Added btCapsuleShape. This could already be simulated by simply adding 2 spheres to the btMultiSphereShape, but this was bad documented/unknown.
For tapered capsules, you can still use btMultiSphereShape, just pass 2 spheres with different radius.
This commit is contained in:
@@ -91,6 +91,7 @@ btCollisionShape* shapePtr[numShapes] =
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#endif
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new btCylinderShape (btVector3(CUBE_HALF_EXTENTS-gCollisionMargin,CUBE_HALF_EXTENTS-gCollisionMargin,CUBE_HALF_EXTENTS-gCollisionMargin)),
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//new btCapsuleShape(0.5*CUBE_HALF_EXTENTS-gCollisionMargin,CUBE_HALF_EXTENTS-gCollisionMargin),
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//new btCylinderShape (btVector3(1-gCollisionMargin,CUBE_HALF_EXTENTS-gCollisionMargin,1-gCollisionMargin)),
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//new btBoxShape (btVector3(CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS)),
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//new btConeShape(CUBE_HALF_EXTENTS-gCollisionMargin,2.f*CUBE_HALF_EXTENTS-gCollisionMargin),
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@@ -36,7 +36,7 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btCylinderShape.h"
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#include "BulletCollision/CollisionShapes/btTetrahedronShape.h"
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#include "BulletCollision/CollisionShapes/btCompoundShape.h"
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#include "BulletCollision/CollisionShapes/btCapsuleShape.h"
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#include "BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h"
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@@ -257,6 +257,46 @@ public:
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}
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};
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void GL_ShapeDrawer::drawCylinder(float radius,float halfHeight, int upAxis)
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{
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glPushMatrix();
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switch (upAxis)
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{
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case 0:
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glRotatef(-90.0, 0.0, 1.0, 0.0);
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glTranslatef(0.0, 0.0, -halfHeight);
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break;
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case 1:
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glRotatef(-90.0, 1.0, 0.0, 0.0);
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glTranslatef(0.0, 0.0, -halfHeight);
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break;
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case 2:
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glTranslatef(0.0, 0.0, -halfHeight);
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break;
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default:
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{
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assert(0);
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}
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}
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GLUquadricObj *quadObj = gluNewQuadric();
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//The gluCylinder subroutine draws a cylinder that is oriented along the z axis.
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//The base of the cylinder is placed at z = 0; the top of the cylinder is placed at z=height.
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//Like a sphere, the cylinder is subdivided around the z axis into slices and along the z axis into stacks.
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gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
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gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
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gluCylinder(quadObj, radius, radius, 2.f*halfHeight, 15, 10);
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glPopMatrix();
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gluDeleteQuadric(quadObj);
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}
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void GL_ShapeDrawer::drawOpenGL(btScalar* m, const btCollisionShape* shape, const btVector3& color,int debugMode)
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{
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@@ -319,7 +359,29 @@ void GL_ShapeDrawer::drawOpenGL(btScalar* m, const btCollisionShape* shape, cons
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useWireframeFallback = false;
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break;
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}
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case CAPSULE_SHAPE_PROXYTYPE:
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{
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const btCapsuleShape* capsuleShape = static_cast<const btCapsuleShape*>(shape);
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float radius = capsuleShape->getRadius();
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float halfHeight = capsuleShape->getHalfHeight();
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int upAxis = 1;
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drawCylinder(radius,halfHeight,upAxis);
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glPushMatrix();
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glTranslatef(0.0, -halfHeight,0.0);
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glutSolidSphere(radius,10,10);
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glTranslatef(0.0, 2*halfHeight,0.0);
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glutSolidSphere(radius,10,10);
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glPopMatrix();
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useWireframeFallback = false;
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break;
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}
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case MULTI_SPHERE_SHAPE_PROXYTYPE:
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{
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break;
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}
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case CONE_SHAPE_PROXYTYPE:
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{
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const btConeShape* coneShape = static_cast<const btConeShape*>(shape);
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@@ -344,43 +406,11 @@ void GL_ShapeDrawer::drawOpenGL(btScalar* m, const btCollisionShape* shape, cons
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const btCylinderShape* cylinder = static_cast<const btCylinderShape*>(shape);
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int upAxis = cylinder->getUpAxis();
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GLUquadricObj *quadObj = gluNewQuadric();
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float radius = cylinder->getRadius();
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float halfHeight = cylinder->getHalfExtents()[upAxis];
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glPushMatrix();
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switch (upAxis)
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{
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case 0:
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glRotatef(-90.0, 0.0, 1.0, 0.0);
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glTranslatef(0.0, 0.0, -halfHeight);
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break;
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case 1:
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glRotatef(-90.0, 1.0, 0.0, 0.0);
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glTranslatef(0.0, 0.0, -halfHeight);
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break;
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case 2:
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glTranslatef(0.0, 0.0, -halfHeight);
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break;
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default:
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{
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assert(0);
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}
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}
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//The gluCylinder subroutine draws a cylinder that is oriented along the z axis.
