improved robustness of penetrations involving triangles and boxes, by adding their 'preferred' penetration directions.
added wireframe/solid mode for meshes updated solid penetration depth solver (comparison in Extras)
This commit is contained in:
@@ -121,7 +121,10 @@ void ConcaveDemo::initPhysics()
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{
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for (int j=0;j<NUM_VERTS_Y;j++)
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{
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gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,2.f*sinf((float)i)*cosf((float)j),(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
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gVertices[i+j*NUM_VERTS_X].setValue((i-NUM_VERTS_X*0.5f)*TRIANGLE_SIZE,
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//0.f,
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2.f*sinf((float)i)*cosf((float)j),
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(j-NUM_VERTS_Y*0.5f)*TRIANGLE_SIZE);
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}
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}
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@@ -156,7 +159,7 @@ void ConcaveDemo::initPhysics()
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float mass = 0.f;
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btTransform startTransform;
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startTransform.setIdentity();
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startTransform.setOrigin(btVector3(0,0,0));
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startTransform.setOrigin(btVector3(0,-2,0));
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btRigidBody* staticBody = localCreateRigidBody(mass, startTransform,trimeshShape);
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@@ -65,22 +65,43 @@ void GL_ShapeDrawer::drawCoordSystem() {
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class GlDrawcallback : public btTriangleCallback
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{
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public:
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bool m_wireframe;
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GlDrawcallback()
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:m_wireframe(false)
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{
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}
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virtual void processTriangle(btVector3* triangle,int partId, int triangleIndex)
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{
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glBegin(GL_LINES);
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glColor3f(1, 0, 0);
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glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
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glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
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glColor3f(0, 1, 0);
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glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
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glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
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glColor3f(0, 0, 1);
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glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
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glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
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glEnd();
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if (m_wireframe)
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{
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glBegin(GL_LINES);
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glColor3f(1, 0, 0);
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glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
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glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
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glColor3f(0, 1, 0);
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glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
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glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
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glColor3f(0, 0, 1);
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glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
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glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
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glEnd();
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} else
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{
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glBegin(GL_TRIANGLES);
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glColor3f(1, 0, 0);
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glVertex3d(triangle[0].getX(), triangle[0].getY(), triangle[0].getZ());
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glColor3f(0, 1, 0);
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glVertex3d(triangle[1].getX(), triangle[1].getY(), triangle[1].getZ());
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glColor3f(0, 0, 1);
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glVertex3d(triangle[2].getX(), triangle[2].getY(), triangle[2].getZ());
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glEnd();
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}
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}
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};
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@@ -312,6 +333,7 @@ void GL_ShapeDrawer::drawOpenGL(float* m, const btCollisionShape* shape, const b
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btVector3 aabbMin(-1e30f,-1e30f,-1e30f);
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GlDrawcallback drawCallback;
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drawCallback.m_wireframe = (debugMode & btIDebugDraw::DBG_DrawWireframe)!=0;
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concaveMesh->processAllTriangles(&drawCallback,aabbMin,aabbMax);
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@@ -318,9 +318,11 @@ inline bool originInTetrahedron(const btVector3& p1, const btVector3& p2,
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bool Solid3EpaPenetrationDepth::calcPenDepth( btSimplexSolverInterface& simplexSolver,
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btConvexShape* convexA,btConvexShape* convexB,
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const btTransform& transformA,const btTransform& transformB,
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btVector3& v, btPoint3& pa, btPoint3& pb)
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btConvexShape* convexA,btConvexShape* convexB,
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const btTransform& transformA,const btTransform& transformB,
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btVector3& v, btPoint3& pa, btPoint3& pb,
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class btIDebugDraw* debugDraw
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)
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{
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int num_verts = simplexSolver.getSimplex(pBuf, qBuf, yBuf);
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@@ -32,10 +32,12 @@ class Solid3EpaPenetrationDepth : public btConvexPenetrationDepthSolver
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{
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public:
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virtual bool calcPenDepth(btSimplexSolverInterface& simplexSolver,
