Bullet Collision Detection & Physics Library
btConvexConcaveCollisionAlgorithm.cpp
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
30
32 : btActivatingCollisionAlgorithm(ci, body0Wrap, body1Wrap),
33 m_btConvexTriangleCallback(ci.m_dispatcher1, body0Wrap, body1Wrap, isSwapped),
34 m_isSwapped(isSwapped)
35{
36}
37
39{
40}
41
43{
45 {
47 }
48}
49
51 m_dispatchInfoPtr(0)
52{
53 m_convexBodyWrap = isSwapped ? body1Wrap : body0Wrap;
54 m_triBodyWrap = isSwapped ? body0Wrap : body1Wrap;
55
56 //
57 // create the manifold from the dispatcher 'manifold pool'
58 //
60
61 clearCache();
62}
63
65{
66 clearCache();
68}
69
71{
73}
74
76{
77 BT_PROFILE("btConvexTriangleCallback::processTriangle");
78
80 {
81 return;
82 }
83
84 //just for debugging purposes
85 //printf("triangle %d",m_triangleCount++);
86
89
90#if 0
91
94 {
96 btVector3 color(1,1,0);
97 btTransform& tr = ob->getWorldTransform();
101 }
102#endif
103
105 {
107 tm.setMargin(m_collisionMarginTriangle);
108
111
113 {
114 colAlgo = ci.m_dispatcher1->findAlgorithm(m_convexBodyWrap, &triObWrap, 0, BT_CLOSEST_POINT_ALGORITHMS);
115 }
116 else
117 {
119 }
121
123 {
127 }
128 else
129 {
133 }
134
136
138 {
140 }
141 else
142 {
144 }
145
146 colAlgo->~btCollisionAlgorithm();
147 ci.m_dispatcher1->freeCollisionAlgorithm(colAlgo);
148 }
149}
150
152{
155
159
160 //recalc aabbs
164 //CollisionShape* triangleShape = static_cast<btCollisionShape*>(triBody->m_collisionShape);
166 btScalar extraMargin = collisionMarginTriangle + resultOut->m_closestPointDistanceThreshold;
167
169
170 m_aabbMax += extra;
171 m_aabbMin -= extra;
172}
173
175{
177}
178
180{
181 BT_PROFILE("btConvexConcaveCollisionAlgorithm::processCollision");
182
183 const btCollisionObjectWrapper* convexBodyWrap = m_isSwapped ? body1Wrap : body0Wrap;
184 const btCollisionObjectWrapper* triBodyWrap = m_isSwapped ? body0Wrap : body1Wrap;
185
186 if (triBodyWrap->getCollisionShape()->isConcave())
187 {
188 if (triBodyWrap->getCollisionShape()->getShapeType() == SDF_SHAPE_PROXYTYPE)
189 {
191 if (convexBodyWrap->getCollisionShape()->isConvex())
192 {
193 btConvexShape* convex = (btConvexShape*)convexBodyWrap->getCollisionShape();
195
196 if (convex->isPolyhedral())
197 {
199 for (int v = 0; v < poly->getNumVertices(); v++)
200 {
202 poly->getVertex(v, vtx);
203 queryVertices.push_back(vtx);
204 }
205 }
207
208 if (convex->getShapeType() == SPHERE_SHAPE_PROXYTYPE)
209 {
210 queryVertices.push_back(btVector3(0, 0, 0));
213 }
214 if (queryVertices.size())
215 {
216 resultOut->setPersistentManifold(m_btConvexTriangleCallback.m_manifoldPtr);
217 //m_btConvexTriangleCallback.m_manifoldPtr->clearManifold();
218
220 for (int v = 0; v < queryVertices.size(); v++)
221 {
222 const btVector3& vtx = queryVertices[v];
223 btVector3 vtxWorldSpace = convexBodyWrap->getWorldTransform() * vtx;
224 btVector3 vtxInSdf = triBodyWrap->getWorldTransform().invXform(vtxWorldSpace);
225
227 btScalar dist;
228 if (sdfShape->queryPoint(vtxInSdf, dist, normalLocal))
229 {
230 if (dist <= maxDist)
231 {
233 btVector3 normal = triBodyWrap->getWorldTransform().getBasis() * normalLocal;
234
235 if (convex->getShapeType() == SPHERE_SHAPE_PROXYTYPE)
236 {
238 dist -= sphere->getRadius();
239 vtxWorldSpace -= sphere->getRadius() * normal;
240 }
241 resultOut->addContactPoint(normal, vtxWorldSpace - normal * dist, dist);
242 }
243 }
244 }
245 resultOut->refreshContactPoints();
246 }
247 }
248 }
249 else
