Introduce kF_UseGjkConvexCastRaytest, and make kF_UseSubSimplexConvexCastRaytest the default for btCollisionWorld::rayTest See https://github.com/bulletphysics/bullet3/issues/34

Add btCollisionObject::setIgnoreCollisionCheck to disable collisions between specific instances, without having a btTypedConstraint. See https://github.com/bulletphysics/bullet3/issues/165

Make btMultiBody and btMultiBodyJointMotor backwards compatible with Bullet 2.82 API (single-DOF API)
This commit is contained in:
Erwin Coumans
2014-05-01 13:51:56 -07:00
parent 907ac49892
commit 7151865c16
10 changed files with 87 additions and 49 deletions

View File

@@ -189,7 +189,7 @@ bool btCollisionDispatcher::needsCollision(const btCollisionObject* body0,const
if ((!body0->isActive()) && (!body1->isActive()))
needsCollision = false;
else if (!body0->checkCollideWith(body1))
else if ((!body0->checkCollideWith(body1)) || (!body1->checkCollideWith(body0)))
needsCollision = false;
return needsCollision ;

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@@ -110,13 +110,11 @@ protected:
/// If some object should have elaborate collision filtering by sub-classes
int m_checkCollideWith;
btAlignedObjectArray<const btCollisionObject*> m_objectsWithoutCollisionCheck;
///internal update revision number. It will be increased when the object changes. This allows some subsystems to perform lazy evaluation.
int m_updateRevision;
virtual bool checkCollideWithOverride(const btCollisionObject* /* co */) const
{
return true;
}
public:
@@ -225,7 +223,34 @@ public:
return m_collisionShape;
}
void setIgnoreCollisionCheck(const btCollisionObject* co, bool ignoreCollisionCheck)
{
if (ignoreCollisionCheck)
{
//We don't check for duplicates. Is it ok to leave that up to the user of this API?
//int index = m_objectsWithoutCollisionCheck.findLinearSearch(co);
//if (index == m_objectsWithoutCollisionCheck.size())
//{
m_objectsWithoutCollisionCheck.push_back(co);
//}
}
else
{
m_objectsWithoutCollisionCheck.remove(co);
}
m_checkCollideWith = m_objectsWithoutCollisionCheck.size() > 0;
}
virtual bool checkCollideWithOverride(const btCollisionObject* co) const
{
int index = m_objectsWithoutCollisionCheck.findLinearSearch(co);
if (index < m_objectsWithoutCollisionCheck.size())
{
return false;
}
return true;
}

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@@ -294,10 +294,11 @@ void btCollisionWorld::rayTestSingleInternal(const btTransform& rayFromTrans,con
//btContinuousConvexCollision convexCaster(castShape,convexShape,&simplexSolver,0);
bool condition = true;
btConvexCast* convexCasterPtr = 0;
if (resultCallback.m_flags & btTriangleRaycastCallback::kF_UseSubSimplexConvexCastRaytest)
convexCasterPtr = &subSimplexConvexCaster;
else
//use kF_UseSubSimplexConvexCastRaytest by default
if (resultCallback.m_flags & btTriangleRaycastCallback::kF_UseGjkConvexCastRaytest)
convexCasterPtr = &gjkConvexCaster;
else
convexCasterPtr = &subSimplexConvexCaster;
btConvexCast& convexCaster = *convexCasterPtr;

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@@ -21,6 +21,7 @@ subject to the following restrictions:
struct btBroadphaseProxy;
class btConvexShape;
class btTriangleRaycastCallback: public btTriangleCallback
{
public:
@@ -32,10 +33,12 @@ public:
//@BP Mod - allow backface filtering and unflipped normals
enum EFlags
{
kF_None = 0,
kF_None = 0,
kF_FilterBackfaces = 1 << 0,
kF_KeepUnflippedNormal = 1 << 1, // Prevents returned face normal getting flipped when a ray hits a back-facing triangle
kF_UseSubSimplexConvexCastRaytest = 1 << 2, // Uses an approximate but faster ray versus convex intersection algorithm
///SubSimplexConvexCastRaytest is the default, even if kF_None is set.
kF_UseSubSimplexConvexCastRaytest = 1 << 2, // Uses an approximate but faster ray versus convex intersection algorithm
kF_UseGjkConvexCastRaytest = 1 << 3,
kF_Terminator = 0xFFFFFFFF
};
unsigned int m_flags;