Welcome to mirror list, hosted at ThFree Co, Russian Federation.

ConvexConcaveCollisionAlgorithm.cpp « CollisionDispatch « BulletDynamics « bullet « extern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: a7375e78d384274be9f489f93d3a85cfcdf67bf8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
/*
 * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
 *
 * Permission to use, copy, modify, distribute and sell this software
 * and its documentation for any purpose is hereby granted without fee,
 * provided that the above copyright notice appear in all copies.
 * Erwin Coumans makes no representations about the suitability 
 * of this software for any purpose.  
 * It is provided "as is" without express or implied warranty.
*/
#include "ConvexConcaveCollisionAlgorithm.h"
#include "Dynamics/RigidBody.h"
#include "CollisionShapes/MultiSphereShape.h"
#include "ConstraintSolver/ContactConstraint.h"
#include "CollisionShapes/BoxShape.h"
#include "ConvexConvexAlgorithm.h"
#include "BroadphaseCollision/BroadphaseProxy.h"
#include "CollisionShapes/TriangleShape.h"
#include "ConstraintSolver/ConstraintSolver.h"
#include "ConstraintSolver/ContactSolverInfo.h"
#include "CollisionDispatch/ManifoldResult.h"
#include "NarrowPhaseCollision/RaycastCallback.h"
#include "CollisionShapes/TriangleMeshShape.h"


ConvexConcaveCollisionAlgorithm::ConvexConcaveCollisionAlgorithm( const CollisionAlgorithmConstructionInfo& ci,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1)
: CollisionAlgorithm(ci),m_convex(*proxy0),m_concave(*proxy1),
m_boxTriangleCallback(ci.m_dispatcher,proxy0,proxy1)
{
}

ConvexConcaveCollisionAlgorithm::~ConvexConcaveCollisionAlgorithm()
{
}



BoxTriangleCallback::BoxTriangleCallback(Dispatcher*  dispatcher,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1):
  m_boxProxy(proxy0),m_triangleProxy(*proxy1),m_dispatcher(dispatcher),
	  m_timeStep(0.f),
	  m_stepCount(-1),
	  m_triangleCount(0)
{

	  m_triangleProxy.SetClientObjectType(TRIANGLE_SHAPE_PROXYTYPE);

	  //
	  // create the manifold from the dispatcher 'manifold pool'
	  //
	  m_manifoldPtr = m_dispatcher->GetNewManifold(proxy0->m_clientObject,proxy1->m_clientObject);

  	  ClearCache();
}

BoxTriangleCallback::~BoxTriangleCallback()
{
	ClearCache();
	m_dispatcher->ReleaseManifold( m_manifoldPtr );
  
}
  

void	BoxTriangleCallback::ClearCache()
{

	m_manifoldPtr->ClearManifold();
};



void BoxTriangleCallback::ProcessTriangle(SimdVector3* triangle)
{
 
	//just for debugging purposes
	//printf("triangle %d",m_triangleCount++);


	RigidBody* triangleBody = (RigidBody*)m_triangleProxy.m_clientObject;

	//aabb filter is already applied!	

	CollisionAlgorithmConstructionInfo ci;
	ci.m_dispatcher = m_dispatcher;

	ConvexShape* tmp = static_cast<ConvexShape*>(triangleBody->GetCollisionShape());

	if (m_boxProxy->IsConvexShape())
	{
		TriangleShape tm(triangle[0],triangle[1],triangle[2]);	
		tm.SetMargin(m_collisionMarginTriangle);

		RigidBody* triangleBody = (RigidBody* )m_triangleProxy.m_clientObject;
		
		triangleBody->SetCollisionShape(&tm);
		ConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_boxProxy,&m_triangleProxy);
		triangleBody->SetCollisionShape(&tm);
		cvxcvxalgo.ProcessCollision(m_boxProxy,&m_triangleProxy,m_timeStep,m_stepCount,m_useContinuous);
	}

	triangleBody->SetCollisionShape(tmp);

}



void	BoxTriangleCallback::SetTimeStepAndCounters(float timeStep,int stepCount,float collisionMarginTriangle,bool useContinuous)
{
	m_triangleCount = 0;
	m_timeStep = timeStep;
	m_stepCount = stepCount;
	m_useContinuous = useContinuous;
	m_collisionMarginTriangle = collisionMarginTriangle;

