Added convex cast query to collision world.
Thanks to John McCutchan (JMC)
This commit is contained in:
@@ -189,140 +189,242 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback,short int collisionFilterMask)
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{
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btSphereShape pointShape(btScalar(0.0));
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pointShape.setMargin(0.f);
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objectQuerySingle(&pointShape,rayFromTrans,rayToTrans,
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collisionObject,
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collisionShape,
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colObjWorldTransform,
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resultCallback,collisionFilterMask);
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}
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void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const btTransform& rayFromTrans,const btTransform& rayToTrans,
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback,short int collisionFilterMask)
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{
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const btConvexShape* castShape = &pointShape;
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if (collisionShape->isConvex())
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{
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btConvexCast::CastResult castResult;
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castResult.m_fraction = btScalar(1.);//??
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{
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btConvexCast::CastResult castResult;
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castResult.m_fraction = btScalar(1.);//??
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btConvexShape* convexShape = (btConvexShape*) collisionShape;
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btVoronoiSimplexSolver simplexSolver;
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#define USE_SUBSIMPLEX_CONVEX_CAST 1
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btConvexShape* convexShape = (btConvexShape*) collisionShape;
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btVoronoiSimplexSolver simplexSolver;
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#define USE_SUBSIMPLEX_CONVEX_CAST 1
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#ifdef USE_SUBSIMPLEX_CONVEX_CAST
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btSubsimplexConvexCast convexCaster(castShape,convexShape,&simplexSolver);
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#else
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//btGjkConvexCast convexCaster(castShape,convexShape,&simplexSolver);
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//btContinuousConvexCollision convexCaster(castShape,convexShape,&simplexSolver,0);
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//btGjkConvexCast convexCaster(castShape,convexShape,&simplexSolver);
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//btContinuousConvexCollision convexCaster(castShape,convexShape,&simplexSolver,0);
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#endif //#USE_SUBSIMPLEX_CONVEX_CAST
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if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,colObjWorldTransform,colObjWorldTransform,castResult))
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if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,colObjWorldTransform,colObjWorldTransform,castResult))
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{
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//add hit
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if (castResult.m_normal.length2() > btScalar(0.0001))
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{
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if (castResult.m_fraction < resultCallback.m_closestHitFraction)
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{
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//add hit
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if (castResult.m_normal.length2() > btScalar(0.0001))
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{
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if (castResult.m_fraction < resultCallback.m_closestHitFraction)
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{
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#ifdef USE_SUBSIMPLEX_CONVEX_CAST
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//rotate normal into worldspace
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castResult.m_normal = rayFromTrans.getBasis() * castResult.m_normal;
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//rotate normal into worldspace
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castResult.m_normal = rayFromTrans.getBasis() * castResult.m_normal;
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#endif //USE_SUBSIMPLEX_CONVEX_CAST
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castResult.m_normal.normalize();
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btCollisionWorld::LocalRayResult localRayResult
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castResult.m_normal.normalize();
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btCollisionWorld::LocalRayResult localRayResult
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(
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collisionObject,
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0,
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castResult.m_normal,
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castResult.m_fraction
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);
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bool normalInWorldSpace = true;
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resultCallback.AddSingleResult(localRayResult, normalInWorldSpace);
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}
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}
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}
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} else {
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if (collisionShape->isConcave())
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{
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btBvhTriangleMeshShape* triangleMesh = (btBvhTriangleMeshShape*)collisionShape;
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btTransform worldTocollisionObject = colObjWorldTransform.inverse();
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btVector3 rayFromLocal = worldTocollisionObject * rayFromTrans.getOrigin();
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btVector3 rayToLocal = worldTocollisionObject * rayToTrans.getOrigin();
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//ConvexCast::CastResult
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struct BridgeTriangleRaycastCallback : public btTriangleRaycastCallback
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{
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btCollisionWorld::RayResultCallback* m_resultCallback;
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btCollisionObject* m_collisionObject;
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btTriangleMeshShape* m_triangleMesh;
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BridgeTriangleRaycastCallback( const btVector3& from,const btVector3& to,
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btCollisionWorld::RayResultCallback* resultCallback, btCollisionObject* collisionObject,btTriangleMeshShape* triangleMesh):
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btTriangleRaycastCallback(from,to),
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m_resultCallback(resultCallback),
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m_collisionObject(collisionObject),
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m_triangleMesh(triangleMesh)
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{
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}
