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 = (SphereShape)sphereObj.GetCollisionShape();
	        TriangleShape triangle = (TriangleShape)triObj.GetCollisionShape();
        	
	        /// report a contact. internally this will be kept persistent, and contact reduction is done
	        resultOut.SetPersistentManifold(m_manifoldPtr);
	        SphereTriangleDetector detector = new SphereTriangleDetector(sphere,triangle, m_manifoldPtr.GetContactBreakingThreshold());
	        ClosestPointInput input = new ClosestPointInput();
	        input.m_maximumDistanceSquared = float.MaxValue;
	        input.m_transformA = sphereObj.GetWorldTransform();
	        input.m_transformB = triObj.GetWorldTransform();

	        bool swapResults = m_swapped;

	        detector.GetClosestPoints(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 = (ConvexShape)(body0.GetCollisionShape());
	        ConvexShape min1 = (ConvexShape)(body1.GetCollisionShape());

	        Vector3  normalOnB = Vector3.Zero;
	        Vector3  pointOnBWorld = Vector3.Zero;

	        {
		        ClosestPointInput input = new ClosestPointInput();

		        GjkPairDetector	gjkPairDetector = new GjkPairDetector(min0,min1,m_simplexSolver,m_pdSolver);
		        //TODO: if (dispatchInfo.m_useContinuous)
		        gjkPairDetector.SetMinkowskiA(min0);
		        gjkPairDetector.SetMinkowskiB(min1);

		        {
			        input.m_maximumDistanceSquared = min0.Margin + min1.Margin + m_manifoldPtr.GetContactBreakingThreshold();
			        input.m_maximumDistanceSquared*= input.m_maximumDistanceSquared;
		        }

		        input.m_transformA = body0.GetWorldTransform();
		        input.m_transformB = body1.GetWorldTransform();

		        gjkPairDetector.GetClosestPoints(input,resultOut,dispatchInfo.getDebugDraw(),false);

                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);
                }

                //btVector3 v0,v1;
                //btVector3 sepNormalWorldSpace;

	        }

	        if (m_ownManifold)
	        {
		        resultOut.RefreshContactPoints();
	        }

        }
示例#3
0
        public void GetClosestPointsNonVirtual(ClosestPointInput input, IDiscreteCollisionDetectorInterfaceResult output, IDebugDraw debugDraw)
        {
            m_cachedSeparatingDistance = 0f;

            float distance = 0f;
            Vector3 normalInB = Vector3.Zero;
            Vector3 pointOnA = Vector3.Zero, pointOnB = Vector3.Zero;
            Matrix localTransA = input.m_transformA;
            Matrix localTransB = input.m_transformB;
            Vector3 positionOffset = (localTransA.Translation + localTransB.Translation) * .5f;
            localTransA.Translation -= positionOffset;
            localTransB.Translation -= positionOffset;

            bool check2d = m_minkowskiA.IsConvex2D() && m_minkowskiB.IsConvex2D();

            float marginA = m_marginA;
            float marginB = m_marginB;

#if TEST_NON_VIRTUAL
            float marginAv = m_minkowskiA.getMarginNonVirtual();
            float marginBv = m_minkowskiB.getMarginNonVirtual();
            Debug.Assert(marginA == marginAv);
            Debug.Assert(marginB == marginBv);
#endif //TEST_NON_VIRTUAL

            gNumGjkChecks++;

#if DEBUG_SPU_COLLISION_DETECTION
           spu_printf("inside gjk\n");
#endif
            //for CCD we don't use margins
            if (m_ignoreMargin)
            {
                marginA = 0f;
                marginB = 0f;
#if DEBUG_SPU_COLLISION_DETECTION
                spu_printf("ignoring margin\n");
#endif
            }

            m_curIter = 0;
            int gGjkMaxIter = 1000;//this is to catch invalid input, perhaps check for #NaN?
            m_cachedSeparatingAxis = new Vector3(0, 1, 0);

            bool isValid = false;
            bool checkSimplex = false;
            bool checkPenetration = true;
            m_degenerateSimplex = 0;

            m_lastUsedMethod = -1;

            if (BulletGlobals.g_streamWriter != null && debugGJK)
            {
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "gjk::getClosestPointsNonVirtual transA", localTransA);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "gjk::getClosestPointsNonVirtual transB", localTransB);

            }


            {
                float squaredDistance = MathUtil.BT_LARGE_FLOAT;
                float delta = 0f;

                float margin = marginA + marginB;

                m_simplexSolver.Reset();

                int count = 0;
                for (; ; )
                //while (true)
                {
                    count++;
                    if (gNumGjkChecks == 3 && count == 4)
                    {
                        int ibreak = 0;
                    }
                    Vector3 seperatingAxisInA = MathUtil.TransposeTransformNormal(-m_cachedSeparatingAxis, input.m_transformA);
                    Vector3 seperatingAxisInB = MathUtil.TransposeTransformNormal(m_cachedSeparatingAxis, input.m_transformB);
#if true

                    Vector3 pInA = m_minkowskiA.LocalGetSupportVertexWithoutMarginNonVirtual(ref seperatingAxisInA);
                    Vector3 qInB = m_minkowskiB.LocalGetSupportVertexWithoutMarginNonVirtual(ref seperatingAxisInB);

