235 lines
7.1 KiB
C++
235 lines
7.1 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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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 "ConvexConcaveCollisionAlgorithm.h"
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#include "CollisionDispatch/CollisionObject.h"
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#include "CollisionShapes/MultiSphereShape.h"
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#include "CollisionShapes/BoxShape.h"
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#include "ConvexConvexAlgorithm.h"
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#include "BroadphaseCollision/BroadphaseProxy.h"
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#include "CollisionShapes/TriangleShape.h"
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#include "CollisionDispatch/ManifoldResult.h"
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#include "NarrowPhaseCollision/RaycastCallback.h"
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#include "CollisionShapes/TriangleMeshShape.h"
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ConvexConcaveCollisionAlgorithm::ConvexConcaveCollisionAlgorithm( const CollisionAlgorithmConstructionInfo& ci,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1)
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: CollisionAlgorithm(ci),m_convex(*proxy0),m_concave(*proxy1),
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m_boxTriangleCallback(ci.m_dispatcher,proxy0,proxy1)
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{
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}
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ConvexConcaveCollisionAlgorithm::~ConvexConcaveCollisionAlgorithm()
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{
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}
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BoxTriangleCallback::BoxTriangleCallback(Dispatcher* dispatcher,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1):
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m_boxProxy(proxy0),m_triangleProxy(*proxy1),m_dispatcher(dispatcher),
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m_dispatchInfoPtr(0)
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{
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//
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// create the manifold from the dispatcher 'manifold pool'
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//
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m_manifoldPtr = m_dispatcher->GetNewManifold(proxy0->m_clientObject,proxy1->m_clientObject);
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ClearCache();
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}
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BoxTriangleCallback::~BoxTriangleCallback()
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{
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ClearCache();
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m_dispatcher->ReleaseManifold( m_manifoldPtr );
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}
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void BoxTriangleCallback::ClearCache()
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{
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m_dispatcher->ClearManifold(m_manifoldPtr);
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};
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void BoxTriangleCallback::ProcessTriangle(SimdVector3* triangle,int partId, int triangleIndex)
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{
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//just for debugging purposes
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//printf("triangle %d",m_triangleCount++);
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//aabb filter is already applied!
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CollisionAlgorithmConstructionInfo ci;
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ci.m_dispatcher = m_dispatcher;
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CollisionObject* colObj = static_cast<CollisionObject*>(m_boxProxy->m_clientObject);
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if (colObj->m_collisionShape->IsConvex())
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{
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TriangleShape tm(triangle[0],triangle[1],triangle[2]);
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tm.SetMargin(m_collisionMarginTriangle);
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CollisionObject* ob = static_cast<CollisionObject*>(m_triangleProxy.m_clientObject);
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CollisionShape* tmpShape = ob->m_collisionShape;
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ob->m_collisionShape = &tm;
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ConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_boxProxy,&m_triangleProxy);
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cvxcvxalgo.ProcessCollision(m_boxProxy,&m_triangleProxy,*m_dispatchInfoPtr);
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ob->m_collisionShape = tmpShape;
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}
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}
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void BoxTriangleCallback::SetTimeStepAndCounters(float collisionMarginTriangle,const DispatcherInfo& dispatchInfo)
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{
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m_dispatchInfoPtr = &dispatchInfo;
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m_collisionMarginTriangle = collisionMarginTriangle;
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//recalc aabbs
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CollisionObject* boxBody = (CollisionObject* )m_boxProxy->m_clientObject;
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CollisionObject* triBody = (CollisionObject* )m_triangleProxy.m_clientObject;
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SimdTransform boxInTriangleSpace;
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boxInTriangleSpace = triBody->m_worldTransform.inverse() * boxBody->m_worldTransform;
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CollisionShape* boxshape = static_cast<CollisionShape*>(boxBody->m_collisionShape);
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//CollisionShape* triangleShape = static_cast<CollisionShape*>(triBody->m_collisionShape);
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boxshape->GetAabb(boxInTriangleSpace,m_aabbMin,m_aabbMax);
