use Dispatcher in ConcaveConvexCollisionAlgorithm (so it uses the registered collision algorithm, not hardcoded convexconcave)
improved performance of constraint solver by precalculating the cross product/impulse arm added collision comparison code: ODE box-box, also sphere-triangle added safety check into GJK, and an assert for AABB's that are very large write partid/triangle index outside of GJK
This commit is contained in:
201
src/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp
Normal file
201
src/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp
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@@ -0,0 +1,201 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SphereTriangleDetector.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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SphereTriangleDetector::SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle)
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:m_sphere(sphere),
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m_triangle(triangle)
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{
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}
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void SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw)
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{
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const btTransform& transformA = input.m_transformA;
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const btTransform& transformB = input.m_transformB;
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btVector3 point,normal;
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btScalar timeOfImpact = 1.f;
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btScalar depth = 0.f;
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// output.m_distance = 1e30f;
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//move sphere into triangle space
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btTransform sphereInTr = transformB.inverseTimes(transformA);
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if (collide(sphereInTr.getOrigin(),point,normal,depth,timeOfImpact))
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{
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output.addContactPoint(transformB.getBasis()*normal,transformB*point,depth);
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}
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}
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#define MAX_OVERLAP 0.f
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// See also geometrictools.com
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// Basic idea: D = |p - (lo + t0*lv)| where t0 = lv . (p - lo) / lv . lv
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float SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest) {
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btVector3 diff = p - from;
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btVector3 v = to - from;
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float t = v.dot(diff);
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if (t > 0) {
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float dotVV = v.dot(v);
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if (t < dotVV) {
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t /= dotVV;
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diff -= t*v;
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} else {
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t = 1;
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diff -= v;
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}
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} else
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t = 0;
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nearest = from + t*v;
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return diff.dot(diff);
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}
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bool SphereTriangleDetector::facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal) {
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btVector3 lp(p);
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btVector3 lnormal(normal);
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return pointInTriangle(vertices, lnormal, &lp);
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}
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///combined discrete/continuous sphere-triangle
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bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, float &timeOfImpact)
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{
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const btVector3* vertices = &m_triangle->getVertexPtr(0);
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const btVector3& c = sphereCenter;
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btScalar r = m_sphere->getRadius();
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btVector3 delta (0,0,0);
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btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]);
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normal.normalize();
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btVector3 p1ToCentre = c - vertices[0];
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float distanceFromPlane = p1ToCentre.dot(normal);
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if (distanceFromPlane < 0.f)
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{
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//triangle facing the other way
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distanceFromPlane *= -1.f;
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normal *= -1.f;
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}
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///todo: move this gContactBreakingTreshold into a proper structure
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extern float gContactBreakingTreshold;
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float contactMargin = gContactBreakingTreshold;