                    //			btVector3 pInA  = localGetSupportingVertexWithoutMargin(m_shapeTypeA, m_minkowskiA, seperatingAxisInA,input.m_convexVertexData[0]);//, &featureIndexA);
                    //			btVector3 qInB  = localGetSupportingVertexWithoutMargin(m_shapeTypeB, m_minkowskiB, seperatingAxisInB,input.m_convexVertexData[1]);//, &featureIndexB);

#else
                    Vector3 pInA = m_minkowskiA.localGetSupportingVertexWithoutMargin(ref seperatingAxisInA);
                    Vector3 qInB = m_minkowskiB.localGetSupportingVertexWithoutMargin(ref seperatingAxisInB);
#if TEST_NON_VIRTUAL
                    Vector3 pInAv = m_minkowskiA->localGetSupportingVertexWithoutMargin(seperatingAxisInA);
                    Vector3 qInBv = m_minkowskiB->localGetSupportingVertexWithoutMargin(seperatingAxisInB);
                    Debug.Assert((pInAv-pInA).Length() < 0.0001);
                    Debug.Assert((qInBv-qInB).Length() < 0.0001);
#endif //
#endif
                    Vector3 pWorld = Vector3.Transform(pInA, localTransA);
                    Vector3 qWorld = Vector3.Transform(qInB, localTransB);



                    if (check2d)
                    {
                        pWorld.Z = 0.0f;
                        qWorld.Z = 0.0f;
                    }

                    Vector3 w = pWorld - qWorld;
                    delta = Vector3.Dot(m_cachedSeparatingAxis, w);

                    if (BulletGlobals.g_streamWriter != null && debugGJK)
                    {
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "m_cachedSeparatingAxis", m_cachedSeparatingAxis);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "w", w);
                        BulletGlobals.g_streamWriter.WriteLine(String.Format("simplex num vertices [{0}]", m_simplexSolver.NumVertices()));
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "sepAxisA", seperatingAxisInA);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "sepAxisB", seperatingAxisInB);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "pInA", pInA);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "qInB", qInB);
                        MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "localTransA", localTransA);
                        MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "localTransB", localTransB);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "pWorld", pWorld);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "qWorld", qWorld);
                    }

                    if (m_simplexSolver.NumVertices() == 3)
                    {
                        int ibreak = 0;
                    }


                    // potential exit, they don't overlap
                    if ((delta > 0f) && (delta * delta > squaredDistance * input.m_maximumDistanceSquared))
                    {
                        m_degenerateSimplex = 10;
                        checkSimplex = true;
                        //checkPenetration = false;
                        break;
                    }

                    //exit 0: the new point is already in the simplex, or we didn't come any closer
                    if (m_simplexSolver.InSimplex(ref w))
                    {
                        m_degenerateSimplex = 1;
                        checkSimplex = true;
                        break;
                    }
                    // are we getting any closer ?
                    float f0 = squaredDistance - delta;
                    float f1 = squaredDistance * REL_ERROR2;



                    if (f0 <= f1)
                    {
                        if (f0 <= 0f)
                        {
                            m_degenerateSimplex = 2;
                        }
                        else
                        {
                            m_degenerateSimplex = 11;
                        }
                        checkSimplex = true;
                        break;
                    }
                    //add current vertex to simplex
                    m_simplexSolver.AddVertex(ref w, ref pWorld, ref qWorld);

                    //calculate the closest point to the origin (update vector v)
                    Vector3 newCachedSeparatingAxis = new Vector3();

                    if (!m_simplexSolver.Closest(ref newCachedSeparatingAxis))
                    {
                        m_degenerateSimplex = 3;
                        checkSimplex = true;
                        break;
                    }

                    if (newCachedSeparatingAxis.LengthSquared() < REL_ERROR2)
                    {
                        m_cachedSeparatingAxis = newCachedSeparatingAxis;
                        m_degenerateSimplex = 6;
                        checkSimplex = true;
                        break;
                    }

                    float previousSquaredDistance = squaredDistance;
                    squaredDistance = newCachedSeparatingAxis.LengthSquared();

                    if (BulletGlobals.g_streamWriter != null && debugGJK)
                    {
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "sepAxisA", seperatingAxisInA);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "sepAxisB", seperatingAxisInB);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "pInA", pInA);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "qInB", qInB);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "pWorld", pWorld);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "qWorld", qWorld);
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "newSeperatingAxis", newCachedSeparatingAxis);
                        BulletGlobals.g_streamWriter.WriteLine(String.Format("f0[{0:0.00000000}] f1[{1:0.00000000}] checkSimplex[{2}] degen[{3}]", f0, f1, checkSimplex, m_degenerateSimplex));
                    }


#if false
                    ///warning: this termination condition leads to some problems in 2d test case see Bullet/Demos/Box2dDemo
                    if (squaredDistance>previousSquaredDistance)
                    {
                        m_degenerateSimplex = 7;
                        squaredDistance = previousSquaredDistance;
                        checkSimplex = false;
                        break;
                    }
#endif //
                    m_cachedSeparatingAxis = newCachedSeparatingAxis;

                    //redundant m_simplexSolver->compute_points(pointOnA, pointOnB);

