1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
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4 | |
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5 | This software is provided 'as-is', without any express or implied warranty. |
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6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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7 | Permission is granted to anyone to use this software for any purpose, |
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8 | including commercial applications, and to alter it and redistribute it freely, |
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9 | subject to the following restrictions: |
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10 | |
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11 | 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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12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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13 | 3. This notice may not be removed or altered from any source distribution. |
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14 | */ |
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15 | |
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16 | //#include <stdio.h> |
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17 | |
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18 | #include "BulletCollision/CollisionShapes/btConvexShape.h" |
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19 | #include "BulletCollision/CollisionShapes/btTriangleShape.h" |
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20 | #include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h" |
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21 | #include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h" |
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22 | #include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h" |
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23 | #include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h" |
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24 | #include "btRaycastCallback.h" |
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25 | |
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26 | btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const btVector3& to, unsigned int flags) |
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27 | : |
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28 | m_from(from), |
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29 | m_to(to), |
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30 | //@BP Mod |
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31 | m_flags(flags), |
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32 | m_hitFraction(btScalar(1.)) |
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33 | { |
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34 | |
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35 | } |
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36 | |
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37 | |
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38 | |
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39 | void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId, int triangleIndex) |
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40 | { |
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41 | const btVector3 &vert0=triangle[0]; |
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42 | const btVector3 &vert1=triangle[1]; |
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43 | const btVector3 &vert2=triangle[2]; |
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44 | |
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45 | btVector3 v10; v10 = vert1 - vert0 ; |
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46 | btVector3 v20; v20 = vert2 - vert0 ; |
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47 | |
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48 | btVector3 triangleNormal; triangleNormal = v10.cross( v20 ); |
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49 | |
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50 | const btScalar dist = vert0.dot(triangleNormal); |
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51 | btScalar dist_a = triangleNormal.dot(m_from) ; |
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52 | dist_a-= dist; |
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53 | btScalar dist_b = triangleNormal.dot(m_to); |
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54 | dist_b -= dist; |
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55 | |
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56 | if ( dist_a * dist_b >= btScalar(0.0) ) |
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57 | { |
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58 | return ; // same sign |
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59 | } |
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60 | //@BP Mod - Backface filtering |
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61 | if (((m_flags & kF_FilterBackfaces) != 0) && (dist_a > btScalar(0.0))) |
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62 | { |
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63 | // Backface, skip check |
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64 | return; |
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65 | } |
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66 | |
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67 | const btScalar proj_length=dist_a-dist_b; |
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68 | const btScalar distance = (dist_a)/(proj_length); |
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69 | // Now we have the intersection point on the plane, we'll see if it's inside the triangle |
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70 | // Add an epsilon as a tolerance for the raycast, |
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71 | // in case the ray hits exacly on the edge of the triangle. |
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72 | // It must be scaled for the triangle size. |
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73 | |
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74 | if(distance < m_hitFraction) |
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75 | { |
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76 | |
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77 | |
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78 | btScalar edge_tolerance =triangleNormal.length2(); |
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79 | edge_tolerance *= btScalar(-0.0001); |
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80 | btVector3 point; point.setInterpolate3( m_from, m_to, distance); |
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81 | { |
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82 | btVector3 v0p; v0p = vert0 - point; |
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83 | btVector3 v1p; v1p = vert1 - point; |
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84 | btVector3 cp0; cp0 = v0p.cross( v1p ); |
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85 | |
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86 | if ( (btScalar)(cp0.dot(triangleNormal)) >=edge_tolerance) |
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87 | { |
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88 | |
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89 | |