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virtual bool calcPenDepth( btSimplexSolverInterface& simplexSolver,
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btConvexShape* convexA,btConvexShape* convexB,
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const btTransform& transformA,const btTransform& transformB,
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btVector3& v, btPoint3& pa, btPoint3& pb);
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const btTransform& transA,const btTransform& transB,
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btVector3& v, btPoint3& pa, btPoint3& pb,
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class btIDebugDraw* debugDraw
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);
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};
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2
VERSION
2
VERSION
@@ -1,3 +1,3 @@
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Bullet Collision Detection and Physics Library version 2.20
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Bullet Collision Detection and Physics Library version 2.22
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http://bullet.sourceforge.net
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@@ -255,6 +255,37 @@ public:
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return "Box";
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}
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virtual int getNumPreferredPenetrationDirections() const
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{
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return 6;
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}
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virtual void getPreferredPenetrationDirection(int index, btVector3& penetrationVector) const
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{
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switch (index)
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{
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case 0:
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penetrationVector.setValue(1.f,0.f,0.f);
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break;
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case 1:
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penetrationVector.setValue(-1.f,0.f,0.f);
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break;
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case 2:
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penetrationVector.setValue(0.f,1.f,0.f);
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break;
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case 3:
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penetrationVector.setValue(0.f,-1.f,0.f);
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break;
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case 4:
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penetrationVector.setValue(0.f,0.f,1.f);
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break;
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case 5:
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penetrationVector.setValue(0.f,0.f,-1.f);
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break;
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default:
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assert(0);
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}
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}
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};
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@@ -26,7 +26,7 @@ subject to the following restrictions:
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//todo: get rid of this btConvexCastResult thing!
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struct btConvexCastResult;
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#define MAX_PREFERRED_PENETRATION_DIRECTIONS 10
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/// btConvexShape is an abstract shape interface.
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/// The explicit part provides plane-equations, the implicit part provides GetClosestPoint interface.
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@@ -84,6 +84,17 @@ public:
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return m_collisionMargin;
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}
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virtual int getNumPreferredPenetrationDirections() const
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{
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return 0;
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}
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virtual void getPreferredPenetrationDirection(int index, btVector3& penetrationVector) const
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{
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assert(0);
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}
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};
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@@ -157,6 +157,18 @@ public:
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return "Triangle";
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}
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virtual int getNumPreferredPenetrationDirections() const
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{
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return 2;
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}
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virtual void getPreferredPenetrationDirection(int index, btVector3& penetrationVector) const
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{
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calcNormal(penetrationVector);
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if (index)
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penetrationVector *= -1.f;
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}
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};
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@@ -45,7 +45,7 @@ struct MyResult : public btDiscreteCollisionDetectorInterface::Result
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};
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#define NUM_UNITSPHERE_POINTS 42
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static btVector3 sPenetrationDirections[NUM_UNITSPHERE_POINTS] =
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static btVector3 sPenetrationDirections[NUM_UNITSPHERE_POINTS+MAX_PREFERRED_PENETRATION_DIRECTIONS*2] =
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{
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btVector3(0.000000f , -0.000000f,-1.000000f),
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btVector3(0.723608f , -0.525725f,-0.447219f),
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@@ -110,22 +110,62 @@ bool btMinkowskiPenetrationDepthSolver::calcPenDepth(btSimplexSolverInterface& s
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#define USE_BATCHED_SUPPORT 1
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#ifdef USE_BATCHED_SUPPORT
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btVector3 supportVerticesABatch[NUM_UNITSPHERE_POINTS];
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btVector3 supportVerticesBBatch[NUM_UNITSPHERE_POINTS];
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btVector3 seperatingAxisInABatch[NUM_UNITSPHERE_POINTS];
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btVector3 seperatingAxisInBBatch[NUM_UNITSPHERE_POINTS];
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btVector3 supportVerticesABatch[NUM_UNITSPHERE_POINTS+MAX_PREFERRED_PENETRATION_DIRECTIONS*2];
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btVector3 supportVerticesBBatch[NUM_UNITSPHERE_POINTS+MAX_PREFERRED_PENETRATION_DIRECTIONS*2];