                    //are we getting any closer ?
                    if (previousSquaredDistance - squaredDistance <= MathUtil.SIMD_EPSILON * previousSquaredDistance)
                    {
                        m_simplexSolver.BackupClosest(ref m_cachedSeparatingAxis);
                        checkSimplex = true;
                        m_degenerateSimplex = 12;
                        break;
                    }

                    //degeneracy, this is typically due to invalid/uninitialized worldtransforms for a btCollisionObject   
                    if (m_curIter++ > gGjkMaxIter)
                    {
                        //#if defined(DEBUG) || defined (_DEBUG) || defined (DEBUG_SPU_COLLISION_DETECTION)

                        //        printf("btGjkPairDetector maxIter exceeded:%i\n",m_curIter);   
                        //        printf("sepAxis=(%f,%f,%f), squaredDistance = %f, shapeTypeA=%i,shapeTypeB=%i\n",   
                        //        m_cachedSeparatingAxis.getX(),   
                        //        m_cachedSeparatingAxis.getY(),   
                        //        m_cachedSeparatingAxis.getZ(),   
                        //        squaredDistance,   
                        //        m_minkowskiA->getShapeType(),   
                        //        m_minkowskiB->getShapeType());   

                        //#endif   
                        break;

                    }

                    bool check = (!m_simplexSolver.FullSimplex());
                    //bool check = (!m_simplexSolver->fullSimplex() && squaredDistance > SIMD_EPSILON * m_simplexSolver->maxVertex());

                    if (!check)
                    {
                        //do we need this backup_closest here ?
                        m_simplexSolver.BackupClosest(ref m_cachedSeparatingAxis);
                        m_degenerateSimplex = 13;

                        break;
                    }
                }

                if (checkSimplex)
                {
                    m_simplexSolver.ComputePoints(ref pointOnA, ref pointOnB);
                    normalInB = pointOnA - pointOnB;
                    float lenSqr = m_cachedSeparatingAxis.LengthSquared();
                    //valid normal
                    if (lenSqr < 0.0001f)
                    {
                        m_degenerateSimplex = 5;
                    }
                    if (lenSqr > MathUtil.SIMD_EPSILON * MathUtil.SIMD_EPSILON)
                    {
                        //float rlen = 1 / normalInB.Length();
                        float rlen = 1.0f / (float)System.Math.Sqrt((float)lenSqr );
                        //normalInB.Normalize();
                        normalInB *= rlen;
                        float s = (float)System.Math.Sqrt((float)squaredDistance);

                        Debug.Assert(s > 0f);
                        pointOnA -= m_cachedSeparatingAxis * (marginA / s);
                        pointOnB += m_cachedSeparatingAxis * (marginB / s);
                        distance = ((1f / rlen) - margin);
                        isValid = true;

                        m_lastUsedMethod = 1;
                    }
                    else
                    {
                        m_lastUsedMethod = 2;
                    }
                }

                bool catchDegeneratePenetrationCase =
                    (m_catchDegeneracies && m_penetrationDepthSolver != null && m_degenerateSimplex > 0 && ((distance + margin) < 0.01));

                //if (checkPenetration && !isValid)
                if (checkPenetration && (!isValid || catchDegeneratePenetrationCase))
                {
                    //penetration case

                    //if there is no way to handle penetrations, bail ref
                    if (m_penetrationDepthSolver != null)
                    {
                        // Penetration depth case.
                        Vector3 tmpPointOnA = Vector3.Zero, tmpPointOnB = Vector3.Zero;

                        gNumDeepPenetrationChecks++;
                        m_cachedSeparatingAxis = Vector3.Zero;
                        bool isValid2 = m_penetrationDepthSolver.CalcPenDepth(
                            m_simplexSolver,
                            m_minkowskiA, m_minkowskiB,
                            ref localTransA, ref localTransB,
                            ref m_cachedSeparatingAxis, ref tmpPointOnA, ref tmpPointOnB,
                            debugDraw
                            );


                        if (BulletGlobals.g_streamWriter != null && debugGJK)
                        {
                            BulletGlobals.g_streamWriter.WriteLine("calcPenDepthResult");
                            MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "localTransA", localTransA);
                            MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "localTransB", localTransB);
                            MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "sepAxis", m_cachedSeparatingAxis);
                            MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "tmpA", tmpPointOnA);
                            MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "tmpB", tmpPointOnB);
                        }


                        if (isValid2)
                        {
                            Vector3 tmpNormalInB = tmpPointOnB - tmpPointOnA;
                            float lenSqr = tmpNormalInB.LengthSquared();
                            if (lenSqr <= (MathUtil.SIMD_EPSILON * MathUtil.SIMD_EPSILON))
                            {
                                tmpNormalInB = m_cachedSeparatingAxis;
                                lenSqr = m_cachedSeparatingAxis.LengthSquared();
                            }

