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source: code/trunk/src/external/bullet/BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.cpp @ 10196

Last change on this file since 10196 was 8351, checked in by rgrieder, 14 years ago

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
  • Property svn:eol-style set to native
File size: 8.5 KB
RevLine 
[7983]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 "btConvex2dConvex2dAlgorithm.h"
17
18//#include <stdio.h>
19#include "BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h"
20#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
21#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
22#include "BulletCollision/CollisionShapes/btConvexShape.h"
23#include "BulletCollision/CollisionShapes/btCapsuleShape.h"
24
25
26#include "BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h"
27#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
28#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
29#include "BulletCollision/CollisionShapes/btBoxShape.h"
30#include "BulletCollision/CollisionDispatch/btManifoldResult.h"
31
32#include "BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.h"
33#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
34#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
35#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
36
37
38
39#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
40#include "BulletCollision/CollisionShapes/btSphereShape.h"
41
42#include "BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h"
43
44#include "BulletCollision/NarrowPhaseCollision/btGjkEpa2.h"
45#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
46
47
48btConvex2dConvex2dAlgorithm::CreateFunc::CreateFunc(btSimplexSolverInterface*                   simplexSolver, btConvexPenetrationDepthSolver* pdSolver)
49{
50        m_numPerturbationIterations = 0;
51        m_minimumPointsPerturbationThreshold = 3;
52        m_simplexSolver = simplexSolver;
53        m_pdSolver = pdSolver;
54}
55
56btConvex2dConvex2dAlgorithm::CreateFunc::~CreateFunc() 
57{ 
58}
59
60btConvex2dConvex2dAlgorithm::btConvex2dConvex2dAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1,btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* pdSolver,int numPerturbationIterations, int minimumPointsPerturbationThreshold)
61: btActivatingCollisionAlgorithm(ci,body0,body1),
62m_simplexSolver(simplexSolver),
63m_pdSolver(pdSolver),
64m_ownManifold (false),
65m_manifoldPtr(mf),
66m_lowLevelOfDetail(false),
67 m_numPerturbationIterations(numPerturbationIterations),
68m_minimumPointsPerturbationThreshold(minimumPointsPerturbationThreshold)
69{
70        (void)body0;
71        (void)body1;
72}
73
74
75
76
77btConvex2dConvex2dAlgorithm::~btConvex2dConvex2dAlgorithm()
78{
79        if (m_ownManifold)
80        {
81                if (m_manifoldPtr)
82                        m_dispatcher->releaseManifold(m_manifoldPtr);
83        }
84}
85
86void    btConvex2dConvex2dAlgorithm ::setLowLevelOfDetail(bool useLowLevel)
87{
88        m_lowLevelOfDetail = useLowLevel;
89}
90
91
92
93extern btScalar gContactBreakingThreshold;
94
95
96//
97// Convex-Convex collision algorithm
98//
99void btConvex2dConvex2dAlgorithm ::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
100{
101
102        if (!m_manifoldPtr)
103        {
104                //swapped?