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virtual btScalar reportHit(const btVector3& hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex )
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{
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btCollisionWorld::LocalShapeInfo shapeInfo;
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shapeInfo.m_shapePart = partId;
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shapeInfo.m_triangleIndex = triangleIndex;
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btCollisionWorld::LocalRayResult rayResult
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(m_collisionObject,
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&shapeInfo,
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hitNormalLocal,
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hitFraction);
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bool normalInWorldSpace = false;
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return m_resultCallback->AddSingleResult(rayResult,normalInWorldSpace);
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}
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};
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BridgeTriangleRaycastCallback rcb(rayFromLocal,rayToLocal,&resultCallback,collisionObject,triangleMesh);
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rcb.m_hitFraction = resultCallback.m_closestHitFraction;
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triangleMesh->performRaycast(&rcb,rayFromLocal,rayToLocal);
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} else {
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//todo: use AABB tree or other BVH acceleration structure!
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if (collisionShape->isCompound())
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{
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const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(collisionShape);
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int i=0;
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for (i=0;i<compoundShape->getNumChildShapes();i++)
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{
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btTransform childTrans = compoundShape->getChildTransform(i);
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const btCollisionShape* childCollisionShape = compoundShape->getChildShape(i);
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btTransform childWorldTrans = colObjWorldTransform * childTrans;
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rayTestSingle(rayFromTrans,rayToTrans,
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collisionObject,
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childCollisionShape,
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childWorldTrans,
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resultCallback, collisionFilterMask);
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}
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}
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}
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}
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}
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void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const btTransform& convexFromTrans,const btTransform& convexToTrans,
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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ConvexResultCallback& resultCallback,short int collisionFilterMask)
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{
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if (collisionShape->isConvex())
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{
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btConvexCast::CastResult castResult;
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castResult.m_fraction = btScalar(1.);//??
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btConvexShape* convexShape = (btConvexShape*) collisionShape;
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btVoronoiSimplexSolver simplexSolver;
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#define USE_SUBSIMPLEX_CONVEX_CAST 1
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#ifdef USE_SUBSIMPLEX_CONVEX_CAST
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btSubsimplexConvexCast convexCaster(castShape,convexShape,&simplexSolver);
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#else
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//btGjkConvexCast convexCaster(castShape,convexShape,&simplexSolver);
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//btContinuousConvexCollision convexCaster(castShape,convexShape,&simplexSolver,0);
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#endif //#USE_SUBSIMPLEX_CONVEX_CAST
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if (convexCaster.calcTimeOfImpact(convexFromTrans,convexToTrans,colObjWorldTransform,colObjWorldTransform,castResult))
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{
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//add hit
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if (castResult.m_normal.length2() > btScalar(0.0001))
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{
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if (castResult.m_fraction < resultCallback.m_closestHitFraction)
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{
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#ifdef USE_SUBSIMPLEX_CONVEX_CAST
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//rotate normal into worldspace
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castResult.m_normal = convexFromTrans.getBasis() * castResult.m_normal;
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#endif //USE_SUBSIMPLEX_CONVEX_CAST
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castResult.m_normal.normalize();
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btCollisionWorld::LocalConvexResult localConvexResult
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(
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collisionObject,
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0,
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castResult.m_normal,
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btVector3(6,6,6), // FIXME need real hitpoint
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castResult.m_fraction
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);
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bool normalInWorldSpace = true;
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resultCallback.AddSingleResult(localRayResult, normalInWorldSpace);
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bool normalInWorldSpace = true;
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resultCallback.AddSingleResult(localConvexResult, normalInWorldSpace);
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}
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}
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}
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}
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else
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}
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} else {
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if (collisionShape->isConcave())
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{
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btBvhTriangleMeshShape* triangleMesh = (btBvhTriangleMeshShape*)collisionShape;
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btTransform worldTocollisionObject = colObjWorldTransform.inverse();
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btVector3 convexFromLocal = worldTocollisionObject * convexFromTrans.getOrigin();
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btVector3 convexToLocal = worldTocollisionObject * convexToTrans.getOrigin();
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btTransform rotationXform;
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rotationXform.setIdentity (); // FIXME!!!
