Added raycast against trianglemesh. Will be extended to object cast soon.
Thanks John Rowe (JMC)
This commit is contained in:
@@ -19,6 +19,7 @@ subject to the following restrictions:
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#include "../BspDemo/BspDemo.h"
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#include "../BasicDemo/BasicDemo.h"
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#include "../ConcaveDemo/ConcaveDemo.h"
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//#include "../ConcaveRaycastDemo/ConcaveRaycastDemo.h"
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#include "../ConvexDecompositionDemo/ConvexDecompositionDemo.h"
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#include "../RagdollDemo/RagdollDemo.h"
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#include "../GimpactTestDemo/GimpactTestDemo.h"
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@@ -96,6 +97,7 @@ btDemoEntry g_demoEntries[] =
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{"RagdollDemo",RagdollDemo::Create},
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{"CcdPhysicsDemo", CcdPhysicsDemo::Create},
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{"ConcaveDemo",ConcaveDemo::Create},
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// {"ConcaveRaycastDemo",ConcaveRaycastDemo::Create},
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{"ConvexDecomposition",ConvexDecompositionDemo::Create},
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{"BasicDemo", BasicDemo::Create},
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{"BspDemo", BspDemo::Create},
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@@ -108,3 +110,4 @@ btDemoEntry g_demoEntries[] =
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{0, 0}
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};
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@@ -20,7 +20,7 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h" //for raycasting
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#include "BulletCollision/CollisionShapes/btTriangleMeshShape.h" //for raycasting
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#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h" //for raycasting
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#include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h"
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#include "BulletCollision/CollisionShapes/btCompoundShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
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@@ -254,19 +254,14 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
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}
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else
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{
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if (collisionShape->isConcave())
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{
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btTriangleMeshShape* triangleMesh = (btTriangleMeshShape*)collisionShape;
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{
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btBvhTriangleMeshShape* triangleMesh = (btBvhTriangleMeshShape*)collisionShape;
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btTransform worldTocollisionObject = colObjWorldTransform.inverse();
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btVector3 rayFromLocal = worldTocollisionObject * rayFromTrans.getOrigin();
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btVector3 rayToLocal = worldTocollisionObject * rayToTrans.getOrigin();
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//ConvexCast::CastResult
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struct BridgeTriangleRaycastCallback : public btTriangleRaycastCallback
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{
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btCollisionWorld::RayResultCallback* m_resultCallback;
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@@ -297,23 +292,13 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
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bool normalInWorldSpace = false;
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return m_resultCallback->AddSingleResult(rayResult,normalInWorldSpace);
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}
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};
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BridgeTriangleRaycastCallback rcb(rayFromLocal,rayToLocal,&resultCallback,collisionObject,triangleMesh);
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BridgeTriangleRaycastCallback rcb(rayFromLocal,rayToLocal,&resultCallback,collisionObject,triangleMesh);
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rcb.m_hitFraction = resultCallback.m_closestHitFraction;
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btVector3 rayAabbMinLocal = rayFromLocal;
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rayAabbMinLocal.setMin(rayToLocal);
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btVector3 rayAabbMaxLocal = rayFromLocal;
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rayAabbMaxLocal.setMax(rayToLocal);
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triangleMesh->processAllTriangles(&rcb,rayAabbMinLocal,rayAabbMaxLocal);
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triangleMesh->performRaycast(&rcb,rayFromLocal,rayToLocal);
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} else
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{
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//todo: use AABB tree or other BVH acceleration structure!
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@@ -18,7 +18,6 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h"
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#include "BulletCollision/CollisionShapes/btOptimizedBvh.h"
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///Bvh Concave triangle mesh is a static-triangle mesh shape with Bounding Volume Hierarchy optimization.
