One of the last parts of the refactoring (hopefully), made most members of btCollisionObject protected.
Also did some work on improving the constraint solver.
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@@ -89,7 +89,7 @@ void btConvexTriangleCallback::processTriangle(btVector3* triangle,int partId, i
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if (m_dispatchInfoPtr && m_dispatchInfoPtr->m_debugDraw && m_dispatchInfoPtr->m_debugDraw->getDebugMode() > 0)
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{
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btVector3 color(255,255,0);
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btTransform& tr = ob->m_worldTransform;
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btTransform& tr = ob->getWorldTransform();
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m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[0]),tr(triangle[1]),color);
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m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[1]),tr(triangle[2]),color);
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m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[2]),tr(triangle[0]),color);
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@@ -105,14 +105,14 @@ void btConvexTriangleCallback::processTriangle(btVector3* triangle,int partId, i
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//btCollisionObject* colObj = static_cast<btCollisionObject*>(m_convexProxy->m_clientObject);
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if (m_convexBody->m_collisionShape->isConvex())
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if (m_convexBody->getCollisionShape()->isConvex())
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{
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btTriangleShape tm(triangle[0],triangle[1],triangle[2]);
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tm.setMargin(m_collisionMarginTriangle);
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btCollisionShape* tmpShape = ob->m_collisionShape;
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ob->m_collisionShape = &tm;
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btCollisionShape* tmpShape = ob->getCollisionShape();
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ob->setCollisionShape( &tm );
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btCollisionAlgorithm* colAlgo = ci.m_dispatcher->findAlgorithm(m_convexBody,m_triBody,m_manifoldPtr);
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@@ -124,7 +124,7 @@ void btConvexTriangleCallback::processTriangle(btVector3* triangle,int partId, i
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// cvxcvxalgo.processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
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colAlgo->processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
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delete colAlgo;
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ob->m_collisionShape = tmpShape;
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ob->setCollisionShape( tmpShape );
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}
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@@ -142,8 +142,8 @@ void btConvexTriangleCallback::setTimeStepAndCounters(float collisionMarginTrian
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//recalc aabbs
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btTransform convexInTriangleSpace;
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convexInTriangleSpace = m_triBody->m_worldTransform.inverse() * m_convexBody->m_worldTransform;
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btCollisionShape* convexShape = static_cast<btCollisionShape*>(m_convexBody->m_collisionShape);
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convexInTriangleSpace = m_triBody->getWorldTransform().inverse() * m_convexBody->getWorldTransform();
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btCollisionShape* convexShape = static_cast<btCollisionShape*>(m_convexBody->getCollisionShape());
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//CollisionShape* triangleShape = static_cast<btCollisionShape*>(triBody->m_collisionShape);
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convexShape->getAabb(convexInTriangleSpace,m_aabbMin,m_aabbMax);
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float extraMargin = collisionMarginTriangle;
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@@ -167,14 +167,14 @@ void btConvexConcaveCollisionAlgorithm::processCollision (btCollisionObject* bod
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btCollisionObject* convexBody = m_isSwapped ? body1 : body0;
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btCollisionObject* triBody = m_isSwapped ? body0 : body1;
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if (triBody->m_collisionShape->isConcave())
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if (triBody->getCollisionShape()->isConcave())
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{
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btCollisionObject* triOb = triBody;
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ConcaveShape* concaveShape = static_cast<ConcaveShape*>( triOb->m_collisionShape);
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ConcaveShape* concaveShape = static_cast<ConcaveShape*>( triOb->getCollisionShape());
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if (convexBody->m_collisionShape->isConvex())
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if (convexBody->getCollisionShape()->isConvex())
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{
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float collisionMarginTriangle = concaveShape->getMargin();
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@@ -207,8 +207,8 @@ float btConvexConcaveCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject
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//only perform CCD above a certain threshold, this prevents blocking on the long run
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//because object in a blocked ccd state (hitfraction<1) get their linear velocity halved each frame...
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float squareMot0 = (convexbody->m_interpolationWorldTransform.getOrigin() - convexbody->m_worldTransform.getOrigin()).length2();
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if (squareMot0 < convexbody->m_ccdSquareMotionThreshold)
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float squareMot0 = (convexbody->getInterpolationWorldTransform().getOrigin() - convexbody->getWorldTransform().getOrigin()).length2();
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if (squareMot0 < convexbody->getCcdSquareMotionThreshold())
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{
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return 1.f;
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}
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@@ -217,9 +217,9 @@ float btConvexConcaveCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject
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//btVector3 to = convexbody->m_interpolationWorldTransform.getOrigin();
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//todo: only do if the motion exceeds the 'radius'
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btTransform triInv = triBody->m_worldTransform.inverse();
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btTransform convexFromLocal = triInv * convexbody->m_worldTransform;
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btTransform convexToLocal = triInv * convexbody->m_interpolationWorldTransform;
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btTransform triInv = triBody->getWorldTransform().inverse();
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btTransform convexFromLocal = triInv * convexbody->getWorldTransform();
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btTransform convexToLocal = triInv * convexbody->getInterpolationWorldTransform();
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struct LocalTriangleSphereCastCallback : public btTriangleCallback
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{
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@@ -270,24 +270,25 @@ float btConvexConcaveCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject
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if (triBody->m_collisionShape->isConcave())
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if (triBody->getCollisionShape()->isConcave())
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{
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btVector3 rayAabbMin = convexFromLocal.getOrigin();
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rayAabbMin.setMin(convexToLocal.getOrigin());
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btVector3 rayAabbMax = convexFromLocal.getOrigin();
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rayAabbMax.setMax(convexToLocal.getOrigin());
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rayAabbMin -= btVector3(convexbody->m_ccdSweptSphereRadius,convexbody->m_ccdSweptSphereRadius,convexbody->m_ccdSweptSphereRadius);
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rayAabbMax += btVector3(convexbody->m_ccdSweptSphereRadius,convexbody->m_ccdSweptSphereRadius,convexbody->m_ccdSweptSphereRadius);
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float ccdRadius0 = convexbody->getCcdSweptSphereRadius();
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rayAabbMin -= btVector3(ccdRadius0,ccdRadius0,ccdRadius0);
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rayAabbMax += btVector3(ccdRadius0,ccdRadius0,ccdRadius0);
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float curHitFraction = 1.f; //is this available?
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LocalTriangleSphereCastCallback raycastCallback(convexFromLocal,convexToLocal,
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convexbody->m_ccdSweptSphereRadius,curHitFraction);
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convexbody->getCcdSweptSphereRadius(),curHitFraction);
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raycastCallback.m_hitFraction = convexbody->m_hitFraction;
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raycastCallback.m_hitFraction = convexbody->getHitFraction();
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btCollisionObject* concavebody = triBody;
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ConcaveShape* triangleMesh = (ConcaveShape*) concavebody->m_collisionShape;
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ConcaveShape* triangleMesh = (ConcaveShape*) concavebody->getCollisionShape();
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if (triangleMesh)
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{
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@@ -296,9 +297,9 @@ float btConvexConcaveCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject
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if (raycastCallback.m_hitFraction < convexbody->m_hitFraction)
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if (raycastCallback.m_hitFraction < convexbody->getHitFraction())
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{
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convexbody->m_hitFraction = raycastCallback.m_hitFraction;
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convexbody->setHitFraction( raycastCallback.m_hitFraction);
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return raycastCallback.m_hitFraction;
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}
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}
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