                            if (lenSqr > (MathUtil.SIMD_EPSILON * MathUtil.SIMD_EPSILON))
                            {
                                tmpNormalInB.Normalize();
                                float distance2 = -(tmpPointOnA - tmpPointOnB).Length();
                                //only replace valid penetrations when the result is deeper (check)
                                if (!isValid || (distance2 < distance))
                                {
                                    distance = distance2;
                                    pointOnA = tmpPointOnA;
                                    pointOnB = tmpPointOnB;
                                    normalInB = tmpNormalInB;
                                    isValid = true;
                                    m_lastUsedMethod = 3;
                                }
                                else
                                {
                                    m_lastUsedMethod = 8;
                                }
                            }
                            else
                            {
                                //isValid = false;
                                m_lastUsedMethod = 9;
                            }
                        }
                        else
                        {
                            ///this is another degenerate case, where the initial GJK calculation reports a degenerate case
                            ///EPA reports no penetration, and the second GJK (using the supporting vector without margin)
                            ///reports a valid positive distance. Use the results of the second GJK instead of failing.
                            ///thanks to Jacob.Langford for the reproduction case
                            ///http://code.google.com/p/bullet/issues/detail?id=250


                            if (m_cachedSeparatingAxis.LengthSquared() > 0f)
                            {
                                float distance2 = (tmpPointOnA - tmpPointOnB).Length() - margin;
                                //only replace valid distances when the distance is less
                                if (!isValid || (distance2 < distance))
                                {
                                    distance = distance2;
                                    pointOnA = tmpPointOnA;
                                    pointOnB = tmpPointOnB;
                                    pointOnA -= m_cachedSeparatingAxis * marginA;
                                    pointOnB += m_cachedSeparatingAxis * marginB;
                                    normalInB = m_cachedSeparatingAxis;
                                    normalInB.Normalize();
                                    isValid = true;
                                    m_lastUsedMethod = 6;
                                }
                                else
                                {
                                    m_lastUsedMethod = 5;
                                }
                            }
                        }
                    }
                }
            }

            if (isValid && ((distance < 0) || (distance * distance < input.m_maximumDistanceSquared)))
            {
                m_cachedSeparatingAxis = normalInB;
                m_cachedSeparatingDistance = distance;
                Vector3 temp = pointOnB + positionOffset;
                output.AddContactPoint(
                    ref normalInB,
                    ref temp,
                    distance);
            }
        }
        public bool CalcPenDepth(ISimplexSolverInterface simplexSolver, ConvexShape convexA, ConvexShape convexB, ref Matrix transA, ref Matrix transB,
                ref Vector3 v, ref Vector3 pa, ref Vector3 pb, IDebugDraw debugDraw)
        {
            bool check2d = convexA.IsConvex2D() && convexB.IsConvex2D();


            float minProj = float.MaxValue;
            Vector3 minNorm = Vector3.Zero;
            Vector3 minA = Vector3.Zero, minB = Vector3.Zero;
            Vector3 seperatingAxisInA, seperatingAxisInB;
            Vector3 pInA, qInB, pWorld, qWorld, w;

#if USE_BATCHED_SUPPORT


            IList<Vector4> supportVerticesABatch = new ObjectArray<Vector4>(NUM_UNITSPHERE_POINTS + ConvexShape.MAX_PREFERRED_PENETRATION_DIRECTIONS * 2);
            IList<Vector4> supportVerticesBBatch = new ObjectArray<Vector4>(NUM_UNITSPHERE_POINTS + ConvexShape.MAX_PREFERRED_PENETRATION_DIRECTIONS * 2);
            IList<Vector3> seperatingAxisInABatch = new ObjectArray<Vector3>(NUM_UNITSPHERE_POINTS + ConvexShape.MAX_PREFERRED_PENETRATION_DIRECTIONS * 2);
            IList<Vector3> seperatingAxisInBBatch = new ObjectArray<Vector3>(NUM_UNITSPHERE_POINTS + ConvexShape.MAX_PREFERRED_PENETRATION_DIRECTIONS * 2);


            int numSampleDirections = NUM_UNITSPHERE_POINTS;

            for (int i = 0; i < numSampleDirections; i++)
            {
                Vector3 norm = sPenetrationDirections[i];
				seperatingAxisInABatch[i] = MathUtil.TransposeTransformNormal(-norm, transA);
				seperatingAxisInBBatch[i] = MathUtil.TransposeTransformNormal(norm, transB);
            }

            {
                int numPDA = convexA.GetNumPreferredPenetrationDirections();
                if (numPDA > 0)
                {
                    for (int i = 0; i < numPDA; i++)
                    {
                        Vector3 norm = Vector3.Up;
                        convexA.GetPreferredPenetrationDirection(i, ref norm);
                        norm = Vector3.TransformNormal(norm, transA);
                        sPenetrationDirections[numSampleDirections] = norm;
                        seperatingAxisInABatch[numSampleDirections] = Vector3.TransformNormal(-norm, transA);
                        seperatingAxisInBBatch[numSampleDirections] = Vector3.Transform(norm, transB);
                        numSampleDirections++;
                    }
                }
            }

