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source: code/branches/weaponsystem/src/bullet/BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.cpp @ 2743

Last change on this file since 2743 was 2662, checked in by rgrieder, 16 years ago

Merged presentation branch back to trunk.

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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#include "BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.h"
17#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
18#include "BulletCollision/CollisionShapes/btCompoundShape.h"
19#include "BulletCollision/BroadphaseCollision/btDbvt.h"
20#include "LinearMath/btIDebugDraw.h"
21#include "LinearMath/btAabbUtil2.h"
22
23btCompoundCollisionAlgorithm::btCompoundCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1,bool isSwapped)
24:btActivatingCollisionAlgorithm(ci,body0,body1),
25m_isSwapped(isSwapped),
26m_sharedManifold(ci.m_manifold)
27{
28        m_ownsManifold = false;
29
30        btCollisionObject* colObj = m_isSwapped? body1 : body0;
31        btCollisionObject* otherObj = m_isSwapped? body0 : body1;
32        assert (colObj->getCollisionShape()->isCompound());
33       
34        btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->getCollisionShape());
35        int numChildren = compoundShape->getNumChildShapes();
36        int i;
37       
38        m_childCollisionAlgorithms.resize(numChildren);
39        for (i=0;i<numChildren;i++)
40        {
41                if (compoundShape->getDynamicAabbTree())
42                {
43                        m_childCollisionAlgorithms[i] = 0;
44                } else
45                {
46                        btCollisionShape* tmpShape = colObj->getCollisionShape();
47                        btCollisionShape* childShape = compoundShape->getChildShape(i);
48                        colObj->internalSetTemporaryCollisionShape( childShape );
49                        m_childCollisionAlgorithms[i] = ci.m_dispatcher1->findAlgorithm(colObj,otherObj,m_sharedManifold);
50                        colObj->internalSetTemporaryCollisionShape( tmpShape );
51                }
52        }
53}
54
55
56btCompoundCollisionAlgorithm::~btCompoundCollisionAlgorithm()
57{
58        int numChildren = m_childCollisionAlgorithms.size();
59        int i;
60        for (i=0;i<numChildren;i++)
61        {
62                if (m_childCollisionAlgorithms[i])
63                {
64                        m_childCollisionAlgorithms[i]->~btCollisionAlgorithm();
65                        m_dispatcher->freeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
66                }
67        }
68}
69
70
71
72
73struct  btCompoundLeafCallback : btDbvt::ICollide
74{
75
76public:
77
78        btCollisionObject* m_compoundColObj;
79        btCollisionObject* m_otherObj;
80        btDispatcher* m_dispatcher;
81        const btDispatcherInfo& m_dispatchInfo;
82        btManifoldResult*       m_resultOut;
83        btCollisionAlgorithm**  m_childCollisionAlgorithms;
84        btPersistentManifold*   m_sharedManifold;
85
86
87
88
89        btCompoundLeafCallback (btCollisionObject* compoundObj,btCollisionObject* otherObj,btDispatcher* dispatcher,const btDispatcherInfo& dispatchInfo,btManifoldResult*      resultOut,btCollisionAlgorithm**        childCollisionAlgorithms,btPersistentManifold*  sharedManifold)
90                :m_compoundColObj(compoundObj),m_otherObj(otherObj),m_dispatcher(dispatcher),m_dispatchInfo(dispatchInfo),m_resultOut(resultOut),
91                m_childCollisionAlgorithms(childCollisionAlgorithms),
92                m_sharedManifold(sharedManifold)
93        {
94
95        }
96
97
98        void    ProcessChildShape(btCollisionShape* childShape,int index)
99        {
100               
101                btCompoundShape* compoundShape = static_cast<btCompoundShape*>(m_compoundColObj->getCollisionShape());
102
103
104                //backup
105                btTransform     orgTrans = m_compoundColObj->getWorldTransform();
106                btTransform     orgInterpolationTrans = m_compoundColObj->getInterpolationWorldTransform();
107                const btTransform& childTrans = compoundShape->getChildTransform(index);
108                btTransform     newChildWorldTrans = orgTrans*childTrans ;
109
110                //perform an AABB check first
111                btVector3 aabbMin0,aabbMax0,aabbMin1,aabbMax1;