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///Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
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btBvhTriangleMeshShape::btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, bool buildBvh)
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@@ -92,6 +91,66 @@ btBvhTriangleMeshShape::~btBvhTriangleMeshShape()
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}
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}
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void btBvhTriangleMeshShape::performRaycast (btTriangleRaycastCallback* callback, const btVector3& raySource, const btVector3& rayTarget)
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{
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struct MyNodeOverlapCallback : public btNodeOverlapCallback
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{
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btStridingMeshInterface* m_meshInterface;
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btTriangleRaycastCallback* m_callback;
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MyNodeOverlapCallback(btTriangleRaycastCallback* callback,btStridingMeshInterface* meshInterface)
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:m_meshInterface(meshInterface),
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m_callback(callback)
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{
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}
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virtual void processNode(int nodeSubPart, int nodeTriangleIndex)
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{
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btVector3 m_triangle[3];
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const unsigned char *vertexbase;
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int numverts;
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PHY_ScalarType type;
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int stride;
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const unsigned char *indexbase;
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int indexstride;
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int numfaces;
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PHY_ScalarType indicestype;
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m_meshInterface->getLockedReadOnlyVertexIndexBase(
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&vertexbase,
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numverts,
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type,
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stride,
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&indexbase,
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indexstride,
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numfaces,
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indicestype,
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nodeSubPart);
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int* gfxbase = (int*)(indexbase+nodeTriangleIndex*indexstride);
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btAssert(indicestype==PHY_INTEGER||indicestype==PHY_SHORT);
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const btVector3& meshScaling = m_meshInterface->getScaling();
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for (int j=2;j>=0;j--)
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{
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int graphicsindex = indicestype==PHY_SHORT?((short*)gfxbase)[j]:gfxbase[j];
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btScalar* graphicsbase = (btScalar*)(vertexbase+graphicsindex*stride);
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m_triangle[j] = btVector3(graphicsbase[0]*meshScaling.getX(),graphicsbase[1]*meshScaling.getY(),graphicsbase[2]*meshScaling.getZ());
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}
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/* Perform ray vs. triangle collision here */
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m_callback->processTriangle(m_triangle,nodeSubPart,nodeTriangleIndex);
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m_meshInterface->unLockReadOnlyVertexBase(nodeSubPart);
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}
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};
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MyNodeOverlapCallback myNodeCallback(callback,m_meshInterface);
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m_bvh->reportRayOverlappingNodex(&myNodeCallback,raySource,rayTarget);
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}
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//perform bvh tree traversal and report overlapping triangles to 'callback'
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void btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
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{
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@@ -19,6 +19,7 @@ subject to the following restrictions:
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#include "btTriangleMeshShape.h"
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#include "btOptimizedBvh.h"
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#include "LinearMath/btAlignedAllocator.h"
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#include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h"
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///Bvh Concave triangle mesh is a static-triangle mesh shape with Bounding Volume Hierarchy optimization.
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///Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
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@@ -51,6 +52,7 @@ public:
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*/
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void performRaycast (btTriangleRaycastCallback* callback, const btVector3& raySource, const btVector3& rayTarget);
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virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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@@ -12,6 +12,7 @@ subject to the following restrictions:
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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 "btOptimizedBvh.h"
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#include "btStridingMeshInterface.h"
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#include "LinearMath/btAabbUtil2.h"
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@@ -740,7 +741,117 @@ void btOptimizedBvh::walkRecursiveQuantizedTreeAgainstQueryAabb(const btQuantize
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void btOptimizedBvh::walkStacklessQuantizedTreeAgainstRay(btNodeOverlapCallback* nodeCallback, const btVector3& raySource, const btVector3& rayTarget, int startNodeIndex,int endNodeIndex) const
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{
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btAssert(m_useQuantization);
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int curIndex = startNodeIndex;
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int walkIterations = 0;
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int subTreeSize = endNodeIndex - startNodeIndex;
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const btQuantizedBvhNode* rootNode = &m_quantizedContiguousNodes[startNodeIndex];
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int escapeIndex;
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bool isLeafNode;
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//PCK: unsigned instead of bool