105                m_manifoldPtr = m_dispatcher->getNewManifold(body0,body1);
106                m_ownManifold = true;
107        }
108        resultOut->setPersistentManifold(m_manifoldPtr);
109
110        //comment-out next line to test multi-contact generation
111        //resultOut->getPersistentManifold()->clearManifold();
112
113
114        btConvexShape* min0 = static_cast<btConvexShape*>(body0->getCollisionShape());
115        btConvexShape* min1 = static_cast<btConvexShape*>(body1->getCollisionShape());
116
117        btVector3  normalOnB;
118        btVector3  pointOnBWorld;
119
120        {
121
122
123                btGjkPairDetector::ClosestPointInput input;
124
125                btGjkPairDetector       gjkPairDetector(min0,min1,m_simplexSolver,m_pdSolver);
126                //TODO: if (dispatchInfo.m_useContinuous)
127                gjkPairDetector.setMinkowskiA(min0);
128                gjkPairDetector.setMinkowskiB(min1);
129
130                {
131                        input.m_maximumDistanceSquared = min0->getMargin() + min1->getMargin() + m_manifoldPtr->getContactBreakingThreshold();
132                        input.m_maximumDistanceSquared*= input.m_maximumDistanceSquared;
133                }
134
135                input.m_stackAlloc = dispatchInfo.m_stackAllocator;
136                input.m_transformA = body0->getWorldTransform();
137                input.m_transformB = body1->getWorldTransform();
138
139                gjkPairDetector.getClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw);
140
141                btVector3 v0,v1;
142                btVector3 sepNormalWorldSpace;
143
144        }
145
146        if (m_ownManifold)
147        {
148                resultOut->refreshContactPoints();
149        }
150
151}
152
153
154
155
156btScalar        btConvex2dConvex2dAlgorithm::calculateTimeOfImpact(btCollisionObject* col0,btCollisionObject* col1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
157{
158        (void)resultOut;
159        (void)dispatchInfo;
160        ///Rather then checking ALL pairs, only calculate TOI when motion exceeds threshold
161
162        ///Linear motion for one of objects needs to exceed m_ccdSquareMotionThreshold
163        ///col0->m_worldTransform,
164        btScalar resultFraction = btScalar(1.);
165
166
167        btScalar squareMot0 = (col0->getInterpolationWorldTransform().getOrigin() - col0->getWorldTransform().getOrigin()).length2();
168        btScalar squareMot1 = (col1->getInterpolationWorldTransform().getOrigin() - col1->getWorldTransform().getOrigin()).length2();
169
170        if (squareMot0 < col0->getCcdSquareMotionThreshold() &&
171                squareMot1 < col1->getCcdSquareMotionThreshold())
172                return resultFraction;
173
174
175        //An adhoc way of testing the Continuous Collision Detection algorithms
176        //One object is approximated as a sphere, to simplify things
177        //Starting in penetration should report no time of impact
178        //For proper CCD, better accuracy and handling of 'allowed' penetration should be added
179        //also the mainloop of the physics should have a kind of toi queue (something like Brian Mirtich's application of Timewarp for Rigidbodies)
180
181
182        /// Convex0 against sphere for Convex1
183        {
184                btConvexShape* convex0 = static_cast<btConvexShape*>(col0->getCollisionShape());
185
186                btSphereShape   sphere1(col1->getCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation
187                btConvexCast::CastResult result;
188                btVoronoiSimplexSolver voronoiSimplex;
189                //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
190                ///Simplification, one object is simplified as a sphere
191                btGjkConvexCast ccd1( convex0 ,&sphere1,&voronoiSimplex);
192                //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0);
193                if (ccd1.calcTimeOfImpact(col0->getWorldTransform(),col0->getInterpolationWorldTransform(),
194                        col1->getWorldTransform(),col1->getInterpolationWorldTransform(),result))
195                {
196
197                        //store result.m_fraction in both bodies
198
199                        if (col0->getHitFraction()> result.m_fraction)
200                                col0->setHitFraction( result.m_fraction );
201
202                        if (col1->getHitFraction() > result.m_fraction)
203                                col1->setHitFraction( result.m_fraction);
204
205                        if (resultFraction > result.m_fraction)
206                                resultFraction = result.m_fraction;
207
208                }
209
210
211
212
213        }
214
215        /// Sphere (for convex0) against Convex1
216        {
217                btConvexShape* convex1 = static_cast<btConvexShape*>(col1->getCollisionShape());
218
219                btSphereShape   sphere0(col0->getCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation
220                btConvexCast::CastResult result;
221                btVoronoiSimplexSolver voronoiSimplex;
222                //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex);
223                ///Simplification, one object is simplified as a sphere
224                btGjkConvexCast ccd1(&sphere0,convex1,&voronoiSimplex);
225                //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0);
226                if (ccd1.calcTimeOfImpact(col0->getWorldTransform(),col0->getInterpolationWorldTransform(),
227                        col1->getWorldTransform(),col1->getInterpolationWorldTransform(),result))
228                {
229
230                        //store result.m_fraction in both bodies
231
232                        if (col0->getHitFraction()      > result.m_fraction)
233                                col0->setHitFraction( result.m_fraction);
234
235                        if (col1->getHitFraction() > result.m_fraction)
236                                col1->setHitFraction( result.m_fraction);
237
238                        if (resultFraction > result.m_fraction)
239                                resultFraction = result.m_fraction;
240
241                }
242        }
243
244        return resultFraction;
245
246}
247
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