250 {
251 const btConcaveShape* concaveShape = static_cast<const btConcaveShape*>(triBodyWrap->getCollisionShape());
252
253 if (convexBodyWrap->getCollisionShape()->isConvex())
254 {
256
257 resultOut->setPersistentManifold(m_btConvexTriangleCallback.m_manifoldPtr);
259
260 m_btConvexTriangleCallback.m_manifoldPtr->setBodies(convexBodyWrap->getCollisionObject(), triBodyWrap->getCollisionObject());
261
263
264 resultOut->refreshContactPoints();
265
267 }
268 }
269 }
270}
271
273{
278
279 //quick approximation using raycast, todo: hook up to the continuous collision detection (one of the btConvexCast)
280
281 //only perform CCD above a certain threshold, this prevents blocking on the long run
282 //because object in a blocked ccd state (hitfraction<1) get their linear velocity halved each frame...
283 btScalar squareMot0 = (convexbody->getInterpolationWorldTransform().getOrigin() - convexbody->getWorldTransform().getOrigin()).length2();
284 if (squareMot0 < convexbody->getCcdSquareMotionThreshold())
285 {
286 return btScalar(1.);
287 }
288
289 //const btVector3& from = convexbody->m_worldTransform.getOrigin();
290 //btVector3 to = convexbody->m_interpolationWorldTransform.getOrigin();
291 //todo: only do if the motion exceeds the 'radius'
292
293 btTransform triInv = triBody->getWorldTransform().inverse();
294 btTransform convexFromLocal = triInv * convexbody->getWorldTransform();
295 btTransform convexToLocal = triInv * convexbody->getInterpolationWorldTransform();
296
298 {
302
304 btScalar m_hitFraction;
305
310 m_hitFraction(hitFraction)
311 {
312 }
313
314 virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex)
315 {
316 BT_PROFILE("processTriangle");
317 (void)partId;
319 //do a swept sphere for now
323 castResult.m_fraction = m_hitFraction;
328 //GjkConvexCast convexCaster(&pointShape,convexShape,&simplexSolver);
329 //ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);
330 //local space?
331
334 {
335 if (m_hitFraction > castResult.m_fraction)
336 m_hitFraction = castResult.m_fraction;
337 }
338 }
339 };
340
341 if (triBody->getCollisionShape()->isConcave())
342 {
344 rayAabbMin.setMin(convexToLocal.getOrigin());
346 rayAabbMax.setMax(convexToLocal.getOrigin());
347 btScalar ccdRadius0 = convexbody->getCcdSweptSphereRadius();
350
351 btScalar curHitFraction = btScalar(1.); //is this available?
353 convexbody->getCcdSweptSphereRadius(), curHitFraction);
354
355 raycastCallback.m_hitFraction = convexbody->getHitFraction();
356
358
359 btConcaveShape* triangleMesh = (btConcaveShape*)concavebody->getCollisionShape();
360
361 if (triangleMesh)
362 {
364 }
365
366 if (raycastCallback.m_hitFraction < convexbody->getHitFraction())
367 {
368 convexbody->setHitFraction(raycastCallback.m_hitFraction);
369 return raycastCallback.m_hitFraction;
370 }
371 }
372
373 return btScalar(1.);
374}
bool TestTriangleAgainstAabb2(const btVector3 *vertices, const btVector3 &aabbMin, const btVector3 &aabbMax)
conservative test for overlap between triangle and aabb
Definition btAabbUtil2.h:54
@ SDF_SHAPE_PROXYTYPE
@ SPHERE_SHAPE_PROXYTYPE
@ BT_CLOSEST_POINT_ALGORITHMS
@ BT_CONTACT_POINT_ALGORITHMS
const T & btMax(const T &a, const T &b)
Definition btMinMax.h:27
#define BT_PROFILE(name)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:314
#define SIMD_EPSILON
Definition btScalar.h:543
This class is not enabled yet (work-in-progress) to more aggressively activate objects.