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bool isInsideContactPlane = distanceFromPlane < r + contactMargin;
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bool isInsideShellPlane = distanceFromPlane < r;
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float deltaDotNormal = delta.dot(normal);
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if (!isInsideShellPlane && deltaDotNormal >= 0.0f)
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return false;
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// Check for contact / intersection
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bool hasContact = false;
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btVector3 contactPoint;
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if (isInsideContactPlane) {
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if (facecontains(c,vertices,normal)) {
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// Inside the contact wedge - touches a point on the shell plane
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hasContact = true;
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contactPoint = c - normal*distanceFromPlane;
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} else {
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// Could be inside one of the contact capsules
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float contactCapsuleRadiusSqr = (r + contactMargin) * (r + contactMargin);
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btVector3 nearestOnEdge;
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for (int i = 0; i < m_triangle->getNumEdges(); i++) {
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btPoint3 pa;
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btPoint3 pb;
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m_triangle->getEdge(i,pa,pb);
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float distanceSqr = SegmentSqrDistance(pa,pb,c, nearestOnEdge);
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if (distanceSqr < contactCapsuleRadiusSqr) {
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// Yep, we're inside a capsule
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hasContact = true;
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contactPoint = nearestOnEdge;
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}
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}
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}
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}
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if (hasContact) {
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btVector3 contactToCentre = c - contactPoint;
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float distanceSqr = contactToCentre.length2();
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if (distanceSqr < (r - MAX_OVERLAP)*(r - MAX_OVERLAP)) {
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float distance = sqrtf(distanceSqr);
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if (1)
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{
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resultNormal = contactToCentre;
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resultNormal.normalize();
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}
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point = contactPoint;
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depth = -(r-distance);
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return true;
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}
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if (delta.dot(contactToCentre) >= 0.0f)
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return false;
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// Moving towards the contact point -> collision
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point = contactPoint;
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timeOfImpact = 0.0f;
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return true;
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}
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return false;
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}
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bool SphereTriangleDetector::pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p )
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{
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const btVector3* p1 = &vertices[0];
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const btVector3* p2 = &vertices[1];
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const btVector3* p3 = &vertices[2];
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btVector3 edge1( *p2 - *p1 );
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btVector3 edge2( *p3 - *p2 );
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btVector3 edge3( *p1 - *p3 );
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btVector3 p1_to_p( *p - *p1 );
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btVector3 p2_to_p( *p - *p2 );
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btVector3 p3_to_p( *p - *p3 );
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btVector3 edge1_normal( edge1.cross(normal));
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btVector3 edge2_normal( edge2.cross(normal));
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btVector3 edge3_normal( edge3.cross(normal));
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float r1, r2, r3;
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r1 = edge1_normal.dot( p1_to_p );
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r2 = edge2_normal.dot( p2_to_p );
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r3 = edge3_normal.dot( p3_to_p );
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if ( ( r1 > 0 && r2 > 0 && r3 > 0 ) ||
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( r1 <= 0 && r2 <= 0 && r3 <= 0 ) )
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return true;
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return false;
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}