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90 | btVector3 v2p; v2p = vert2 - point; |
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91 | btVector3 cp1; |
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92 | cp1 = v1p.cross( v2p); |
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93 | if ( (btScalar)(cp1.dot(triangleNormal)) >=edge_tolerance) |
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94 | { |
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95 | btVector3 cp2; |
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96 | cp2 = v2p.cross(v0p); |
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97 | |
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98 | if ( (btScalar)(cp2.dot(triangleNormal)) >=edge_tolerance) |
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99 | { |
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100 | //@BP Mod |
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101 | // Triangle normal isn't normalized |
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102 | triangleNormal.normalize(); |
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103 | |
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104 | //@BP Mod - Allow for unflipped normal when raycasting against backfaces |
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105 | if (((m_flags & kF_KeepUnflippedNormal) != 0) || (dist_a <= btScalar(0.0))) |
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106 | { |
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107 | m_hitFraction = reportHit(-triangleNormal,distance,partId,triangleIndex); |
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108 | } |
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109 | else |
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110 | { |
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111 | m_hitFraction = reportHit(triangleNormal,distance,partId,triangleIndex); |
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112 | } |
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113 | } |
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114 | } |
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115 | } |
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116 | } |
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117 | } |
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118 | } |
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119 | |
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120 | |
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121 | btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld, const btScalar triangleCollisionMargin) |
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122 | { |
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123 | m_convexShape = convexShape; |
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124 | m_convexShapeFrom = convexShapeFrom; |
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125 | m_convexShapeTo = convexShapeTo; |
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126 | m_triangleToWorld = triangleToWorld; |
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127 | m_hitFraction = 1.0; |
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128 | m_triangleCollisionMargin = triangleCollisionMargin; |
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129 | } |
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130 | |
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131 | void |
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132 | btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId, int triangleIndex) |
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133 | { |
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134 | btTriangleShape triangleShape (triangle[0], triangle[1], triangle[2]); |
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135 | triangleShape.setMargin(m_triangleCollisionMargin); |
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136 | |
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137 | btVoronoiSimplexSolver simplexSolver; |
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138 | btGjkEpaPenetrationDepthSolver gjkEpaPenetrationSolver; |
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139 | |
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140 | //#define USE_SUBSIMPLEX_CONVEX_CAST 1 |
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141 | //if you reenable USE_SUBSIMPLEX_CONVEX_CAST see commented out code below |
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142 | #ifdef USE_SUBSIMPLEX_CONVEX_CAST |
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143 | btSubsimplexConvexCast convexCaster(m_convexShape, &triangleShape, &simplexSolver); |
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144 | #else |
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145 | //btGjkConvexCast convexCaster(m_convexShape,&triangleShape,&simplexSolver); |
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146 | btContinuousConvexCollision convexCaster(m_convexShape,&triangleShape,&simplexSolver,&gjkEpaPenetrationSolver); |
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147 | #endif //#USE_SUBSIMPLEX_CONVEX_CAST |
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148 | |
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149 | btConvexCast::CastResult castResult; |
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150 | castResult.m_fraction = btScalar(1.); |
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151 | if (convexCaster.calcTimeOfImpact(m_convexShapeFrom,m_convexShapeTo,m_triangleToWorld, m_triangleToWorld, castResult)) |
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152 | { |
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153 | //add hit |
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154 | if (castResult.m_normal.length2() > btScalar(0.0001)) |
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155 | { |
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156 | if (castResult.m_fraction < m_hitFraction) |
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157 | { |
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158 | /* btContinuousConvexCast's normal is already in world space */ |
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159 | /* |
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160 | #ifdef USE_SUBSIMPLEX_CONVEX_CAST |
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161 | //rotate normal into worldspace |
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162 | castResult.m_normal = m_convexShapeFrom.getBasis() * castResult.m_normal; |
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163 | #endif //USE_SUBSIMPLEX_CONVEX_CAST |
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164 | */ |
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165 | castResult.m_normal.normalize(); |
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166 | |
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167 | reportHit (castResult.m_normal, |
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168 | castResult.m_hitPoint, |
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169 | castResult.m_fraction, |
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170 | partId, |
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171 | triangleIndex); |
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172 | } |
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173 | } |
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174 | } |
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175 | } |
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