e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
243 lines
7.2 KiB
C++
243 lines
7.2 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 "btContinuousConvexCollision.h"
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h"
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#include "LinearMath/btTransformUtil.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "btGjkPairDetector.h"
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#include "btPointCollector.h"
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#include "BulletCollision/CollisionShapes/btStaticPlaneShape.h"
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btContinuousConvexCollision::btContinuousConvexCollision ( const btConvexShape* convexA,const btConvexShape* convexB,btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* penetrationDepthSolver)
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:m_simplexSolver(simplexSolver),
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m_penetrationDepthSolver(penetrationDepthSolver),
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m_convexA(convexA),m_convexB1(convexB),m_planeShape(0)
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{
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}
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btContinuousConvexCollision::btContinuousConvexCollision( const btConvexShape* convexA,const btStaticPlaneShape* plane)
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:m_simplexSolver(0),
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m_penetrationDepthSolver(0),
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m_convexA(convexA),m_convexB1(0),m_planeShape(plane)
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{
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}
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/// This maximum should not be necessary. It allows for untested/degenerate cases in production code.
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/// You don't want your game ever to lock-up.
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#define MAX_ITERATIONS 64
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void btContinuousConvexCollision::computeClosestPoints( const btTransform& transA, const btTransform& transB,btPointCollector& pointCollector)
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{
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if (m_convexB1)
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{
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m_simplexSolver->reset();
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btGjkPairDetector gjk(m_convexA,m_convexB1,m_convexA->getShapeType(),m_convexB1->getShapeType(),m_convexA->getMargin(),m_convexB1->getMargin(),m_simplexSolver,m_penetrationDepthSolver);
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btGjkPairDetector::ClosestPointInput input;
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input.m_transformA = transA;
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input.m_transformB = transB;
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gjk.getClosestPoints(input,pointCollector,0);
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} else
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{
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//convex versus plane
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const btConvexShape* convexShape = m_convexA;
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const btStaticPlaneShape* planeShape = m_planeShape;
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const btVector3& planeNormal = planeShape->getPlaneNormal();
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const btScalar& planeConstant = planeShape->getPlaneConstant();
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btTransform convexWorldTransform = transA;
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btTransform convexInPlaneTrans;
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convexInPlaneTrans= transB.inverse() * convexWorldTransform;
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btTransform planeInConvex;
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planeInConvex= convexWorldTransform.inverse() * transB;
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btVector3 vtx = convexShape->localGetSupportingVertex(planeInConvex.getBasis()*-planeNormal);
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btVector3 vtxInPlane = convexInPlaneTrans(vtx);
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btScalar distance = (planeNormal.dot(vtxInPlane) - planeConstant);
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btVector3 vtxInPlaneProjected = vtxInPlane - distance*planeNormal;
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btVector3 vtxInPlaneWorld = transB * vtxInPlaneProjected;
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btVector3 normalOnSurfaceB = transB.getBasis() * planeNormal;
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pointCollector.addContactPoint(
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normalOnSurfaceB,
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vtxInPlaneWorld,
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distance);
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}
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}
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bool btContinuousConvexCollision::calcTimeOfImpact(
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const btTransform& fromA,
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const btTransform& toA,
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const btTransform& fromB,
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const btTransform& toB,
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CastResult& result)
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{
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/// compute linear and angular velocity for this interval, to interpolate
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btVector3 linVelA,angVelA,linVelB,angVelB;
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btTransformUtil::calculateVelocity(fromA,toA,btScalar(1.),linVelA,angVelA);
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btTransformUtil::calculateVelocity(fromB,toB,btScalar(1.),linVelB,angVelB);
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btScalar boundingRadiusA = m_convexA->getAngularMotionDisc();
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btScalar boundingRadiusB = m_convexB1?m_convexB1->getAngularMotionDisc():0.f;
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btScalar maxAngularProjectedVelocity = angVelA.length() * boundingRadiusA + angVelB.length() * boundingRadiusB;
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btVector3 relLinVel = (linVelB-linVelA);
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btScalar relLinVelocLength = (linVelB-linVelA).length();
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if ((relLinVelocLength+maxAngularProjectedVelocity) == 0.f)
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return false;
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btScalar lambda = btScalar(0.);
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btVector3 v(1,0,0);
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int maxIter = MAX_ITERATIONS;
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btVector3 n;
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n.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
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bool hasResult = false;
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btVector3 c;
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btScalar lastLambda = lambda;
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//btScalar epsilon = btScalar(0.001);
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int numIter = 0;
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//first solution, using GJK
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btScalar radius = 0.001f;
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// result.drawCoordSystem(sphereTr);
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btPointCollector pointCollector1;
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{
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computeClosestPoints(fromA,fromB,pointCollector1);
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hasResult = pointCollector1.m_hasResult;
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c = pointCollector1.m_pointInWorld;
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}
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if (hasResult)
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{
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btScalar dist;
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dist = pointCollector1.m_distance + result.m_allowedPenetration;
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n = pointCollector1.m_normalOnBInWorld;
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btScalar projectedLinearVelocity = relLinVel.dot(n);
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if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=SIMD_EPSILON)
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return false;
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//not close enough
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while (dist > radius)
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{
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if (result.m_debugDrawer)
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{
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result.m_debugDrawer->drawSphere(c,0.2f,btVector3(1,1,1));
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}
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btScalar dLambda = btScalar(0.);
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projectedLinearVelocity = relLinVel.dot(n);
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//don't report time of impact for motion away from the contact normal (or causes minor penetration)
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if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=SIMD_EPSILON)
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return false;
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dLambda = dist / (projectedLinearVelocity+ maxAngularProjectedVelocity);
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lambda = lambda + dLambda;
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if (lambda > btScalar(1.))
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return false;
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if (lambda < btScalar(0.))
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return false;
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//todo: next check with relative epsilon
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if (lambda <= lastLambda)
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{
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return false;
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//n.setValue(0,0,0);
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break;
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}
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lastLambda = lambda;
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//interpolate to next lambda
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btTransform interpolatedTransA,interpolatedTransB,relativeTrans;
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btTransformUtil::integrateTransform(fromA,linVelA,angVelA,lambda,interpolatedTransA);
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btTransformUtil::integrateTransform(fromB,linVelB,angVelB,lambda,interpolatedTransB);
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relativeTrans = interpolatedTransB.inverseTimes(interpolatedTransA);
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if (result.m_debugDrawer)
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{
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result.m_debugDrawer->drawSphere(interpolatedTransA.getOrigin(),0.2f,btVector3(1,0,0));
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}
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result.DebugDraw( lambda );
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btPointCollector pointCollector;
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computeClosestPoints(interpolatedTransA,interpolatedTransB,pointCollector);
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if (pointCollector.m_hasResult)
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{
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dist = pointCollector.m_distance+result.m_allowedPenetration;
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c = pointCollector.m_pointInWorld;
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n = pointCollector.m_normalOnBInWorld;
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} else
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{
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result.reportFailure(-1, numIter);
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return false;
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}
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numIter++;
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if (numIter > maxIter)
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{
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result.reportFailure(-2, numIter);
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return false;
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}
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}
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result.m_fraction = lambda;
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result.m_normal = n;
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result.m_hitPoint = c;
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return true;
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}
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return false;
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}
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