            {
                int numPDB = convexB.GetNumPreferredPenetrationDirections();
                if (numPDB > 0)
                {
                    for (int i = 0; i < numPDB; i++)
                    {
                        Vector3 norm = Vector3.Up;
                        convexB.GetPreferredPenetrationDirection(i, ref norm);
                        norm = Vector3.TransformNormal(norm, transB);
                        sPenetrationDirections[numSampleDirections] = norm;
                        seperatingAxisInABatch[numSampleDirections] = Vector3.TransformNormal(-norm, transA);
                        seperatingAxisInBBatch[numSampleDirections] = Vector3.TransformNormal(norm, transB);
                        numSampleDirections++;
                    }
                }
            }

            convexA.BatchedUnitVectorGetSupportingVertexWithoutMargin(seperatingAxisInABatch, supportVerticesABatch, numSampleDirections);
            convexB.BatchedUnitVectorGetSupportingVertexWithoutMargin(seperatingAxisInBBatch, supportVerticesBBatch, numSampleDirections);

            for (int i = 0; i < numSampleDirections; i++)
            {
                Vector3 norm = sPenetrationDirections[i];
                if (check2d)
                {
                    // shouldn't this be Y ?
                    norm.Z = 0;
                }
                seperatingAxisInA = seperatingAxisInABatch[i];
                seperatingAxisInB = seperatingAxisInBBatch[i];

                pInA = new Vector3(supportVerticesABatch[i].X, supportVerticesABatch[i].Y, supportVerticesABatch[i].Z);
                qInB = new Vector3(supportVerticesBBatch[i].X, supportVerticesBBatch[i].Y, supportVerticesBBatch[i].Z);

                pWorld = Vector3.Transform(pInA, transA);
                qWorld = Vector3.Transform(qInB, transB);
                if (check2d)
                {
                    // shouldn't this be Y ?
                    pWorld.Z = 0f;
                    qWorld.Z = 0f;
                }


                w = qWorld - pWorld;
                float delta = Vector3.Dot(norm, w);
                //find smallest delta
                if (delta < minProj)
                {
                    minProj = delta;
                    minNorm = norm;
                    minA = pWorld;
                    minB = qWorld;
                }
            }
#else
            int numSampleDirections = NUM_UNITSPHERE_POINTS;

	        {
		        int numPDA = convexA.getNumPreferredPenetrationDirections();
		        if (numPDA > 0)
		        {
			        for (int i=0;i<numPDA;i++)
			        {
				        Vector3 norm = Vector3.Zero;
				        convexA.getPreferredPenetrationDirection(i,ref norm);
				        norm  = Vector3.TransformNormal(norm,transA);
				        sPenetrationDirections[numSampleDirections] = norm;
				        numSampleDirections++;
			        }
		        }
	        }

	        {
		        int numPDB = convexB.getNumPreferredPenetrationDirections();
		        if (numPDB > 0)
		        {
			        for (int i=0;i<numPDB;i++)
			        {
                        Vector3 norm = Vector3.Zero;
				        convexB.getPreferredPenetrationDirection(i,ref norm);
				        norm  = Vector3.TransformNormal(norm,transB);
				        sPenetrationDirections[numSampleDirections] = norm;
				        numSampleDirections++;
			        }
		        }
	        }

	        for (int i=0;i<numSampleDirections;i++)
	        {
		        Vector3 norm = sPenetrationDirections[i];
		        if (check2d)
		        {
			        norm.Z = 0f;
		        }
                if (norm.LengthSquared() > 0.01f)
                {
                    seperatingAxisInA = Vector3.TransformNormal(-norm, transA);
                    seperatingAxisInB = Vector3.TransformNormal(norm, transB);
                    pInA = convexA.localGetSupportVertexWithoutMarginNonVirtual(ref seperatingAxisInA);
                    qInB = convexB.localGetSupportVertexWithoutMarginNonVirtual(ref seperatingAxisInB);
                    pWorld = Vector3.Transform(pInA, transA);
                    qWorld = Vector3.Transform(qInB, transB);
                    if (check2d)
                    {
                        pWorld.Z = 0.0f;
                        qWorld.Z = 0.0f;
                    }

                    w = qWorld - pWorld;
                    float delta = Vector3.Dot(norm, w);
                    //find smallest delta
                    if (delta < minProj)
                    {
                        minProj = delta;
                        minNorm = norm;
                        minA = pWorld;
                        minB = qWorld;
                    }
                }
	        }
#endif //USE_BATCHED_SUPPORT

            //add the margins

            minA += minNorm * convexA.GetMarginNonVirtual();
            minB -= minNorm * convexB.GetMarginNonVirtual();
            //no penetration
            if (minProj < 0f)
            {
                return false;
            }

            float extraSeparation = 0.5f;///scale dependent
            minProj += extraSeparation + (convexA.GetMarginNonVirtual() + convexB.GetMarginNonVirtual());

#if DEBUG_DRAW
	        if (debugDraw)
	        {
		        Vector3 color = new Vector3(0,1,0);
		        debugDraw.drawLine(minA,minB,color);
		        color = new Vector3(1,1,1);
		        Vector3 vec = minB-minA;
		        float prj2 = Vector3.Dot(minNorm,vec);
		        debugDraw.drawLine(minA,minA+(minNorm*minProj),color);

	        }
#endif //DEBUG_DRAW



            GjkPairDetector gjkdet = new GjkPairDetector(convexA, convexB, simplexSolver, null);

            float offsetDist = minProj;
            Vector3 offset = minNorm * offsetDist;

            ClosestPointInput input = new ClosestPointInput();

            Vector3 newOrg = transA.Translation + offset;

            Matrix displacedTrans = transA;
            displacedTrans.Translation = newOrg;

            input.m_transformA = displacedTrans;
            input.m_transformB = transB;
            input.m_maximumDistanceSquared = float.MaxValue;