	//recalc aabbs
	RigidBody* boxBody = (RigidBody* )m_boxProxy->m_clientObject;
	RigidBody* triBody = (RigidBody* )m_triangleProxy.m_clientObject;

	SimdTransform boxInTriangleSpace;
	boxInTriangleSpace = triBody->getCenterOfMassTransform().inverse() * boxBody->getCenterOfMassTransform();

	boxBody->GetCollisionShape()->GetAabb(boxInTriangleSpace,m_aabbMin,m_aabbMax);

	float extraMargin = CONVEX_DISTANCE_MARGIN;//+0.1f;

	SimdVector3 extra(extraMargin,extraMargin,extraMargin);

	m_aabbMax += extra;
	m_aabbMin -= extra;
	
}

void ConvexConcaveCollisionAlgorithm::ClearCache()
{
	m_boxTriangleCallback.ClearCache();

}

void ConvexConcaveCollisionAlgorithm::ProcessCollision (BroadphaseProxy* ,BroadphaseProxy* ,float timeStep,int stepCount,bool useContinuous)
{

	if (m_concave.GetClientObjectType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
	{

		RigidBody* convexbody = (RigidBody* )m_convex.m_clientObject;
		RigidBody* concavebody = (RigidBody* )m_concave.m_clientObject;

			//todo: move this in the dispatcher
		if ((convexbody->GetActivationState() == 2) &&(concavebody->GetActivationState() == 2))
		return;


		TriangleMeshShape* triangleMesh = (TriangleMeshShape*) concavebody->GetCollisionShape();
		
		if (m_convex.IsConvexShape())
		{
			float collisionMarginTriangle = triangleMesh->GetMargin();
					
			m_boxTriangleCallback.SetTimeStepAndCounters(timeStep,stepCount, collisionMarginTriangle,useContinuous);
#ifdef USE_BOX_TRIANGLE
			m_boxTriangleCallback.m_manifoldPtr->ClearManifold();
#endif
			m_boxTriangleCallback.m_manifoldPtr->SetBodies(convexbody,concavebody);		

			triangleMesh->ProcessAllTriangles( &m_boxTriangleCallback,m_boxTriangleCallback.GetAabbMin(),m_boxTriangleCallback.GetAabbMax());
			
	
		}

	}

}


float ConvexConcaveCollisionAlgorithm::CalculateTimeOfImpact(BroadphaseProxy* ,BroadphaseProxy* ,float timeStep,int stepCount)
{

	return 1.f;

	//quick approximation using raycast, todo: use proper continuou collision detection
	RigidBody* convexbody = (RigidBody* )m_convex.m_clientObject;
	const SimdVector3& from = convexbody->getCenterOfMassPosition();
		
	SimdVector3 radVec(0,0,0);
	
	float minradius = 0.05f;
	float lenSqr = convexbody->getLinearVelocity().length2();
	if (lenSqr > SIMD_EPSILON)
	{
		radVec = convexbody->getLinearVelocity();
		radVec.normalize();
		radVec *= minradius;
	}

	SimdVector3 to = from + radVec + convexbody->getLinearVelocity() * timeStep*1.01f;
	//only do if the motion exceeds the 'radius'


	RaycastCallback raycastCallback(from,to);

	raycastCallback.m_hitFraction = convexbody->m_hitFraction;

	SimdVector3 aabbMin (-1e30f,-1e30f,-1e30f);
	SimdVector3 aabbMax (SIMD_INFINITY,SIMD_INFINITY,SIMD_INFINITY);

	if (m_concave.GetClientObjectType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
	{

		RigidBody* concavebody = (RigidBody* )m_concave.m_clientObject;

		TriangleMeshShape* triangleMesh = (TriangleMeshShape*) concavebody->GetCollisionShape();
		
		if (triangleMesh)
		{
			triangleMesh->ProcessAllTriangles(&raycastCallback,aabbMin,aabbMax);
		}
	}


	if (raycastCallback.m_hitFraction < convexbody->m_hitFraction)
	{
		convexbody->m_hitFraction = raycastCallback.m_hitFraction;
		return raycastCallback.m_hitFraction;
	}

	return 1.f;

}