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float extraMargin = collisionMarginTriangle;//CONVEX_DISTANCE_MARGIN;//+0.1f;
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SimdVector3 extra(extraMargin,extraMargin,extraMargin);
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m_aabbMax += extra;
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m_aabbMin -= extra;
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}
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void ConvexConcaveCollisionAlgorithm::ClearCache()
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{
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m_boxTriangleCallback.ClearCache();
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}
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void ConvexConcaveCollisionAlgorithm::ProcessCollision (BroadphaseProxy* ,BroadphaseProxy* ,const DispatcherInfo& dispatchInfo)
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{
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CollisionObject* boxBody = static_cast<CollisionObject* >(m_convex.m_clientObject);
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CollisionObject* triBody = static_cast<CollisionObject* >(m_concave.m_clientObject);
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if (triBody->m_collisionShape->GetShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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if (!m_dispatcher->NeedsCollision(m_convex,m_concave))
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return;
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CollisionObject* triOb = static_cast<CollisionObject*>(m_concave.m_clientObject);
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TriangleMeshShape* triangleMesh = static_cast<TriangleMeshShape*>( triOb->m_collisionShape);
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if (boxBody->m_collisionShape->IsConvex())
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{
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float collisionMarginTriangle = triangleMesh->GetMargin();
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m_boxTriangleCallback.SetTimeStepAndCounters(collisionMarginTriangle,dispatchInfo);
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#ifdef USE_BOX_TRIANGLE
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m_dispatcher->ClearManifold(m_boxTriangleCallback.m_manifoldPtr);
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#endif
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m_boxTriangleCallback.m_manifoldPtr->SetBodies(m_convex.m_clientObject,m_concave.m_clientObject);
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triangleMesh->ProcessAllTriangles( &m_boxTriangleCallback,m_boxTriangleCallback.GetAabbMin(),m_boxTriangleCallback.GetAabbMax());
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}
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}
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}
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float ConvexConcaveCollisionAlgorithm::CalculateTimeOfImpact(BroadphaseProxy* ,BroadphaseProxy* ,const DispatcherInfo& dispatchInfo)
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{
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//quick approximation using raycast, todo: hook up to the continuous collision detection (one of the ConvexCast)
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CollisionObject* convexbody = (CollisionObject* )m_convex.m_clientObject;
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CollisionObject* triBody = static_cast<CollisionObject* >(m_concave.m_clientObject);
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const SimdVector3& from = convexbody->m_worldTransform.getOrigin();
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SimdVector3 to = convexbody->m_interpolationWorldTransform.getOrigin();
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//todo: only do if the motion exceeds the 'radius'
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struct LocalTriangleRaycastCallback : public TriangleRaycastCallback
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{
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LocalTriangleRaycastCallback(const SimdVector3& from,const SimdVector3& to)
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:TriangleRaycastCallback(from,to)
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{
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}
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virtual float ReportHit(const SimdVector3& hitNormalLocal, float hitFraction, int partId, int triangleIndex )
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{
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//todo: handle ccd here
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return 0.f;
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}
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};
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LocalTriangleRaycastCallback raycastCallback(from,to);
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raycastCallback.m_hitFraction = convexbody->m_hitFraction;
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SimdVector3 aabbMin (-1e30f,-1e30f,-1e30f);
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SimdVector3 aabbMax (SIMD_INFINITY,SIMD_INFINITY,SIMD_INFINITY);
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if (triBody->m_collisionShape->GetShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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CollisionObject* concavebody = (CollisionObject* )m_concave.m_clientObject;
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TriangleMeshShape* triangleMesh = (TriangleMeshShape*) concavebody->m_collisionShape;
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if (triangleMesh)
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{
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triangleMesh->ProcessAllTriangles(&raycastCallback,aabbMin,aabbMax);
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}
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}
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if (raycastCallback.m_hitFraction < convexbody->m_hitFraction)
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{
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convexbody->m_hitFraction = raycastCallback.m_hitFraction;
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return raycastCallback.m_hitFraction;
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}
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return 1.f;
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}
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