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@@ -0,0 +1,48 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
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#ifndef SPHERE_TRIANGLE_DETECTOR_H
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#define SPHERE_TRIANGLE_DETECTOR_H
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#include "BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h"
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#include "LinearMath/btPoint3.h"
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class btSphereShape;
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class btTriangleShape;
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/// sphere-triangle to match the btDiscreteCollisionDetectorInterface
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struct SphereTriangleDetector : public btDiscreteCollisionDetectorInterface
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{
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virtual void getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw);
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SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle);
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virtual ~SphereTriangleDetector() {};
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private:
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bool collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, float &timeOfImpact);
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bool pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p );
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bool facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal);
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btSphereShape* m_sphere;
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btTriangleShape* m_triangle;
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};
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#endif //SPHERE_TRIANGLE_DETECTOR_H
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@@ -142,13 +142,14 @@ void btCollisionDispatcher::releaseManifold(btPersistentManifold* manifold)
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btCollisionAlgorithm* btCollisionDispatcher::findAlgorithm(btCollisionObject* body0,btCollisionObject* body1)
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btCollisionAlgorithm* btCollisionDispatcher::findAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold)
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{
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#define USE_DISPATCH_REGISTRY_ARRAY 1
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#ifdef USE_DISPATCH_REGISTRY_ARRAY
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btCollisionAlgorithmConstructionInfo ci;
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ci.m_dispatcher = this;
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ci.m_manifold = sharedManifold;
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btCollisionAlgorithm* algo = m_doubleDispatch[body0->m_collisionShape->getShapeType()][body1->m_collisionShape->getShapeType()]
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->CreateCollisionAlgorithm(ci,body0,body1);
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#else
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||||
@@ -193,7 +194,7 @@ btCollisionAlgorithmCreateFunc* btCollisionDispatcher::internalFindCreateFunc(in
|
||||
|
||||
|
||||
|
||||
btCollisionAlgorithm* btCollisionDispatcher::internalFindAlgorithm(btCollisionObject* body0,btCollisionObject* body1)
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btCollisionAlgorithm* btCollisionDispatcher::internalFindAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold)
|
||||
{
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||||
m_count++;
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||||
|
||||
@@ -202,7 +203,7 @@ btCollisionAlgorithm* btCollisionDispatcher::internalFindAlgorithm(btCollisionOb
|
||||
|
||||
if (body0->m_collisionShape->isConvex() && body1->m_collisionShape->isConvex() )
|
||||
{
|
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return new btConvexConvexAlgorithm(0,ci,body0,body1);
|
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return new btConvexConvexAlgorithm(sharedManifold,ci,body0,body1);
|
||||
}
|
||||
|
||||
if (body0->m_collisionShape->isConvex() && body1->m_collisionShape->isConcave())
|
||||
|
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@@ -56,7 +56,7 @@ class btCollisionDispatcher : public btDispatcher
|
||||
btCollisionAlgorithmCreateFunc* m_swappedCompoundCreateFunc;
|
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btCollisionAlgorithmCreateFunc* m_emptyCreateFunc;
|
||||
|
||||
btCollisionAlgorithm* internalFindAlgorithm(btCollisionObject* body0,btCollisionObject* body1);
|
||||
btCollisionAlgorithm* internalFindAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold = 0);
|
||||
|
||||
public:
|
||||
|
||||
@@ -114,7 +114,7 @@ public:
|
||||
virtual void clearManifold(btPersistentManifold* manifold);
|
||||
|
||||
|
||||
btCollisionAlgorithm* findAlgorithm(btCollisionObject* body0,btCollisionObject* body1);
|
||||
btCollisionAlgorithm* findAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold = 0);
|
||||
|
||||
virtual bool needsCollision(btCollisionObject* body0,btCollisionObject* body1);
|
||||
|
||||
|
||||
@@ -17,7 +17,6 @@ subject to the following restrictions:
|
||||
#include "btConvexConcaveCollisionAlgorithm.h"
|
||||
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
|
||||
#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
|
||||
#include "btConvexConvexAlgorithm.h"
|
||||
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
|
||||
#include "BulletCollision/CollisionShapes/btConcaveShape.h"
|
||||
#include "BulletCollision/CollisionDispatch/btManifoldResult.h"
|
||||
@@ -115,10 +114,16 @@ void btConvexTriangleCallback::processTriangle(btVector3* triangle,int partId, i
|
||||
btCollisionShape* tmpShape = ob->m_collisionShape;
|
||||
ob->m_collisionShape = &tm;
|
||||
|
||||
|
||||
btCollisionAlgorithm* colAlgo = ci.m_dispatcher->findAlgorithm(m_convexBody,m_triBody,m_manifoldPtr);