            MinkowskiIntermediateResult res = new MinkowskiIntermediateResult();
            Vector3 temp = -minNorm;
            gjkdet.SetCachedSeperatingAxis(-minNorm);

            gjkdet.GetClosestPoints(input, res, debugDraw,false);

            float correctedMinNorm = minProj - res.m_depth;

            //the penetration depth is over-estimated, relax it
            float penetration_relaxation = 1f;
            minNorm *= penetration_relaxation;

            if (res.m_hasResult)
            {

                pa = res.m_pointInWorld - minNorm * correctedMinNorm;
                pb = res.m_pointInWorld;
                v = minNorm;

#if DEBUG_DRAW
		        if (debugDraw != null)
		        {
			        Vector3 color = new Vector3(1,0,0);
			        debugDraw.drawLine(pa,pb,color);
		        }
#endif//DEBUG_DRAW


            }
            return res.m_hasResult;
        }
示例#5
0
 public virtual void GetClosestPoints(ClosestPointInput input, IDiscreteCollisionDetectorInterfaceResult output, IDebugDraw debugDraw)
 {
     GetClosestPoints(input, output, debugDraw, false);
 }
示例#6
0
 public virtual void GetClosestPoints(ClosestPointInput input, IDiscreteCollisionDetectorInterfaceResult output, IDebugDraw debugDraw, bool swapResults)
 {
     GetClosestPointsNonVirtual(input, output, debugDraw);
 }
	    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 = (BoxShape)col0.GetCollisionShape();
	        BoxShape box1 = (BoxShape)col1.GetCollisionShape();

            //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 = new ClosestPointInput();
            input.m_maximumDistanceSquared = float.MaxValue;
	        input.m_transformA = body0.GetWorldTransform();
	        input.m_transformB = body1.GetWorldTransform();

	        BoxBoxDetector detector = new BoxBoxDetector(box0,box1);
	        detector.GetClosestPoints(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
        }
示例#8
0
        // Work in progress to copy redo the box detector to remove un-necessary allocations
#if true

        public virtual void GetClosestPoints(ClosestPointInput input, ManifoldResult output, IDebugDraw debugDraw, bool swapResults)
        {
            Matrix transformA = input.m_transformA;
            Matrix transformB = input.m_transformB;

            if (BulletGlobals.g_streamWriter != null && debugBoxBox)
            {
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "BoxBox:GCP:transformA", transformA);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "BoxBox:GCP:transformB", transformB);
            }



            int skip = 0;
            Object contact = null;
            Matrix rotateA = Matrix.Identity;
            rotateA.Backward = transformA.Backward;
            rotateA.Right = transformA.Right;
            rotateA.Up = transformA.Up;

            Matrix rotateB = Matrix.Identity;
            rotateB.Backward = transformB.Backward;
            rotateB.Right = transformB.Right;
            rotateB.Up = transformB.Up;

            IndexedVector3 normal = new IndexedVector3();
            float depth = 0f;
            int return_code = -1;
            int maxc = 4;

            IndexedVector3 translationA = new IndexedVector3(transformA.Translation);
            IndexedVector3 translationB = new IndexedVector3(transformB.Translation);

            Vector3 debugExtents = new Vector3(2f, 2f, 2f);

            IndexedVector3 box1Margin = new IndexedVector3(2f * m_box1.GetHalfExtentsWithMargin());
            IndexedVector3 box2Margin = new IndexedVector3(2f * m_box2.GetHalfExtentsWithMargin());

            //Vector3 box1Margin = 2f * debugExtents;
            //Vector3 box2Margin = 2f * debugExtents;
            rotateA = Matrix.Transpose(rotateA);
            rotateB = Matrix.Transpose(rotateB);

            float[] temp1 = s_temp1;
            float[] temp2 = s_temp2;

            temp1[0] = rotateA.M11;
            temp1[1] = rotateA.M12;
            temp1[2] = rotateA.M13;

            temp1[4] = rotateA.M21;
            temp1[5] = rotateA.M22;
            temp1[6] = rotateA.M23;

            temp1[8] = rotateA.M31;
            temp1[9] = rotateA.M32;
            temp1[10] = rotateA.M33;


            temp2[0] = rotateB.M11;
            temp2[1] = rotateB.M12;
            temp2[2] = rotateB.M13;

            temp2[4] = rotateB.M21;
            temp2[5] = rotateB.M22;
            temp2[6] = rotateB.M23;

            temp2[8] = rotateB.M31;
            temp2[9] = rotateB.M32;
            temp2[10] = rotateB.M33;

            DBoxBox2(ref translationA,
            temp1,
            ref box1Margin,
            ref translationB,
            temp2,
            ref box2Margin,
            ref normal, ref depth, ref return_code,
            maxc, contact, skip,
            output);

        }
        public void GetClosestPoints(ClosestPointInput input, IDiscreteCollisionDetectorInterfaceResult output, IDebugDraw debugDraw, bool swapResults)
        {
	        Matrix transformA = input.m_transformA;
	        Matrix transformB = input.m_transformB;

            Vector3 point = Vector3.Zero, normal = Vector3.Up;
	        float timeOfImpact = 1f;
            float depth = 0f;
            //	output.m_distance = float(1e30);
	        //move sphere into triangle space
			Matrix sphereInTr = MathUtil.InverseTimes(transformB,transformA);