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//The base of the cylinder is placed at z = 0; the top of the cylinder is placed at z=height.
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//Like a sphere, the cylinder is subdivided around the z axis into slices and along the z axis into stacks.
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gluQuadricDrawStyle(quadObj, (GLenum)GLU_FILL);
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gluQuadricNormals(quadObj, (GLenum)GLU_SMOOTH);
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gluCylinder(quadObj, radius, radius, 2.f*halfHeight, 15, 10);
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glPopMatrix();
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gluDeleteQuadric(quadObj);
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drawCylinder(radius,halfHeight,upAxis);
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break;
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}
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@@ -25,7 +25,7 @@ class GL_ShapeDrawer
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static void drawOpenGL(btScalar* m, const btCollisionShape* shape, const btVector3& color,int debugMode);
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static void drawCoordSystem();
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static void drawCylinder(float radius,float halfHeight, int upAxis);
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};
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void OGL_displaylist_register_shape(btCollisionShape * shape);
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@@ -33,6 +33,7 @@ enum BroadphaseNativeTypes
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IMPLICIT_CONVEX_SHAPES_START_HERE,
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SPHERE_SHAPE_PROXYTYPE,
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MULTI_SPHERE_SHAPE_PROXYTYPE,
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CAPSULE_SHAPE_PROXYTYPE,
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CONE_SHAPE_PROXYTYPE,
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CONVEX_SHAPE_PROXYTYPE,
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CYLINDER_SHAPE_PROXYTYPE,
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146
src/BulletCollision/CollisionShapes/btCapsuleShape.cpp
Normal file
146
src/BulletCollision/CollisionShapes/btCapsuleShape.cpp
Normal file
@@ -0,0 +1,146 @@
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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/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "btCapsuleShape.h"
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#include "BulletCollision/CollisionShapes/btCollisionMargin.h"
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#include "LinearMath/btQuaternion.h"
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btCapsuleShape::btCapsuleShape(float radius, float height)
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{
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m_implicitShapeDimensions.setValue(radius,0.5f*height,radius);
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}
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btVector3 btCapsuleShape::localGetSupportingVertexWithoutMargin(const btVector3& vec0)const
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{
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btVector3 supVec(0,0,0);
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btScalar maxDot(btScalar(-1e30));
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btVector3 vec = vec0;
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btScalar lenSqr = vec.length2();
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if (lenSqr < btScalar(0.0001))
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{
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vec.setValue(1,0,0);
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} else
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{
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btScalar rlen = btScalar(1.) / btSqrt(lenSqr );
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vec *= rlen;
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}
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btVector3 vtx;
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btScalar newDot;
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float radius = getRadius();
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{
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btVector3 pos(0,getHalfHeight(),0);
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vtx = pos +vec*m_localScaling*(radius) - vec * getMargin();
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newDot = vec.dot(vtx);
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if (newDot > maxDot)
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{
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maxDot = newDot;
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supVec = vtx;
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}
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}
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{
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btVector3 pos(0,-getHalfHeight(),0);
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vtx = pos +vec*m_localScaling*(radius) - vec * getMargin();
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newDot = vec.dot(vtx);
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if (newDot > maxDot)
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{
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maxDot = newDot;
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supVec = vtx;
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}
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}
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return supVec;
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}
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void btCapsuleShape::batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3* vectors,btVector3* supportVerticesOut,int numVectors) const
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{
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float radius = getRadius();
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for (int j=0;j<numVectors;j++)
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{
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btScalar maxDot(btScalar(-1e30));
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const btVector3& vec = vectors[j];
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btVector3 vtx;
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btScalar newDot;
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{
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btVector3 pos(0,getHalfHeight(),0);