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unsigned BoxBoxOverlap = 0;
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unsigned RayBoxOverlap = 0;
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btScalar lambda_max = 1.0;
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#define RAYAABB2
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#ifdef RAYAABB2
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btVector3 rayFrom = raySource;
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btVector3 rayDirection = (rayTarget-raySource);
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rayDirection.normalize ();
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lambda_max = rayDirection.dot(rayTarget-raySource);
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rayDirection[0] = btScalar(1.0) / rayDirection[0];
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rayDirection[1] = btScalar(1.0) / rayDirection[1];
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rayDirection[2] = btScalar(1.0) / rayDirection[2];
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unsigned int sign[3] = { rayDirection[0] < 0.0, rayDirection[1] < 0.0, rayDirection[2] < 0.0};
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#endif
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/* Quick pruning by quantized box */
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btVector3 rayAabbMin = raySource;
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btVector3 rayAabbMax = raySource;
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rayAabbMin.setMin(rayTarget);
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rayAabbMax.setMax(rayTarget);
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unsigned short int quantizedQueryAabbMin[3];
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unsigned short int quantizedQueryAabbMax[3];
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quantizeWithClamp(quantizedQueryAabbMin,rayAabbMin);
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quantizeWithClamp(quantizedQueryAabbMax,rayAabbMax);
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while (curIndex < endNodeIndex)
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{
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//#define VISUALLY_ANALYZE_BVH 1
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#ifdef VISUALLY_ANALYZE_BVH
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//some code snippet to debugDraw aabb, to visually analyze bvh structure
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static int drawPatch = 0;
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//need some global access to a debugDrawer
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extern btIDebugDraw* debugDrawerPtr;
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if (curIndex==drawPatch)
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{
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btVector3 aabbMin,aabbMax;
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aabbMin = unQuantize(rootNode->m_quantizedAabbMin);
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aabbMax = unQuantize(rootNode->m_quantizedAabbMax);
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btVector3 color(1,0,0);
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debugDrawerPtr->drawAabb(aabbMin,aabbMax,color);
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}
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#endif//VISUALLY_ANALYZE_BVH
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//catch bugs in tree data
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assert (walkIterations < subTreeSize);
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walkIterations++;
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//PCK: unsigned instead of bool
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// only interested if this is closer than any previous hit
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btScalar param = 1.0;
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RayBoxOverlap = 0;
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BoxBoxOverlap = testQuantizedAabbAgainstQuantizedAabb(quantizedQueryAabbMin,quantizedQueryAabbMax,rootNode->m_quantizedAabbMin,rootNode->m_quantizedAabbMax);
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isLeafNode = rootNode->isLeafNode();
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if (BoxBoxOverlap)
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{
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btVector3 bounds[2];
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bounds[0] = unQuantize(rootNode->m_quantizedAabbMin);
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bounds[1] = unQuantize(rootNode->m_quantizedAabbMax);
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btVector3 normal;
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#if 0
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bool ra2 = btRayAabb2 (raySource, rayDirection, sign, bounds, param, 0.0, lambda_max);
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bool ra = btRayAabb (raySource, rayTarget, bounds[0], bounds[1], param, normal);
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if (ra2 != ra)
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{
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printf("functions don't match\n");
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}
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#endif
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#ifdef RAYAABB2
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RayBoxOverlap = btRayAabb2 (raySource, rayDirection, sign, bounds, param, 0.0, lambda_max);
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#else
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RayBoxOverlap = btRayAabb(raySource, rayTarget, bounds[0], bounds[1], param, normal);
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#endif
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}
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if (isLeafNode && RayBoxOverlap)
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{
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nodeCallback->processNode(rootNode->getPartId(),rootNode->getTriangleIndex());
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}
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//PCK: unsigned instead of bool
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if ((RayBoxOverlap != 0) || isLeafNode)
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{
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rootNode++;
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curIndex++;
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} else
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{
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escapeIndex = rootNode->getEscapeIndex();
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rootNode += escapeIndex;
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curIndex += escapeIndex;
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}
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}
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if (maxIterations < walkIterations)
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maxIterations = walkIterations;
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}
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void btOptimizedBvh::walkStacklessQuantizedTree(btNodeOverlapCallback* nodeCallback,unsigned short int* quantizedQueryAabbMin,unsigned short int* quantizedQueryAabbMax,int startNodeIndex,int endNodeIndex) const
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{