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//ConvexCast::CastResult
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struct BridgeTriangleConvexcastCallback : public btTriangleConvexcastCallback
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{
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if (collisionShape->isConcave())
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{
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btBvhTriangleMeshShape* triangleMesh = (btBvhTriangleMeshShape*)collisionShape;
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btTransform worldTocollisionObject = colObjWorldTransform.inverse();
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btVector3 rayFromLocal = worldTocollisionObject * rayFromTrans.getOrigin();
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btVector3 rayToLocal = worldTocollisionObject * rayToTrans.getOrigin();
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btCollisionWorld::ConvexResultCallback* m_resultCallback;
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btCollisionObject* m_collisionObject;
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btTriangleMeshShape* m_triangleMesh;
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//ConvexCast::CastResult
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struct BridgeTriangleRaycastCallback : public btTriangleRaycastCallback
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{
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btCollisionWorld::RayResultCallback* m_resultCallback;
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btCollisionObject* m_collisionObject;
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btTriangleMeshShape* m_triangleMesh;
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BridgeTriangleRaycastCallback( const btVector3& from,const btVector3& to,
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btCollisionWorld::RayResultCallback* resultCallback, btCollisionObject* collisionObject,btTriangleMeshShape* triangleMesh):
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btTriangleRaycastCallback(from,to),
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m_resultCallback(resultCallback),
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m_collisionObject(collisionObject),
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m_triangleMesh(triangleMesh)
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{
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}
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virtual btScalar reportHit(const btVector3& hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex )
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{
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btCollisionWorld::LocalShapeInfo shapeInfo;
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shapeInfo.m_shapePart = partId;
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shapeInfo.m_triangleIndex = triangleIndex;
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btCollisionWorld::LocalRayResult rayResult
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(m_collisionObject,
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&shapeInfo,
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hitNormalLocal,
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hitFraction);
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bool normalInWorldSpace = false;
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return m_resultCallback->AddSingleResult(rayResult,normalInWorldSpace);
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}
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};
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BridgeTriangleRaycastCallback rcb(rayFromLocal,rayToLocal,&resultCallback,collisionObject,triangleMesh);
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rcb.m_hitFraction = resultCallback.m_closestHitFraction;
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triangleMesh->performRaycast(&rcb,rayFromLocal,rayToLocal);
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} else
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BridgeTriangleConvexcastCallback(const btConvexShape* castShape, const btTransform& from,const btTransform& to,
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btCollisionWorld::ConvexResultCallback* resultCallback, btCollisionObject* collisionObject,btTriangleMeshShape* triangleMesh, const btTransform& triangleToWorld):
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btTriangleConvexcastCallback(castShape, from,to, triangleToWorld),
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m_resultCallback(resultCallback),
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m_collisionObject(collisionObject),
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m_triangleMesh(triangleMesh)
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{
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//todo: use AABB tree or other BVH acceleration structure!
