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@@ -149,3 +149,144 @@ void btSoftRigidDynamicsWorld::debugDrawWorld()
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}
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}
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}
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struct btSoftSingleRayCallback : public btBroadphaseRayCallback
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{
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btVector3 m_rayFromWorld;
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btVector3 m_rayToWorld;
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btTransform m_rayFromTrans;
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btTransform m_rayToTrans;
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btVector3 m_hitNormal;
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const btSoftRigidDynamicsWorld* m_world;
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btCollisionWorld::RayResultCallback& m_resultCallback;
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btSoftSingleRayCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld,const btSoftRigidDynamicsWorld* world,btCollisionWorld::RayResultCallback& resultCallback)
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:m_rayFromWorld(rayFromWorld),
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m_rayToWorld(rayToWorld),
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m_world(world),
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m_resultCallback(resultCallback)
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{
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m_rayFromTrans.setIdentity();
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m_rayFromTrans.setOrigin(m_rayFromWorld);
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m_rayToTrans.setIdentity();
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m_rayToTrans.setOrigin(m_rayToWorld);
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btVector3 rayDir = (rayToWorld-rayFromWorld);
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rayDir.normalize ();
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///what about division by zero? --> just set rayDirection[i] to INF/1e30
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m_rayDirectionInverse[0] = rayDir[0] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[0];
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m_rayDirectionInverse[1] = rayDir[1] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[1];
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m_rayDirectionInverse[2] = rayDir[2] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[2];
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m_signs[0] = m_rayDirectionInverse[0] < 0.0;
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m_signs[1] = m_rayDirectionInverse[1] < 0.0;
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m_signs[2] = m_rayDirectionInverse[2] < 0.0;
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m_lambda_max = rayDir.dot(m_rayToWorld-m_rayFromWorld);
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}
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virtual bool process(const btBroadphaseProxy* proxy)
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{
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///terminate further ray tests, once the closestHitFraction reached zero
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if (m_resultCallback.m_closestHitFraction == btScalar(0.f))
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return false;
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btCollisionObject* collisionObject = (btCollisionObject*)proxy->m_clientObject;
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//only perform raycast if filterMask matches
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if(m_resultCallback.needsCollision(collisionObject->getBroadphaseHandle()))
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{
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//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
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//btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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#if 0
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#ifdef RECALCULATE_AABB
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btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
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#else
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//getBroadphase()->getAabb(collisionObject->getBroadphaseHandle(),collisionObjectAabbMin,collisionObjectAabbMax);
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const btVector3& collisionObjectAabbMin = collisionObject->getBroadphaseHandle()->m_aabbMin;
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const btVector3& collisionObjectAabbMax = collisionObject->getBroadphaseHandle()->m_aabbMax;
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#endif
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#endif
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//btScalar hitLambda = m_resultCallback.m_closestHitFraction;
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//culling already done by broadphase
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//if (btRayAabb(m_rayFromWorld,m_rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,m_hitNormal))
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{
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m_world->rayTestSingle(m_rayFromTrans,m_rayToTrans,
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collisionObject,
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collisionObject->getCollisionShape(),
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collisionObject->getWorldTransform(),
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m_resultCallback);
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}
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}
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return true;
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}
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};
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void btSoftRigidDynamicsWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const
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{
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BT_PROFILE("rayTest");
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/// use the broadphase to accelerate the search for objects, based on their aabb
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/// and for each object with ray-aabb overlap, perform an exact ray test
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btSoftSingleRayCallback rayCB(rayFromWorld,rayToWorld,this,resultCallback);
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#ifndef USE_BRUTEFORCE_RAYBROADPHASE
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m_broadphasePairCache->rayTest(rayFromWorld,rayToWorld,rayCB);
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#else
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for (int i=0;i<this->getNumCollisionObjects();i++)
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{
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rayCB.process(m_collisionObjects[i]->getBroadphaseHandle());
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}
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#endif //USE_BRUTEFORCE_RAYBROADPHASE
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}
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void btSoftRigidDynamicsWorld::rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback)
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{
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if (collisionShape->isSoftBody()) {
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btSoftBody* softBody = btSoftBody::upcast(collisionObject);
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if (softBody) {
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btSoftBody::sRayCast softResult;
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if (softBody->rayTest(rayFromTrans.getOrigin(), rayToTrans.getOrigin(), softResult))
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{
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if (softResult.fraction<= resultCallback.m_closestHitFraction)
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{
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btCollisionWorld::LocalShapeInfo shapeInfo;
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shapeInfo.m_shapePart = 0;
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shapeInfo.m_triangleIndex = softResult.index;
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// get the normal
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btVector3 normal = softBody->m_faces[softResult.index].m_normal;
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btVector3 rayDir = rayToTrans.getOrigin() - rayFromTrans.getOrigin();
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if (normal.dot(rayDir) > 0) {
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// normal always point toward origin of the ray
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normal = -normal;
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}
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btCollisionWorld::LocalRayResult rayResult
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(collisionObject,
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&shapeInfo,
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normal,
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softResult.fraction);
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bool normalInWorldSpace = true;
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resultCallback.addSingleResult(rayResult,normalInWorldSpace);
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}
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}
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}
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}
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else {
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btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans,collisionObject,collisionShape,colObjWorldTransform,resultCallback);
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}
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}
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