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source: code/branches/3DPacman_FS19/src/external/bullet/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.cpp @ 12206

Last change on this file since 12206 was 8393, checked in by rgrieder, 14 years ago

Updated Bullet from v2.77 to v2.78.
(I'm not going to make a branch for that since the update from 2.74 to 2.77 hasn't been tested that much either).

You will HAVE to do a complete RECOMPILE! I tested with MSVC and MinGW and they both threw linker errors at me.

  • Property svn:eol-style set to native
File size: 7.2 KB
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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
16
17#include "btContinuousConvexCollision.h"
18#include "BulletCollision/CollisionShapes/btConvexShape.h"
19#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h"
20#include "LinearMath/btTransformUtil.h"
21#include "BulletCollision/CollisionShapes/btSphereShape.h"
22
23#include "btGjkPairDetector.h"
24#include "btPointCollector.h"
25#include "BulletCollision/CollisionShapes/btStaticPlaneShape.h"
26
27
28
29btContinuousConvexCollision::btContinuousConvexCollision ( const btConvexShape* convexA,const btConvexShape*    convexB,btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* penetrationDepthSolver)
30:m_simplexSolver(simplexSolver),
31m_penetrationDepthSolver(penetrationDepthSolver),
32m_convexA(convexA),m_convexB1(convexB),m_planeShape(0)
33{
34}
35
36
37btContinuousConvexCollision::btContinuousConvexCollision( const btConvexShape*  convexA,const btStaticPlaneShape*       plane)
38:m_simplexSolver(0),
39m_penetrationDepthSolver(0),
40m_convexA(convexA),m_convexB1(0),m_planeShape(plane)
41{
42}
43
44
45/// This maximum should not be necessary. It allows for untested/degenerate cases in production code.
46/// You don't want your game ever to lock-up.
47#define MAX_ITERATIONS 64
48
49void btContinuousConvexCollision::computeClosestPoints( const btTransform& transA, const btTransform& transB,btPointCollector& pointCollector)
50{
51        if (m_convexB1)
52        {
53                m_simplexSolver->reset();
54                btGjkPairDetector gjk(m_convexA,m_convexB1,m_convexA->getShapeType(),m_convexB1->getShapeType(),m_convexA->getMargin(),m_convexB1->getMargin(),m_simplexSolver,m_penetrationDepthSolver);               
55                btGjkPairDetector::ClosestPointInput input;
56                input.m_transformA = transA;
57                input.m_transformB = transB;
58                gjk.getClosestPoints(input,pointCollector,0);
59        } else
60        {
61                //convex versus plane
62                const btConvexShape* convexShape = m_convexA;
63                const btStaticPlaneShape* planeShape = m_planeShape;
64               
65                bool hasCollision = false;
66                const btVector3& planeNormal = planeShape->getPlaneNormal();
67                const btScalar& planeConstant = planeShape->getPlaneConstant();
68               
69                btTransform convexWorldTransform = transA;
70                btTransform convexInPlaneTrans;
71                convexInPlaneTrans= transB.inverse() * convexWorldTransform;
72                btTransform planeInConvex;
73                planeInConvex= convexWorldTransform.inverse() * transB;
74               
75                btVector3 vtx = convexShape->localGetSupportingVertex(planeInConvex.getBasis()*-planeNormal);
76
77                btVector3 vtxInPlane = convexInPlaneTrans(vtx);
78                btScalar distance = (planeNormal.dot(vtxInPlane) - planeConstant);
79
80                btVector3 vtxInPlaneProjected = vtxInPlane - distance*planeNormal;
81                btVector3 vtxInPlaneWorld = transB * vtxInPlaneProjected;
82                btVector3 normalOnSurfaceB = transB.getBasis() * planeNormal;
83
84                pointCollector.addContactPoint(
85                        normalOnSurfaceB,
86                        vtxInPlaneWorld,
87                        distance);
88        }
89}
90
91bool    btContinuousConvexCollision::calcTimeOfImpact(
92                                const btTransform& fromA,
93                                const btTransform& toA,
94                                const btTransform& fromB,
95                                const btTransform& toB,
96                                CastResult& result)
97{
98
99
100        /// compute linear and angular velocity for this interval, to interpolate
101        btVector3 linVelA,angVelA,linVelB,angVelB;
102        btTransformUtil::calculateVelocity(fromA,toA,btScalar(1.),linVelA,angVelA);
103        btTransformUtil::calculateVelocity(fromB,toB,btScalar(1.),linVelB,angVelB);
104
105
106        btScalar boundingRadiusA = m_convexA->getAngularMotionDisc();
107        btScalar boundingRadiusB = m_convexB1?m_convexB1->getAngularMotionDisc():0.f;
108
109        btScalar maxAngularProjectedVelocity = angVelA.length() * boundingRadiusA + angVelB.length() * boundingRadiusB;
110        btVector3 relLinVel = (linVelB-linVelA);
111