112                childShape->getAabb(newChildWorldTrans,aabbMin0,aabbMax0);
113                m_otherObj->getCollisionShape()->getAabb(m_otherObj->getWorldTransform(),aabbMin1,aabbMax1);
114
115                if (TestAabbAgainstAabb2(aabbMin0,aabbMax0,aabbMin1,aabbMax1))
116                {
117
118                        m_compoundColObj->setWorldTransform( newChildWorldTrans);
119                        m_compoundColObj->setInterpolationWorldTransform(newChildWorldTrans);
120
121                        //the contactpoint is still projected back using the original inverted worldtrans
122                        btCollisionShape* tmpShape = m_compoundColObj->getCollisionShape();
123                        m_compoundColObj->internalSetTemporaryCollisionShape( childShape );
124
125                        if (!m_childCollisionAlgorithms[index])
126                                m_childCollisionAlgorithms[index] = m_dispatcher->findAlgorithm(m_compoundColObj,m_otherObj,m_sharedManifold);
127
128                        m_childCollisionAlgorithms[index]->processCollision(m_compoundColObj,m_otherObj,m_dispatchInfo,m_resultOut);
129                        if (m_dispatchInfo.m_debugDraw && (m_dispatchInfo.m_debugDraw->getDebugMode() & btIDebugDraw::DBG_DrawAabb))
130                        {
131                                btVector3 worldAabbMin,worldAabbMax;
132                                m_dispatchInfo.m_debugDraw->drawAabb(aabbMin0,aabbMax0,btVector3(1,1,1));
133                                m_dispatchInfo.m_debugDraw->drawAabb(aabbMin1,aabbMax1,btVector3(1,1,1));
134                        }
135                       
136                        //revert back transform
137                        m_compoundColObj->internalSetTemporaryCollisionShape( tmpShape);
138                        m_compoundColObj->setWorldTransform(  orgTrans );
139                        m_compoundColObj->setInterpolationWorldTransform(orgInterpolationTrans);
140                }
141        }
142        void            Process(const btDbvtNode* leaf)
143        {
144                int index = leaf->dataAsInt;
145
146                btCompoundShape* compoundShape = static_cast<btCompoundShape*>(m_compoundColObj->getCollisionShape());
147                btCollisionShape* childShape = compoundShape->getChildShape(index);
148                if (m_dispatchInfo.m_debugDraw && (m_dispatchInfo.m_debugDraw->getDebugMode() & btIDebugDraw::DBG_DrawAabb))
149                {
150                        btVector3 worldAabbMin,worldAabbMax;
151                        btTransform     orgTrans = m_compoundColObj->getWorldTransform();
152                        btTransformAabb(leaf->volume.Mins(),leaf->volume.Maxs(),0.,orgTrans,worldAabbMin,worldAabbMax);
153                        m_dispatchInfo.m_debugDraw->drawAabb(worldAabbMin,worldAabbMax,btVector3(1,0,0));
154                }
155                ProcessChildShape(childShape,index);
156
157        }
158};
159
160
161
162
163
164
165void btCompoundCollisionAlgorithm::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
166{
167        btCollisionObject* colObj = m_isSwapped? body1 : body0;
168        btCollisionObject* otherObj = m_isSwapped? body0 : body1;
169
170        assert (colObj->getCollisionShape()->isCompound());
171        btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->getCollisionShape());
172
173        btDbvt* tree = compoundShape->getDynamicAabbTree();
174        //use a dynamic aabb tree to cull potential child-overlaps
175        btCompoundLeafCallback  callback(colObj,otherObj,m_dispatcher,dispatchInfo,resultOut,&m_childCollisionAlgorithms[0],m_sharedManifold);
176
177
178        if (tree)
179        {
180
181                btVector3 localAabbMin,localAabbMax;
182                btTransform otherInCompoundSpace;
183                otherInCompoundSpace = colObj->getWorldTransform().inverse() * otherObj->getWorldTransform();
184                otherObj->getCollisionShape()->getAabb(otherInCompoundSpace,localAabbMin,localAabbMax);
185
186                const ATTRIBUTE_ALIGNED16(btDbvtVolume) bounds=btDbvtVolume::FromMM(localAabbMin,localAabbMax);
187                //process all children, that overlap with  the given AABB bounds
188                tree->collideTV(tree->m_root,bounds,callback);
189
190        } else
191        {
192                //iterate over all children, perform an AABB check inside ProcessChildShape
193                int numChildren = m_childCollisionAlgorithms.size();
