added preferred direction, to improve penetration depth quality (better matching collision normal) for triangle meshes.
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@@ -17,6 +17,7 @@ subject to the following restrictions:
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#include "SpuVoronoiSimplexSolver.h"
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#include "SpuGjkPairDetector.h"
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#include "SpuContactResult.h"
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#include "SpuPreferredPenetrationDirections.h"
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#include "SpuLocalSupport.h"
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@@ -200,15 +201,17 @@ bool SpuMinkowskiPenetrationDepthSolver::calcPenDepth( SpuVoronoiSimplexSolver&
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int numSampleDirections = NUM_UNITSPHERE_POINTS;
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///this is necessary, otherwise the normal is not correct, and sphere will rotate forever on a sloped triangle mesh
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#define DO_PREFERRED_DIRECTIONS 1
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#ifdef DO_PREFERRED_DIRECTIONS
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{
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int numPDA = convexA->getNumPreferredPenetrationDirections();
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int numPDA = spuGetNumPreferredPenetrationDirections(shapeTypeA,convexA);
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if (numPDA)
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{
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for (int i=0;i<numPDA;i++)
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{
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btVector3 norm;
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convexA->getPreferredPenetrationDirection(i,norm);
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spuGetPreferredPenetrationDirection(shapeTypeA,convexA,i,norm);
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norm = transA.getBasis() * norm;
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sPenetrationDirections[numSampleDirections] = norm;
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numSampleDirections++;
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@@ -217,13 +220,13 @@ bool SpuMinkowskiPenetrationDepthSolver::calcPenDepth( SpuVoronoiSimplexSolver&
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}
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{
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int numPDB = convexB->getNumPreferredPenetrationDirections();
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int numPDB = spuGetNumPreferredPenetrationDirections(shapeTypeB,convexB);
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if (numPDB)
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{
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for (int i=0;i<numPDB;i++)
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{
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btVector3 norm;
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convexB->getPreferredPenetrationDirection(i,norm);
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spuGetPreferredPenetrationDirection(shapeTypeB,convexB,i,norm);
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norm = transB.getBasis() * norm;
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sPenetrationDirections[numSampleDirections] = norm;
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numSampleDirections++;
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