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@@ -830,6 +941,21 @@ void btOptimizedBvh::walkStacklessQuantizedTreeCacheFriendly(btNodeOverlapCallba
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}
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void btOptimizedBvh::reportRayOverlappingNodex (btNodeOverlapCallback* nodeCallback, const btVector3& raySource, const btVector3& rayTarget) const
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{
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bool fast_path = m_useQuantization && m_traversalMode == TRAVERSAL_STACKLESS;
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if (fast_path)
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{
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walkStacklessQuantizedTreeAgainstRay(nodeCallback, raySource, rayTarget, 0, m_curNodeIndex);
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} else {
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/* Otherwise fallback to AABB overlap test */
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btVector3 aabbMin = raySource;
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btVector3 aabbMax = raySource;
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aabbMin.setMin(rayTarget);
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aabbMax.setMax(rayTarget);
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reportAabbOverlappingNodex(nodeCallback,aabbMin,aabbMax);
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}
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}
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void btOptimizedBvh::reportSphereOverlappingNodex(btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const
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@@ -1186,6 +1312,8 @@ m_bvhAabbMin(self.m_bvhAabbMin),
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m_bvhAabbMax(self.m_bvhAabbMax),
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m_bvhQuantization(self.m_bvhQuantization)
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{
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}
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@@ -286,6 +286,7 @@ protected:
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void walkStacklessTree(btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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void walkStacklessQuantizedTreeAgainstRay(btNodeOverlapCallback* nodeCallback, const btVector3& raySource, const btVector3& rayTarget, int startNodeIndex,int endNodeIndex) const;
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void walkStacklessQuantizedTree(btNodeOverlapCallback* nodeCallback,unsigned short int* quantizedQueryAabbMin,unsigned short int* quantizedQueryAabbMax,int startNodeIndex,int endNodeIndex) const;
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///tree traversal designed for small-memory processors like PS3 SPU
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@@ -329,7 +330,7 @@ public:
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void build(btStridingMeshInterface* triangles,bool useQuantizedAabbCompression, const btVector3& bvhAabbMin, const btVector3& bvhAabbMax);
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void reportAabbOverlappingNodex(btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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void reportRayOverlappingNodex (btNodeOverlapCallback* nodeCallback, const btVector3& raySource, const btVector3& rayTarget) const;
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void reportSphereOverlappingNodex(btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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SIMD_FORCE_INLINE void quantizeWithClamp(unsigned short* out, const btVector3& point) const
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@@ -401,3 +402,4 @@ private:
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#endif //OPTIMIZED_BVH_H
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@@ -29,8 +29,6 @@ btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const
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void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId, int triangleIndex)
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{
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const btVector3 &vert0=triangle[0];
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const btVector3 &vert1=triangle[1];
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const btVector3 &vert2=triangle[2];
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@@ -65,6 +65,41 @@ SIMD_FORCE_INLINE int btOutcode(const btVector3& p,const btVector3& halfExtent)
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}
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SIMD_FORCE_INLINE bool btRayAabb2(const btVector3& rayFrom,
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const btVector3& rayInvDirection,
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const unsigned int raySign[3],
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const btVector3 bounds[2],
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btScalar& tmin,
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btScalar lambda_min,
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btScalar lambda_max)
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{
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btScalar tmax, tymin, tymax, tzmin, tzmax;
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tmin = (bounds[raySign[0]][0] - rayFrom[0]) * rayInvDirection[0];
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tmax = (bounds[1-raySign[0]][0] - rayFrom[0]) * rayInvDirection[0];
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tymin = (bounds[raySign[1]][1] - rayFrom[1]) * rayInvDirection[1];
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tymax = (bounds[1-raySign[1]][1] - rayFrom[1]) * rayInvDirection[1];
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if ( (tmin > tymax) || (tymin > tmax) )
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return false;
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if (tymin > tmin)
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tmin = tymin;
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if (tymax < tmax)
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tmax = tymax;
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tzmin = (bounds[raySign[2]][2] - rayFrom[2]) * rayInvDirection[2];
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tzmax = (bounds[1-raySign[2]][2] - rayFrom[2]) * rayInvDirection[2];
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if ( (tmin > tzmax) || (tzmin > tmax) )
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return false;
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if (tzmin > tmin)
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tmin = tzmin;
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if (tzmax < tmax)
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tmax = tzmax;
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return ( (tmin < lambda_max) && (tmax > lambda_min) );
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}
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SIMD_FORCE_INLINE bool btRayAabb(const btVector3& rayFrom,
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const btVector3& rayTo,
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const btVector3& aabbMin,
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@@ -123,3 +158,4 @@ SIMD_FORCE_INLINE bool btRayAabb(const btVector3& rayFrom,
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#endif
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