|
||||
///this should use the btDispatcher, so the actual registered algorithm is used
|
||||
btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody);
|
||||
cvxcvxalgo.setShapeIdentifiers(-1,-1,partId,triangleIndex);
|
||||
cvxcvxalgo.processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
|
||||
// btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody);
|
||||
|
||||
m_resultOut->setShapeIdentifiers(-1,-1,partId,triangleIndex);
|
||||
// cvxcvxalgo.setShapeIdentifiers(-1,-1,partId,triangleIndex);
|
||||
// cvxcvxalgo.processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
|
||||
colAlgo->processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
|
||||
delete colAlgo;
|
||||
ob->m_collisionShape = tmpShape;
|
||||
|
||||
}
|
||||
|
||||
@@ -172,7 +172,7 @@ void btConvexConvexAlgorithm ::processCollision (btCollisionObject* body0,btColl
|
||||
|
||||
input.m_transformA = body0->m_worldTransform;
|
||||
input.m_transformB = body1->m_worldTransform;
|
||||
|
||||
|
||||
resultOut->setPersistentManifold(m_manifoldPtr);
|
||||
m_gjkPairDetector.getClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw);
|
||||
|
||||
|
||||
@@ -54,13 +54,6 @@ public:
|
||||
|
||||
void setLowLevelOfDetail(bool useLowLevel);
|
||||
|
||||
virtual void setShapeIdentifiers(int partId0,int index0, int partId1,int index1)
|
||||
{
|
||||
m_gjkPairDetector.m_partId0=partId0;
|
||||
m_gjkPairDetector.m_partId1=partId1;
|
||||
m_gjkPairDetector.m_index0=index0;
|
||||
m_gjkPairDetector.m_index1=index1;
|
||||
}
|
||||
|
||||
const btPersistentManifold* getManifold()
|
||||
{
|
||||
@@ -71,7 +64,7 @@ public:
|
||||
{
|
||||
virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
|
||||
{
|
||||
return new btConvexConvexAlgorithm(0,ci,body0,body1);
|
||||
return new btConvexConvexAlgorithm(ci.m_manifold,ci,body0,body1);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,71 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
#include "btSphereTriangleCollisionAlgorithm.h"
|
||||
#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
|
||||
#include "BulletCollision/CollisionShapes/btSphereShape.h"
|
||||
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
|
||||
#include "SphereTriangleDetector.h"
|
||||
|
||||
|
||||
btSphereTriangleCollisionAlgorithm::btSphereTriangleCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1,bool swapped)
|
||||
: btCollisionAlgorithm(ci),
|
||||
m_ownManifold(false),
|
||||
m_manifoldPtr(mf),
|
||||
m_swapped(swapped)
|
||||
{
|
||||
if (!m_manifoldPtr)
|
||||
{
|
||||
m_manifoldPtr = m_dispatcher->getNewManifold(col0,col1);
|
||||
m_ownManifold = true;
|
||||
}
|
||||
}
|
||||
|
||||
btSphereTriangleCollisionAlgorithm::~btSphereTriangleCollisionAlgorithm()
|
||||
{
|
||||
if (m_ownManifold)
|
||||
{
|
||||
if (m_manifoldPtr)
|
||||
m_dispatcher->releaseManifold(m_manifoldPtr);
|
||||
}
|
||||
}
|
||||
|
||||
void btSphereTriangleCollisionAlgorithm::processCollision (btCollisionObject* col0,btCollisionObject* col1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
|
||||
{
|
||||
if (!m_manifoldPtr)
|
||||
return;
|
||||
|
||||
btSphereShape* sphere = (btSphereShape*)col0->m_collisionShape;
|
||||
btTriangleShape* triangle = (btTriangleShape*)col1->m_collisionShape;
|
||||
|
||||
/// report a contact. internally this will be kept persistent, and contact reduction is done
|
||||
resultOut->setPersistentManifold(m_manifoldPtr);
|
||||
SphereTriangleDetector detector(sphere,triangle);
|
||||
|
||||
btDiscreteCollisionDetectorInterface::ClosestPointInput input;
|
||||
input.m_maximumDistanceSquared = 1e30f;//todo: tighter bounds
|
||||
input.m_transformA = col0->m_worldTransform;
|
||||
input.m_transformB = col1->m_worldTransform;
|
||||
|
||||
detector.getClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw);
|
||||
|
||||
}
|
||||
|
||||
float btSphereTriangleCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* col0,btCollisionObject* col1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
|
||||
{
|
||||
//not yet
|
||||
return 1.f;
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
/*
|
||||
Bullet Continuous Collision Detection and Physics Library
|
||||
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
|
||||
|
||||
This software is provided 'as-is', without any express or implied warranty.
|
||||
In no event will the authors be held liable for any damages arising from the use of this software.
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it freely,
|
||||
subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef SPHERE_TRIANGLE_COLLISION_ALGORITHM_H
|
||||
#define SPHERE_TRIANGLE_COLLISION_ALGORITHM_H
|
||||
|
||||
#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
|
||||
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
|
||||
#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
|
||||
class btPersistentManifold;
|
||||
|
||||
/// btSphereSphereCollisionAlgorithm provides sphere-sphere collision detection.
|
||||
/// Other features are frame-coherency (persistent data) and collision response.
|
||||
/// Also provides the most basic sample for custom/user btCollisionAlgorithm
|
||||
class btSphereTriangleCollisionAlgorithm : public btCollisionAlgorithm
|
||||
{
|
||||
bool m_ownManifold;
|
||||
btPersistentManifold* m_manifoldPtr;
|
||||
bool m_swapped;
|
||||
|
||||
public:
|
||||
btSphereTriangleCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1,bool swapped);
|
||||
|
||||
btSphereTriangleCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci)
|
||||
: btCollisionAlgorithm(ci) {}
|
||||
|
||||
virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
|
||||
|
||||
virtual float calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
|
||||
|
||||
|
||||
virtual ~btSphereTriangleCollisionAlgorithm();
|
||||
|
||||
struct CreateFunc :public btCollisionAlgorithmCreateFunc
|
||||
{
|
||||
|
||||
virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
|
||||
{
|
||||
|
||||
return new btSphereTriangleCollisionAlgorithm(ci.m_manifold,ci,body0,body1,m_swapped);
|
||||
}
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
#endif //SPHERE_TRIANGLE_COLLISION_ALGORITHM_H
|
||||
|
||||
Reference in New Issue
Block a user