            Vector3 temp = sphereInTr.Translation;
	        if (Collide(ref temp,ref point,ref normal,ref depth,ref timeOfImpact,m_contactBreakingThreshold))
	        {
		        if (swapResults)
		        {
			        Vector3 normalOnB = Vector3.TransformNormal(normal,transformB);
			        Vector3 normalOnA = -normalOnB;
			        Vector3 pointOnA = Vector3.Transform(point,transformB)+normalOnB*depth;
			        output.AddContactPoint(ref normalOnA,ref pointOnA,depth);
		        } 
                else
		        {
                    Vector3 p = Vector3.TransformNormal(normal, transformB);
                    Vector3 p2 = Vector3.Transform(point, transformB);
			        output.AddContactPoint(ref p,ref p2,depth);
		        }
	        }
        }
        public virtual bool CalcTimeOfImpact(ref Matrix fromA, ref Matrix toA, ref Matrix fromB, ref Matrix toB, CastResult result)
        {
	        m_simplexSolver.Reset();

	        /// compute linear and angular velocity for this interval, to interpolate
            Vector3 linVelA = Vector3.Zero, angVelA = Vector3.Zero, linVelB = Vector3.Zero, angVelB = Vector3.Zero;
	        TransformUtil.CalculateVelocity(ref fromA,ref toA,1f,ref linVelA,ref angVelA);
	        TransformUtil.CalculateVelocity(ref fromB,ref toB,1f,ref linVelB,ref angVelB);

	        float boundingRadiusA = m_convexA.GetAngularMotionDisc();
	        float boundingRadiusB = m_convexB.GetAngularMotionDisc();

	        float maxAngularProjectedVelocity = angVelA.Length() * boundingRadiusA + angVelB.Length() * boundingRadiusB;
	        Vector3 relLinVel = (linVelB-linVelA);
    
	        float relLinVelocLength = relLinVel.Length();

            if (MathUtil.FuzzyZero(relLinVelocLength + maxAngularProjectedVelocity))
            {
		        return false;
            }


    	    float radius = 0.001f;

	        float lambda = 0f;
	        Vector3 v = new Vector3(1,0,0);

	        int maxIter = MAX_ITERATIONS;

	        Vector3 n = Vector3.Zero;
    
	        bool hasResult = false;
	        Vector3 c;

	        float lastLambda = lambda;
	        //btScalar epsilon = btScalar(0.001);

        	int numIter = 0;
	        //first solution, using GJK


	        Matrix identityTrans = Matrix.Identity;

	        SphereShape	raySphere = new SphereShape(0f);
	        raySphere.Margin = 0f;


            //	result.drawCoordSystem(sphereTr);

	        PointCollector	pointCollector1 = new PointCollector();

	        {
		        GjkPairDetector gjk = new GjkPairDetector(m_convexA,m_convexB,m_simplexSolver,m_penetrationDepthSolver);		
		        ClosestPointInput input = new ClosestPointInput();
	
		        //we don't use margins during CCD
	        //	gjk.setIgnoreMargin(true);

		        input.m_transformA = fromA;
		        input.m_transformB = fromB;
		        gjk.GetClosestPoints(input,pointCollector1,null,false);

		        hasResult = pointCollector1.m_hasResult;
		        c = pointCollector1.m_pointInWorld;
	        }

	        if (hasResult)
	        {
		        float dist = pointCollector1.m_distance;
		        n = pointCollector1.m_normalOnBInWorld;

		        float projectedLinearVelocity = Vector3.Dot(relLinVel,n);
        		
		        //not close enough
		        while (dist > radius)
		        {
                    if (result.m_debugDrawer != null)
                    {
                        Vector3 colour = new Vector3(1, 1, 1);
                        result.m_debugDrawer.DrawSphere(ref c, 0.2f, ref colour);
                    } 
                    numIter++;
			        if (numIter > maxIter)
			        {
				        return false; //todo: report a failure
			        }
			        float dLambda = 0f;

			        projectedLinearVelocity = Vector3.Dot(relLinVel,n);

			        //calculate safe moving fraction from distance / (linear+rotational velocity)
        			
			        //btScalar clippedDist  = GEN_min(angularConservativeRadius,dist);
			        //btScalar clippedDist  = dist;
        			
			        //don't report time of impact for motion away from the contact normal (or causes minor penetration)
			        if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=MathUtil.SIMD_EPSILON)
                    {
				        return false;
        			}
			        dLambda = dist / (projectedLinearVelocity+ maxAngularProjectedVelocity);
        			
			        lambda = lambda + dLambda;

			        if (lambda > 1f || lambda < 0f)
                    {
				        return false;
                    }


			        //todo: next check with relative epsilon
			        if (lambda <= lastLambda)
			        {
				        return false;
				        //n.setValue(0,0,0);
			        }
			        
                    lastLambda = lambda;

			        //interpolate to next lambda
                    Matrix interpolatedTransA = Matrix.Identity, interpolatedTransB = Matrix.Identity, relativeTrans = Matrix.Identity;

