Some changes in rendering, to get shadows for trimeshes
Add dynamic aabb tree (btDbvt) optimization for btCompoundShape/btCompoundCollisionAlgorithm Add btTransformAabb util, todo: deploy it throughout the codebase
This commit is contained in:
@@ -16,12 +16,17 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionShapes/btCompoundShape.h"
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#include "BulletCollision/BroadphaseCollision/btDbvt.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "LinearMath/btAabbUtil2.h"
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btCompoundCollisionAlgorithm::btCompoundCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1,bool isSwapped)
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:btCollisionAlgorithm(ci),
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m_isSwapped(isSwapped)
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m_isSwapped(isSwapped),
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m_sharedManifold(ci.m_manifold)
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{
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m_ownsManifold = false;
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btCollisionObject* colObj = m_isSwapped? body1 : body0;
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btCollisionObject* otherObj = m_isSwapped? body0 : body1;
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assert (colObj->getCollisionShape()->isCompound());
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@@ -33,11 +38,17 @@ m_isSwapped(isSwapped)
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m_childCollisionAlgorithms.resize(numChildren);
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for (i=0;i<numChildren;i++)
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{
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btCollisionShape* tmpShape = colObj->getCollisionShape();
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btCollisionShape* childShape = compoundShape->getChildShape(i);
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colObj->internalSetTemporaryCollisionShape( childShape );
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m_childCollisionAlgorithms[i] = ci.m_dispatcher1->findAlgorithm(colObj,otherObj);
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colObj->internalSetTemporaryCollisionShape( tmpShape );
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if (compoundShape->getDynamicAabbTree())
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{
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m_childCollisionAlgorithms[i] = 0;
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} else
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{
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btCollisionShape* tmpShape = colObj->getCollisionShape();
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btCollisionShape* childShape = compoundShape->getChildShape(i);
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colObj->internalSetTemporaryCollisionShape( childShape );
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m_childCollisionAlgorithms[i] = ci.m_dispatcher1->findAlgorithm(colObj,otherObj,m_sharedManifold);
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colObj->internalSetTemporaryCollisionShape( tmpShape );
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}
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}
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}
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@@ -48,11 +59,109 @@ btCompoundCollisionAlgorithm::~btCompoundCollisionAlgorithm()
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int i;
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for (i=0;i<numChildren;i++)
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{
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m_childCollisionAlgorithms[i]->~btCollisionAlgorithm();
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m_dispatcher->freeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
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if (m_childCollisionAlgorithms[i])
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{
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m_childCollisionAlgorithms[i]->~btCollisionAlgorithm();
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m_dispatcher->freeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
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}
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}
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}
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struct btCompoundLeafCallback : btDbvt::ICollide
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{
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public:
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btCollisionObject* m_compoundColObj;
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btCollisionObject* m_otherObj;
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btDispatcher* m_dispatcher;
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const btDispatcherInfo& m_dispatchInfo;
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btManifoldResult* m_resultOut;
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btCollisionAlgorithm** m_childCollisionAlgorithms;
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btPersistentManifold* m_sharedManifold;
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btCompoundLeafCallback (btCollisionObject* compoundObj,btCollisionObject* otherObj,btDispatcher* dispatcher,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut,btCollisionAlgorithm** childCollisionAlgorithms,btPersistentManifold* sharedManifold)
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:m_compoundColObj(compoundObj),m_otherObj(otherObj),m_dispatcher(dispatcher),m_dispatchInfo(dispatchInfo),m_resultOut(resultOut),
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m_childCollisionAlgorithms(childCollisionAlgorithms),
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m_sharedManifold(sharedManifold)
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{
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}
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void ProcessChildShape(btCollisionShape* childShape,int index)
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{
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btCompoundShape* compoundShape = static_cast<btCompoundShape*>(m_compoundColObj->getCollisionShape());
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//backup
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btTransform orgTrans = m_compoundColObj->getWorldTransform();
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btTransform orgInterpolationTrans = m_compoundColObj->getInterpolationWorldTransform();
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const btTransform& childTrans = compoundShape->getChildTransform(index);
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btTransform newChildWorldTrans = orgTrans*childTrans ;
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//perform an AABB check first
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btVector3 aabbMin0,aabbMax0,aabbMin1,aabbMax1;
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childShape->getAabb(newChildWorldTrans,aabbMin0,aabbMax0);
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m_otherObj->getCollisionShape()->getAabb(m_otherObj->getWorldTransform(),aabbMin1,aabbMax1);
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if (TestAabbAgainstAabb2(aabbMin0,aabbMax0,aabbMin1,aabbMax1))
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{
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m_compoundColObj->setWorldTransform( newChildWorldTrans);
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m_compoundColObj->setInterpolationWorldTransform(newChildWorldTrans);
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//the contactpoint is still projected back using the original inverted worldtrans
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btCollisionShape* tmpShape = m_compoundColObj->getCollisionShape();
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m_compoundColObj->internalSetTemporaryCollisionShape( childShape );
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if (!m_childCollisionAlgorithms[index])
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m_childCollisionAlgorithms[index] = m_dispatcher->findAlgorithm(m_compoundColObj,m_otherObj,m_sharedManifold);
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m_childCollisionAlgorithms[index]->processCollision(m_compoundColObj,m_otherObj,m_dispatchInfo,m_resultOut);
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if (m_dispatchInfo.m_debugDraw && (m_dispatchInfo.m_debugDraw->getDebugMode() & btIDebugDraw::DBG_DrawAabb))
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{
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btVector3 worldAabbMin,worldAabbMax;
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m_dispatchInfo.m_debugDraw->drawAabb(aabbMin0,aabbMax0,btVector3(1,1,1));
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m_dispatchInfo.m_debugDraw->drawAabb(aabbMin1,aabbMax1,btVector3(1,1,1));
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}
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//revert back transform
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m_compoundColObj->internalSetTemporaryCollisionShape( tmpShape);
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m_compoundColObj->setWorldTransform( orgTrans );
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m_compoundColObj->setInterpolationWorldTransform(orgInterpolationTrans);