194                int i;
195                for (i=0;i<numChildren;i++)
196                {
197                        callback.ProcessChildShape(compoundShape->getChildShape(i),i);
198                }
199        }
200
201        {
202                                //iterate over all children, perform an AABB check inside ProcessChildShape
203                int numChildren = m_childCollisionAlgorithms.size();
204                int i;
205                btManifoldArray manifoldArray;
206
207                for (i=0;i<numChildren;i++)
208                {
209                        if (m_childCollisionAlgorithms[i])
210                        {
211                                btCollisionShape* childShape = compoundShape->getChildShape(i);
212                        //if not longer overlapping, remove the algorithm
213                                btTransform     orgTrans = colObj->getWorldTransform();
214                                btTransform     orgInterpolationTrans = colObj->getInterpolationWorldTransform();
215                                const btTransform& childTrans = compoundShape->getChildTransform(i);
216                                btTransform     newChildWorldTrans = orgTrans*childTrans ;
217
218                                //perform an AABB check first
219                                btVector3 aabbMin0,aabbMax0,aabbMin1,aabbMax1;
220                                childShape->getAabb(newChildWorldTrans,aabbMin0,aabbMax0);
221                                otherObj->getCollisionShape()->getAabb(otherObj->getWorldTransform(),aabbMin1,aabbMax1);
222
223                                if (!TestAabbAgainstAabb2(aabbMin0,aabbMax0,aabbMin1,aabbMax1))
224                                {
225                                        m_childCollisionAlgorithms[i]->~btCollisionAlgorithm();
226                                        m_dispatcher->freeCollisionAlgorithm(m_childCollisionAlgorithms[i]);
227                                        m_childCollisionAlgorithms[i] = 0;
228                                }
229
230                        }
231                       
232                }
233
234               
235
236        }
237}
238
239btScalar        btCompoundCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
240{
241
242        btCollisionObject* colObj = m_isSwapped? body1 : body0;
243        btCollisionObject* otherObj = m_isSwapped? body0 : body1;
244
245        assert (colObj->getCollisionShape()->isCompound());
246       
247        btCompoundShape* compoundShape = static_cast<btCompoundShape*>(colObj->getCollisionShape());
248
249        //We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
250        //If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
251        //given Proxy0 and Proxy1, if both have a tree, Tree0 and Tree1, this means:
252        //determine overlapping nodes of Proxy1 using Proxy0 AABB against Tree1
253        //then use each overlapping node AABB against Tree0
254        //and vise versa.
255
256        btScalar hitFraction = btScalar(1.);
257
258        int numChildren = m_childCollisionAlgorithms.size();
259        int i;
260        for (i=0;i<numChildren;i++)
261        {
262                //temporarily exchange parent btCollisionShape with childShape, and recurse
263                btCollisionShape* childShape = compoundShape->getChildShape(i);
264
265                //backup
266                btTransform     orgTrans = colObj->getWorldTransform();
267       
268                const btTransform& childTrans = compoundShape->getChildTransform(i);
269                //btTransform   newChildWorldTrans = orgTrans*childTrans ;
270                colObj->setWorldTransform( orgTrans*childTrans );
271
272                btCollisionShape* tmpShape = colObj->getCollisionShape();
273                colObj->internalSetTemporaryCollisionShape( childShape );
274                btScalar frac = m_childCollisionAlgorithms[i]->calculateTimeOfImpact(colObj,otherObj,dispatchInfo,resultOut);
275                if (frac<hitFraction)
276                {
277                        hitFraction = frac;
278                }
279                //revert back
280                colObj->internalSetTemporaryCollisionShape( tmpShape);
281                colObj->setWorldTransform( orgTrans);
282        }
283        return hitFraction;
284
285}
286
287
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