			        TransformUtil.IntegrateTransform(ref fromA,ref linVelA,ref angVelA,lambda,ref interpolatedTransA);
			        TransformUtil.IntegrateTransform(ref fromB,ref linVelB,ref angVelB,lambda,ref interpolatedTransB);
                    //relativeTrans = interpolatedTransB.inverseTimes(interpolatedTransA);
                    relativeTrans = MathUtil.InverseTimes(ref interpolatedTransB, ref interpolatedTransA);
                    if (result.m_debugDrawer != null)
                    {
                        result.m_debugDrawer.DrawSphere(interpolatedTransA.Translation, 0.2f, new Vector3(1, 0, 0));
                    }
			        result.DebugDraw( lambda );

			        PointCollector	pointCollector = new PointCollector();
			        GjkPairDetector gjk = new GjkPairDetector(m_convexA,m_convexB,m_simplexSolver,m_penetrationDepthSolver);
			        ClosestPointInput input = new ClosestPointInput();
			        input.m_transformA = interpolatedTransA;
			        input.m_transformB = interpolatedTransB;
			        gjk.GetClosestPoints(input,pointCollector,null,false);
			        if (pointCollector.m_hasResult)
			        {
				        if (pointCollector.m_distance < 0f)
				        {
					        //degenerate ?!
					        result.m_fraction = lastLambda;
					        n = pointCollector.m_normalOnBInWorld;
					        result.m_normal=n;//.setValue(1,1,1);// = n;
					        result.m_hitPoint = pointCollector.m_pointInWorld;
					        return true;
				        }
				        c = pointCollector.m_pointInWorld;		
				        n = pointCollector.m_normalOnBInWorld;
				        dist = pointCollector.m_distance;
			        } else
			        {
				        //??
				        return false;
			        }

		        }

                if ((projectedLinearVelocity + maxAngularProjectedVelocity) <= result.m_allowedPenetration)//SIMD_EPSILON)
                {
                    return false;
                }
        	
		        result.m_fraction = lambda;
		        result.m_normal = n;
		        result.m_hitPoint = c;
		        return true;
	        }

	        return false;

        /*
        //todo:
	        //if movement away from normal, discard result
	        btVector3 move = transBLocalTo.getOrigin() - transBLocalFrom.getOrigin();
	        if (result.m_fraction < btScalar(1.))
	        {
		        if (move.dot(result.m_normal) <= btScalar(0.))
		        {
		        }
	        }
        */


        }
示例#11
0
        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 = (ConvexShape)(body0.GetCollisionShape());
	        ConvexShape min1 = (ConvexShape)(body1.GetCollisionShape());
        	Vector3  normalOnB = Vector3.Up;
            Vector3  pointOnBWorld = Vector3.Zero;
#if !BT_DISABLE_CAPSULE_CAPSULE_COLLIDER
            if ((min0.ShapeType == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE) && (min1.ShapeType == BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE))
	        {
		        CapsuleShape capsuleA = (CapsuleShape) min0;
		        CapsuleShape capsuleB = (CapsuleShape) min1;
		        Vector3 localScalingA = capsuleA.GetLocalScaling();
		        Vector3 localScalingB = capsuleB.GetLocalScaling();
        		
		        float threshold = m_manifoldPtr.GetContactBreakingThreshold();

		        float dist = CapsuleCapsuleDistance(ref normalOnB,ref 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 = new ClosestPointInput();

	        GjkPairDetector	gjkPairDetector = new GjkPairDetector(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.Margin + min1.Margin + 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();

	        gjkPairDetector.GetClosestPoints(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)
	        {
                Vector3 v0 = Vector3.Zero, v1 = Vector3.Zero;

                Vector3 sepNormalWorldSpace = gjkPairDetector.GetCachedSeparatingAxis();
                sepNormalWorldSpace.Normalize();
                TransformUtil.PlaneSpace1(ref sepNormalWorldSpace, ref v0, ref 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;
                }

		        Matrix unPerturbedTransform = Matrix.Identity;
		        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)
                    {

                        Quaternion perturbeRot = Quaternion.CreateFromAxisAngle(v0, perturbeAngle);
                        float iterationAngle = i * (MathUtil.SIMD_2_PI / (float)m_numPerturbationIterations);
                        Quaternion rotq = Quaternion.CreateFromAxisAngle(sepNormalWorldSpace, iterationAngle);

                        if (perturbeA)
                        {
                            //input.m_transformA.setBasis(  btMatrix3x3(rotq.inverse()*perturbeRot*rotq)*body0.getWorldTransform().getBasis());
                            Quaternion temp = MathUtil.QuaternionMultiply(MathUtil.QuaternionInverse(ref rotq),MathUtil.QuaternionMultiply(perturbeRot,rotq));
                            input.m_transformA = MathUtil.BulletMatrixMultiplyBasis(Matrix.CreateFromQuaternion(temp),body0.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.setBasis( btMatrix3x3(rotq.inverse()*perturbeRot*rotq)*body1.getWorldTransform().getBasis());
                            Quaternion temp = MathUtil.QuaternionMultiply(MathUtil.QuaternionInverse(ref rotq),MathUtil.QuaternionMultiply(perturbeRot,rotq));
                            input.m_transformB = MathUtil.BulletMatrixMultiplyBasis(Matrix.CreateFromQuaternion(temp),body1.GetWorldTransform());
#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(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();
	        }
        }