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}
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}
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void Process(const btDbvtNode* leaf)
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{
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int index = int(leaf->data);
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btCompoundShape* compoundShape = static_cast<btCompoundShape*>(m_compoundColObj->getCollisionShape());
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btCollisionShape* childShape = compoundShape->getChildShape(index);
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if (m_dispatchInfo.m_debugDraw && (m_dispatchInfo.m_debugDraw->getDebugMode() & btIDebugDraw::DBG_DrawAabb))
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{
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btVector3 worldAabbMin,worldAabbMax;
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btTransform orgTrans = m_compoundColObj->getWorldTransform();
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btTransformAabb(leaf->volume.Mins(),leaf->volume.Maxs(),0.,orgTrans,worldAabbMin,worldAabbMax);
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m_dispatchInfo.m_debugDraw->drawAabb(worldAabbMin,worldAabbMax,btVector3(1,0,0));
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}
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ProcessChildShape(childShape,index);
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}
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};
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void btCompoundCollisionAlgorithm::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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btCollisionObject* colObj = m_isSwapped? body1 : body0;
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@@ -61,37 +170,69 @@ void btCompoundCollisionAlgorithm::processCollision (btCollisionObject* body0,bt
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assert (colObj->getCollisionShape()->isCompound());
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btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->getCollisionShape());
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//We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
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//If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
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//given Proxy0 and Proxy1, if both have a tree, Tree0 and Tree1, this means:
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//determine overlapping nodes of Proxy1 using Proxy0 AABB against Tree1
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//then use each overlapping node AABB against Tree0
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//and vise versa.
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btDbvt* tree = compoundShape->getDynamicAabbTree();
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//use a dynamic aabb tree to cull potential child-overlaps
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btCompoundLeafCallback callback(colObj,otherObj,m_dispatcher,dispatchInfo,resultOut,&m_childCollisionAlgorithms[0],m_sharedManifold);
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int numChildren = m_childCollisionAlgorithms.size();
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int i;
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for (i=0;i<numChildren;i++)
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if (tree)
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{
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//temporarily exchange parent btCollisionShape with childShape, and recurse
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btCollisionShape* childShape = compoundShape->getChildShape(i);
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//backup
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btTransform orgTrans = colObj->getWorldTransform();
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btTransform orgInterpolationTrans = colObj->getInterpolationWorldTransform();
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btVector3 localAabbMin,localAabbMax;
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btTransform otherInCompoundSpace;
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otherInCompoundSpace = colObj->getWorldTransform().inverse() * otherObj->getWorldTransform();
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otherObj->getCollisionShape()->getAabb(otherInCompoundSpace,localAabbMin,localAabbMax);
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const btTransform& childTrans = compoundShape->getChildTransform(i);
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btTransform newChildWorldTrans = orgTrans*childTrans ;
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colObj->setWorldTransform( newChildWorldTrans);
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colObj->setInterpolationWorldTransform(newChildWorldTrans);
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const btDbvtVolume bounds=btDbvtVolume::FromMM(localAabbMin,localAabbMax);
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//process all children, that overlap with the given AABB bounds
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tree->collideTV(tree->m_root,bounds,callback);
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} else
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{
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//iterate over all children, perform an AABB check inside ProcessChildShape
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int numChildren = m_childCollisionAlgorithms.size();
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int i;
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for (i=0;i<numChildren;i++)
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{
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callback.ProcessChildShape(compoundShape->getChildShape(i),i);
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}
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}
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{
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//iterate over all children, perform an AABB check inside ProcessChildShape
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int numChildren = m_childCollisionAlgorithms.size();
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int i;
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btManifoldArray manifoldArray;
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for (i=0;i<numChildren;i++)
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{
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if (m_childCollisionAlgorithms[i])
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{
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btCollisionShape* childShape = compoundShape->getChildShape(i);
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//if not longer overlapping, remove the algorithm
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btTransform orgTrans = colObj->getWorldTransform();
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btTransform orgInterpolationTrans = colObj->getInterpolationWorldTransform();
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const btTransform& childTrans = compoundShape->getChildTransform(i);
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btTransform newChildWorldTrans = orgTrans*childTrans ;
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//perform an AABB check first
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btVector3 aabbMin0,aabbMax0,aabbMin1,aabbMax1;
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childShape->getAabb(newChildWorldTrans,aabbMin0,aabbMax0);
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otherObj->getCollisionShape()->getAabb(otherObj->getWorldTransform(),aabbMin1,aabbMax1);
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if (!TestAabbAgainstAabb2(aabbMin0,aabbMax0,aabbMin1,aabbMax1))
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{
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m_childCollisionAlgorithms[i]->~btCollisionAlgorithm();
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m_dispatcher->freeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
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m_childCollisionAlgorithms[i] = 0;
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}
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}
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}
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//the contactpoint is still projected back using the original inverted worldtrans
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btCollisionShape* tmpShape = colObj->getCollisionShape();
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colObj->internalSetTemporaryCollisionShape( childShape );
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m_childCollisionAlgorithms[i]->processCollision(colObj,otherObj,dispatchInfo,resultOut);
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//revert back
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colObj->internalSetTemporaryCollisionShape( tmpShape);
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colObj->setWorldTransform( orgTrans );
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colObj->setInterpolationWorldTransform(orgInterpolationTrans);
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}
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}
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