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vtx = pos +vec*m_localScaling*(radius) - vec * getMargin();
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newDot = vec.dot(vtx);
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if (newDot > maxDot)
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{
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maxDot = newDot;
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supportVerticesOut[j] = vtx;
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}
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}
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{
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btVector3 pos(0,-getHalfHeight(),0);
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vtx = pos +vec*m_localScaling*(radius) - vec * getMargin();
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newDot = vec.dot(vtx);
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if (newDot > maxDot)
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{
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maxDot = newDot;
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supportVerticesOut[j] = vtx;
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}
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}
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}
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}
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void btCapsuleShape::calculateLocalInertia(btScalar mass,btVector3& inertia)
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{
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//as an approximation, take the inertia of the box that bounds the spheres
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btTransform ident;
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ident.setIdentity();
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float radius = getRadius();
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btVector3 halfExtents(radius,radius+getHalfHeight(),radius);
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btScalar margin = CONVEX_DISTANCE_MARGIN;
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btScalar lx=btScalar(2.)*(halfExtents[0]+margin);
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btScalar ly=btScalar(2.)*(halfExtents[1]+margin);
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btScalar lz=btScalar(2.)*(halfExtents[2]+margin);
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const btScalar x2 = lx*lx;
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const btScalar y2 = ly*ly;
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const btScalar z2 = lz*lz;
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const btScalar scaledmass = mass * btScalar(.08333333);
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inertia[0] = scaledmass * (y2+z2);
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inertia[1] = scaledmass * (x2+z2);
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inertia[2] = scaledmass * (x2+y2);
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}
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60
src/BulletCollision/CollisionShapes/btCapsuleShape.h
Normal file
60
src/BulletCollision/CollisionShapes/btCapsuleShape.h
Normal file
@@ -0,0 +1,60 @@
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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/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_CAPSULE_SHAPE_H
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#define BT_CAPSULE_SHAPE_H
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#include "btConvexShape.h"
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#include "../BroadphaseCollision/btBroadphaseProxy.h" // for the types
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///btCapsuleShape represents a capsule around the Y axis
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///A more general solution that can represent capsules is the btMultiSphereShape
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class btCapsuleShape : public btConvexShape
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{
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public:
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btCapsuleShape(float radius,float height);
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///CollisionShape Interface
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virtual void calculateLocalInertia(btScalar mass,btVector3& inertia);
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/// btConvexShape Interface
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virtual btVector3 localGetSupportingVertexWithoutMargin(const btVector3& vec)const;
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virtual void batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3* vectors,btVector3* supportVerticesOut,int numVectors) const;
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virtual int getShapeType() const { return CAPSULE_SHAPE_PROXYTYPE; }
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virtual char* getName()const
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{
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return "CapsuleShape";
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}
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float getRadius() const
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{
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return m_implicitShapeDimensions.getX();
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}
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float getHalfHeight() const
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{
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return m_implicitShapeDimensions.getY();
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}
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};
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#endif //BT_CAPSULE_SHAPE_H
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@@ -25,6 +25,7 @@ subject to the following restrictions:
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///Collision Shapes
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#include "BulletCollision/CollisionShapes/btBoxShape.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "BulletCollision/CollisionShapes/btCapsuleShape.h"
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#include "BulletCollision/CollisionShapes/btCylinderShape.h"
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#include "BulletCollision/CollisionShapes/btConeShape.h"
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#include "BulletCollision/CollisionShapes/btStaticPlaneShape.h"
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Reference in New Issue
Block a user