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if (collisionShape->isCompound())
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{
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const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(collisionShape);
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int i=0;
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for (i=0;i<compoundShape->getNumChildShapes();i++)
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{
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btTransform childTrans = compoundShape->getChildTransform(i);
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const btCollisionShape* childCollisionShape = compoundShape->getChildShape(i);
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btTransform childWorldTrans = colObjWorldTransform * childTrans;
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objectQuerySingle(castShape, rayFromTrans,rayToTrans,
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collisionObject,
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childCollisionShape,
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childWorldTrans,
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resultCallback, collisionFilterMask);
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}
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}
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}
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virtual btScalar reportHit(const btVector3& hitNormalLocal, const btVector3& hitPointLocal, btScalar hitFraction, int partId, int triangleIndex )
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{
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btCollisionWorld::LocalShapeInfo shapeInfo;
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shapeInfo.m_shapePart = partId;
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shapeInfo.m_triangleIndex = triangleIndex;
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btCollisionWorld::LocalConvexResult convexResult
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(m_collisionObject,
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&shapeInfo,
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hitNormalLocal,
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hitPointLocal,
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hitFraction);
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bool normalInWorldSpace = false;
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return m_resultCallback->AddSingleResult(convexResult,normalInWorldSpace);
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}
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};
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BridgeTriangleConvexcastCallback tccb(castShape, convexFromTrans,convexToTrans,&resultCallback,collisionObject,triangleMesh, colObjWorldTransform);
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tccb.m_hitFraction = resultCallback.m_closestHitFraction;
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btVector3 boxMinLocal, boxMaxLocal;
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castShape->getAabb(rotationXform, boxMinLocal, boxMaxLocal);
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triangleMesh->performConvexcast(&tccb,convexFromLocal,convexToLocal,boxMinLocal, boxMaxLocal);
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} else {
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//todo: use AABB tree or other BVH acceleration structure!
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if (collisionShape->isCompound())
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{
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const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(collisionShape);
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int i=0;
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for (i=0;i<compoundShape->getNumChildShapes();i++)
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{
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btTransform childTrans = compoundShape->getChildTransform(i);
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const btCollisionShape* childCollisionShape = compoundShape->getChildShape(i);
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btTransform childWorldTrans = colObjWorldTransform * childTrans;
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objectQuerySingle(castShape, convexFromTrans,convexToTrans,
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collisionObject,
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childCollisionShape,
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childWorldTrans,
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resultCallback, collisionFilterMask);
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}
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}
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}
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}
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}
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void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback,short int collisionFilterMask)
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@@ -362,3 +464,42 @@ void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& r
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}
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}
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void btCollisionWorld::convexTest(const btConvexShape* castShape, const btVector3& convexFromWorld, const btVector3& convexToWorld, ConvexResultCallback& resultCallback,short int collisionFilterMask)
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{
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btTransform convexFromTrans,convexToTrans;
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convexFromTrans.setIdentity();
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convexFromTrans.setOrigin(convexFromWorld);
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convexToTrans.setIdentity();
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convexToTrans.setOrigin(convexToWorld);
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btVector3 castShapeAabbMin, castShapeAabbMax;
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btTransform I;
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I.setIdentity();
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castShape->getAabb (I, castShapeAabbMin, castShapeAabbMax);
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/// go over all objects, and if the ray intersects their aabb + cast shape aabb,
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// do a ray-shape query using convexCaster (CCD)
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int i;
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for (i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* collisionObject= m_collisionObjects[i];
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//only perform raycast if filterMask matches
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if(collisionObject->getBroadphaseHandle()->m_collisionFilterGroup & collisionFilterMask) {
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//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
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btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
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AabbExpand (collisionObjectAabbMin, collisionObjectAabbMax, castShapeAabbMin, castShapeAabbMax);
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btScalar hitLambda = btScalar(1.); //could use resultCallback.m_closestHitFraction, but needs testing
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btVector3 hitNormal;
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if (btRayAabb(convexFromWorld,convexToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,hitNormal))
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{
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objectQuerySingle(castShape, convexFromTrans,convexToTrans,
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collisionObject,
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collisionObject->getCollisionShape(),
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collisionObject->getWorldTransform(),
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resultCallback);
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}
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}
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}
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}
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