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btVector3 seperatingAxisInABatch[NUM_UNITSPHERE_POINTS+MAX_PREFERRED_PENETRATION_DIRECTIONS*2];
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btVector3 seperatingAxisInBBatch[NUM_UNITSPHERE_POINTS+MAX_PREFERRED_PENETRATION_DIRECTIONS*2];
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int i;
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for (i=0;i<NUM_UNITSPHERE_POINTS;i++)
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int numSampleDirections = NUM_UNITSPHERE_POINTS;
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for (i=0;i<numSampleDirections;i++)
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{
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const btVector3& norm = sPenetrationDirections[i];
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seperatingAxisInABatch[i] = (-norm)* transA.getBasis();
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seperatingAxisInBBatch[i] = norm * transB.getBasis();
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seperatingAxisInABatch[i] = (-norm) * transA.getBasis() ;
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seperatingAxisInBBatch[i] = norm * transB.getBasis() ;
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}
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convexA->batchedUnitVectorGetSupportingVertexWithoutMargin(seperatingAxisInABatch,supportVerticesABatch,NUM_UNITSPHERE_POINTS);
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convexB->batchedUnitVectorGetSupportingVertexWithoutMargin(seperatingAxisInBBatch,supportVerticesBBatch,NUM_UNITSPHERE_POINTS);
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for (i=0;i<NUM_UNITSPHERE_POINTS;i++)
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{
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int numPDA = convexA->getNumPreferredPenetrationDirections();
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if (numPDA)
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{
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for (int i=0;i<numPDA;i++)
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{
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btVector3 norm;
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convexA->getPreferredPenetrationDirection(i,norm);
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norm = transA.getBasis() * norm;
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sPenetrationDirections[numSampleDirections] = norm;
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seperatingAxisInABatch[numSampleDirections] = (-norm) * transA.getBasis();
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seperatingAxisInBBatch[numSampleDirections] = norm * transB.getBasis();
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numSampleDirections++;
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}
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}
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}
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{
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int numPDB = convexB->getNumPreferredPenetrationDirections();
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if (numPDB)
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{
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for (int i=0;i<numPDB;i++)
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{
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btVector3 norm;
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convexB->getPreferredPenetrationDirection(i,norm);
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norm = transB.getBasis() * norm;
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sPenetrationDirections[numSampleDirections] = norm;
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seperatingAxisInABatch[numSampleDirections] = (-norm) * transA.getBasis();
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seperatingAxisInBBatch[numSampleDirections] = norm * transB.getBasis();
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numSampleDirections++;
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}
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}
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}
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convexA->batchedUnitVectorGetSupportingVertexWithoutMargin(seperatingAxisInABatch,supportVerticesABatch,numSampleDirections);
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convexB->batchedUnitVectorGetSupportingVertexWithoutMargin(seperatingAxisInBBatch,supportVerticesBBatch,numSampleDirections);
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for (i=0;i<numSampleDirections;i++)
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{
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const btVector3& norm = sPenetrationDirections[i];
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seperatingAxisInA = seperatingAxisInABatch[i];
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@@ -148,7 +188,40 @@ bool btMinkowskiPenetrationDepthSolver::calcPenDepth(btSimplexSolverInterface& s
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}
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}
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#else
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for (int i=0;i<NUM_UNITSPHERE_POINTS;i++)
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int numSampleDirections = NUM_UNITSPHERE_POINTS;
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{
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int numPDA = convexA->getNumPreferredPenetrationDirections();
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if (numPDA)
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{
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for (int i=0;i<numPDA;i++)
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{
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btVector3 norm;
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convexA->getPreferredPenetrationDirection(i,norm);
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norm = transA.getBasis() * norm;
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sPenetrationDirections[numSampleDirections] = norm;
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numSampleDirections++;
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}
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}
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}
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{
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int numPDB = convexB->getNumPreferredPenetrationDirections();
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if (numPDB)
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{
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for (int i=0;i<numPDB;i++)
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{
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btVector3 norm;
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convexB->getPreferredPenetrationDirection(i,norm);
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norm = transB.getBasis() * norm;
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sPenetrationDirections[numSampleDirections] = norm;
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numSampleDirections++;
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}
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}
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}
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for (int i=0;i<numSampleDirections;i++)
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{
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const btVector3& norm = sPenetrationDirections[i];
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seperatingAxisInA = (-norm)* transA.getBasis();
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