perturbeA) { input.m_transformA._basis = (new IndexedBasisMatrix(MathUtil.QuaternionInverse(rotq) * perturbeRot * rotq) * body0.GetWorldTransform()._basis); input.m_transformB = body1.GetWorldTransform(); input.m_transformB = body1.GetWorldTransform(); #if DEBUG_CONTACTS dispatchInfo.m_debugDraw.DrawTransform(ref input.m_transformA, 10.0f); #endif //DEBUG_CONTACTS } else { input.m_transformA = body0.GetWorldTransform(); input.m_transformB._basis = (new IndexedBasisMatrix(MathUtil.QuaternionInverse(rotq) * perturbeRot * rotq) * body1.GetWorldTransform()._basis); #if DEBUG_CONTACTS dispatchInfo.m_debugDraw.DrawTransform(ref input.m_transformB, 10.0f); #endif } PerturbedContactResult perturbedResultOut = new PerturbedContactResult(resultOut, ref input.m_transformA, ref input.m_transformB, ref unPerturbedTransform, perturbeA, dispatchInfo.getDebugDraw()); gjkPairDetector.GetClosestPoints(ref input, perturbedResultOut, dispatchInfo.getDebugDraw(), false); } } } #if USE_SEPDISTANCE_UTIL2 if (dispatchInfo.m_useConvexConservativeDistanceUtil && (sepDist > MathUtil.SIMD_EPSILON)) { m_sepDistance.initSeparatingDistance(gjkPairDetector.getCachedSeparatingAxis(), sepDist, body0.getWorldTransform(), body1.getWorldTransform()); } #endif //USE_SEPDISTANCE_UTIL2 } } if (m_ownManifold) { resultOut.RefreshContactPoints(); } }
public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { //resultOut = null; CollisionObject colObj = m_isSwapped ? body1 : body0; CollisionObject otherObj = m_isSwapped ? body0 : body1; Debug.Assert(colObj.GetCollisionShape().IsCompound()); CompoundShape compoundShape = (CompoundShape)(colObj.GetCollisionShape()); ///btCompoundShape might have changed: ////make sure the internal child collision algorithm caches are still valid if (compoundShape.GetUpdateRevision() != m_compoundShapeRevision) { ///clear and update all RemoveChildAlgorithms(); PreallocateChildAlgorithms(body0, body1); } Dbvt tree = compoundShape.GetDynamicAabbTree(); //use a dynamic aabb tree to cull potential child-overlaps using (CompoundLeafCallback callback = BulletGlobals.CompoundLeafCallbackPool.Get()) { callback.Initialize(colObj, otherObj, m_dispatcher, dispatchInfo, resultOut, this, m_childCollisionAlgorithms, m_sharedManifold); ///we need to refresh all contact manifolds ///note that we should actually recursively traverse all children, btCompoundShape can nested more then 1 level deep ///so we should add a 'refreshManifolds' in the btCollisionAlgorithm { m_manifoldArray.Clear(); for (int i = 0; i < m_childCollisionAlgorithms.Count; i++) { if (m_childCollisionAlgorithms[i] != null) { m_childCollisionAlgorithms[i].GetAllContactManifolds(m_manifoldArray); for (int m = 0; m < m_manifoldArray.Count; m++) { if (m_manifoldArray[m].GetNumContacts() > 0) { resultOut.SetPersistentManifold(m_manifoldArray[m]); resultOut.RefreshContactPoints(); resultOut.SetPersistentManifold(null);//??necessary? } } m_manifoldArray.Clear(); } } } if (tree != null) { IndexedVector3 localAabbMin; IndexedVector3 localAabbMax; IndexedMatrix otherInCompoundSpace; //otherInCompoundSpace = MathUtil.BulletMatrixMultiply(colObj.GetWorldTransform(),otherObj.GetWorldTransform()); otherInCompoundSpace = colObj.GetWorldTransform().Inverse() * otherObj.GetWorldTransform(); otherObj.GetCollisionShape().GetAabb(ref otherInCompoundSpace, out localAabbMin, out localAabbMax); DbvtAabbMm bounds = DbvtAabbMm.FromMM(ref localAabbMin, ref localAabbMax); //process all children, that overlap with the given AABB bounds Dbvt.CollideTV(tree.m_root, ref bounds, callback); } else { //iterate over all children, perform an AABB check inside ProcessChildShape int numChildren = m_childCollisionAlgorithms.Count; for (int i = 0; i < numChildren; i++) { callback.ProcessChildShape(compoundShape.GetChildShape(i), i); } } { //iterate over all children, perform an AABB check inside ProcessChildShape int numChildren = m_childCollisionAlgorithms.Count; m_manifoldArray.Clear(); CollisionShape childShape = null; IndexedMatrix orgTrans; IndexedMatrix orgInterpolationTrans; IndexedMatrix newChildWorldTrans; for (int i = 0; i < numChildren; i++) { if (m_childCollisionAlgorithms[i] != null) { childShape = compoundShape.GetChildShape(i); //if not longer overlapping, remove the algorithm orgTrans = colObj.GetWorldTransform(); orgInterpolationTrans = colObj.GetInterpolationWorldTransform(); IndexedMatrix childTrans = compoundShape.GetChildTransform(i); newChildWorldTrans = orgTrans * childTrans; //perform an AABB check first IndexedVector3 aabbMin0; IndexedVector3 aabbMax0; IndexedVector3 aabbMin1; IndexedVector3 aabbMax1; childShape.GetAabb(ref newChildWorldTrans, out aabbMin0, out aabbMax0); otherObj.GetCollisionShape().GetAabb(otherObj.GetWorldTransform(), out aabbMin1, out aabbMax1); if (!AabbUtil2.TestAabbAgainstAabb2(ref aabbMin0, ref aabbMax0, ref aabbMin1, ref aabbMax1)) { m_dispatcher.FreeCollisionAlgorithm(m_childCollisionAlgorithms[i]); m_childCollisionAlgorithms[i] = null; } } } } } }