void push_back(const T &_Val)
btCollisionAlgorithm is an collision interface that is compatible with the Broadphase and btDispatche...
btCollisionObject can be used to manage collision detection objects.
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
bool isConvex() const
virtual void getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const =0
getAabb returns the axis aligned bounding box in the coordinate frame of the given transform t.
The btConcaveShape class provides an interface for non-moving (static) concave shapes.
virtual btScalar getMargin() const
virtual void processAllTriangles(btTriangleCallback *callback, const btVector3 &aabbMin, const btVector3 &aabbMax) const =0
btConvexConcaveCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped)
btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
virtual void getAllContactManifolds(btManifoldArray &manifoldArray)
virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
The btConvexShape is an abstract shape interface, implemented by all convex shapes such as btBoxShape...
btConvexTriangleCallback(btDispatcher *dispatcher, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped)
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
void setTimeStepAndCounters(btScalar collisionMarginTriangle, const btDispatcherInfo &dispatchInfo, const btCollisionObjectWrapper *convexBodyWrap, const btCollisionObjectWrapper *triBodyWrap, btManifoldResult *resultOut)
const btCollisionObjectWrapper * m_convexBodyWrap
const btCollisionObjectWrapper * m_triBodyWrap
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
virtual void clearManifold(btPersistentManifold *manifold)=0
virtual void releaseManifold(btPersistentManifold *manifold)=0
virtual btPersistentManifold * getNewManifold(const btCollisionObject *b0, const btCollisionObject *b1)=0
virtual void drawLine(const btVector3 &from, const btVector3 &to, const btVector3 &color)=0
virtual int getDebugMode() const =0
btManifoldResult is a helper class to manage contact results.
virtual void setShapeIdentifiersA(int partId0, int index0)
setShapeIdentifiersA/B provides experimental support for per-triangle material / custom material comb...
void setBody0Wrap(const btCollisionObjectWrapper *obj0Wrap)
const btCollisionObjectWrapper * getBody1Wrap() const
void setBody1Wrap(const btCollisionObjectWrapper *obj1Wrap)
const btCollisionObject * getBody0Internal() const
virtual void setShapeIdentifiersB(int partId1, int index1)
btScalar m_closestPointDistanceThreshold
const btCollisionObjectWrapper * getBody0Wrap() const
void setBodies(const btCollisionObject *body0, const btCollisionObject *body1)
The btPolyhedralConvexShape is an internal interface class for polyhedral convex shapes.
The btSphereShape implements an implicit sphere, centered around a local origin with radius.
btScalar getRadius() const
btSubsimplexConvexCast implements Gino van den Bergens' paper "Ray Casting against bteral Convex Obje...
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition btTransform.h:30
btTransform inverse() const
Return the inverse of this transform.
void setIdentity()
Set this transformation to the identity.
The btTriangleCallback provides a callback for each overlapping triangle when calling processAllTrian...
btVector3 can be used to represent 3D points and vectors.
Definition btVector3.h:82
void setMax(const btVector3 &other)
Set each element to the max of the current values and the values of another btVector3.
Definition btVector3.h:609
btVector3 & safeNormalize()
Definition btVector3.h:286
void setMin(const btVector3 &other)
Set each element to the min of the current values and the values of another btVector3.
Definition btVector3.h:626
btVoronoiSimplexSolver is an implementation of the closest point distance algorithm from a 1-4 points...
const btCollisionShape * getCollisionShape() const
const btCollisionObject * getCollisionObject() const
const btTransform & getWorldTransform() const
RayResult stores the closest result alternatively, add a callback method to decide about closest/all ...
class btIDebugDraw * m_debugDraw