112        btScalar relLinVelocLength = (linVelB-linVelA).length();
113       
114        if ((relLinVelocLength+maxAngularProjectedVelocity) == 0.f)
115                return false;
116
117
118
119        btScalar lambda = btScalar(0.);
120        btVector3 v(1,0,0);
121
122        int maxIter = MAX_ITERATIONS;
123
124        btVector3 n;
125        n.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
126        bool hasResult = false;
127        btVector3 c;
128
129        btScalar lastLambda = lambda;
130        //btScalar epsilon = btScalar(0.001);
131
132        int numIter = 0;
133        //first solution, using GJK
134
135
136        btScalar radius = 0.001f;
137//      result.drawCoordSystem(sphereTr);
138
139        btPointCollector        pointCollector1;
140
141        {
142       
143                computeClosestPoints(fromA,fromB,pointCollector1);
144
145                hasResult = pointCollector1.m_hasResult;
146                c = pointCollector1.m_pointInWorld;
147        }
148
149        if (hasResult)
150        {
151                btScalar dist;
152                dist = pointCollector1.m_distance + result.m_allowedPenetration;
153                n = pointCollector1.m_normalOnBInWorld;
154                btScalar projectedLinearVelocity = relLinVel.dot(n);
155                if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=SIMD_EPSILON)
156                        return false;
157
158                //not close enough
159                while (dist > radius)
160                {
161                        if (result.m_debugDrawer)
162                        {
163                                result.m_debugDrawer->drawSphere(c,0.2f,btVector3(1,1,1));
164                        }
165                        btScalar dLambda = btScalar(0.);
166
167                        projectedLinearVelocity = relLinVel.dot(n);
168
169                       
170                        //don't report time of impact for motion away from the contact normal (or causes minor penetration)
171                        if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=SIMD_EPSILON)
172                                return false;
173                       
174                        dLambda = dist / (projectedLinearVelocity+ maxAngularProjectedVelocity);
175
176                       
177                       
178                        lambda = lambda + dLambda;
179
180                        if (lambda > btScalar(1.))
181                                return false;
182
183                        if (lambda < btScalar(0.))
184                                return false;
185
186
187                        //todo: next check with relative epsilon
188                        if (lambda <= lastLambda)
189                        {
190                                return false;
191                                //n.setValue(0,0,0);
192                                break;
193                        }
194                        lastLambda = lambda;
195
196                       
197
198                        //interpolate to next lambda
199                        btTransform interpolatedTransA,interpolatedTransB,relativeTrans;
200
201                        btTransformUtil::integrateTransform(fromA,linVelA,angVelA,lambda,interpolatedTransA);
202                        btTransformUtil::integrateTransform(fromB,linVelB,angVelB,lambda,interpolatedTransB);
203                        relativeTrans = interpolatedTransB.inverseTimes(interpolatedTransA);
204
205                        if (result.m_debugDrawer)
206                        {
207                                result.m_debugDrawer->drawSphere(interpolatedTransA.getOrigin(),0.2f,btVector3(1,0,0));
208                        }
209
210                        result.DebugDraw( lambda );
211
212                        btPointCollector        pointCollector;
213                        computeClosestPoints(interpolatedTransA,interpolatedTransB,pointCollector);
214
215                        if (pointCollector.m_hasResult)
216                        {
217                                dist = pointCollector.m_distance+result.m_allowedPenetration;
218                                c = pointCollector.m_pointInWorld;             
219                                n = pointCollector.m_normalOnBInWorld;
220                        } else
221                        {
222                                result.reportFailure(-1, numIter);
223                                return false;
224                        }
225
226                        numIter++;
227                        if (numIter > maxIter)
228                        {
229                                result.reportFailure(-2, numIter);
230                                return false;
231                        }
232                }
233       
234                result.m_fraction = lambda;
235                result.m_normal = n;
236                result.m_hitPoint = c;
237                return true;
238        }
239
240        return false;
241
242}
243
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