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source: code/trunk/src/external/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp @ 11476

Last change on this file since 11476 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: 6.0 KB
RevLine 
[1963]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 <stdio.h>
17
18#include "BulletCollision/CollisionShapes/btConvexShape.h"
19#include "BulletCollision/CollisionShapes/btTriangleShape.h"
20#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
21#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
22#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
23#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
24#include "btRaycastCallback.h"
25
[2882]26btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const btVector3& to, unsigned int flags)
[1963]27        :
28        m_from(from),
29        m_to(to),
[2882]30   //@BP Mod
31   m_flags(flags),
[1963]32        m_hitFraction(btScalar(1.))
33{
34
35}
36
37
38
39void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId, int triangleIndex)
40{
41        const btVector3 &vert0=triangle[0];
42        const btVector3 &vert1=triangle[1];
43        const btVector3 &vert2=triangle[2];
44
45        btVector3 v10; v10 = vert1 - vert0 ;
46        btVector3 v20; v20 = vert2 - vert0 ;
47
48        btVector3 triangleNormal; triangleNormal = v10.cross( v20 );
49       
50        const btScalar dist = vert0.dot(triangleNormal);
51        btScalar dist_a = triangleNormal.dot(m_from) ;
52        dist_a-= dist;
53        btScalar dist_b = triangleNormal.dot(m_to);
54        dist_b -= dist;
55
56        if ( dist_a * dist_b >= btScalar(0.0) )
57        {
58                return ; // same sign
59        }
[2882]60   //@BP Mod - Backface filtering
61   if (((m_flags & kF_FilterBackfaces) != 0) && (dist_a > btScalar(0.0)))
62   {
63      // Backface, skip check
64      return;
65   }
[1963]66       
67        const btScalar proj_length=dist_a-dist_b;
68        const btScalar distance = (dist_a)/(proj_length);
69        // Now we have the intersection point on the plane, we'll see if it's inside the triangle
70        // Add an epsilon as a tolerance for the raycast,
71        // in case the ray hits exacly on the edge of the triangle.
72        // It must be scaled for the triangle size.
73       
74        if(distance < m_hitFraction)
75        {
76               
77
78                btScalar edge_tolerance =triangleNormal.length2();             
79                edge_tolerance *= btScalar(-0.0001);
80                btVector3 point; point.setInterpolate3( m_from, m_to, distance);
81                {
82                        btVector3 v0p; v0p = vert0 - point;
83                        btVector3 v1p; v1p = vert1 - point;
84                        btVector3 cp0; cp0 = v0p.cross( v1p );
85
86                        if ( (btScalar)(cp0.dot(triangleNormal)) >=edge_tolerance) 
87                        {
88                                               
89
90                                btVector3 v2p; v2p = vert2 -  point;
91                                btVector3 cp1;
92                                cp1 = v1p.cross( v2p);
93                                if ( (btScalar)(cp1.dot(triangleNormal)) >=edge_tolerance) 
94                                {
95                                        btVector3 cp2;
96                                        cp2 = v2p.cross(v0p);
97                                       
98                                        if ( (btScalar)(cp2.dot(triangleNormal)) >=edge_tolerance) 
99                                        {
[2882]100                  //@BP Mod
101                  // Triangle normal isn't normalized
102                                      triangleNormal.normalize();
[1963]103
[2882]104                  //@BP Mod - Allow for unflipped normal when raycasting against backfaces
105                  if (((m_flags & kF_KeepUnflippedNormal) != 0) || (dist_a <= btScalar(0.0)))
[1963]106                                                {
[2882]107                                                        m_hitFraction = reportHit(-triangleNormal,distance,partId,triangleIndex);
[1963]108                                                }
109                                                else
110                                                {
[2882]111                     m_hitFraction = reportHit(triangleNormal,distance,partId,triangleIndex);
[1963]112                                                }
113                                        }
114                                }
115                        }
116                }
117        }
118}
119
120
121btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld, const btScalar triangleCollisionMargin)
122{
123        m_convexShape = convexShape;
124        m_convexShapeFrom = convexShapeFrom;
125        m_convexShapeTo = convexShapeTo;
126        m_triangleToWorld = triangleToWorld;
[8393]127        m_hitFraction = 1.0f;
128        m_triangleCollisionMargin = triangleCollisionMargin;
129        m_allowedPenetration = 0.f;
[1963]130}
131
132void
133btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId, int triangleIndex)
134{
135        btTriangleShape triangleShape (triangle[0], triangle[1], triangle[2]);
136    triangleShape.setMargin(m_triangleCollisionMargin);
137
138        btVoronoiSimplexSolver  simplexSolver;
139        btGjkEpaPenetrationDepthSolver  gjkEpaPenetrationSolver;
140
141//#define  USE_SUBSIMPLEX_CONVEX_CAST 1
142//if you reenable USE_SUBSIMPLEX_CONVEX_CAST see commented out code below
143#ifdef USE_SUBSIMPLEX_CONVEX_CAST
144        btSubsimplexConvexCast convexCaster(m_convexShape, &triangleShape, &simplexSolver);
145#else
146        //btGjkConvexCast       convexCaster(m_convexShape,&triangleShape,&simplexSolver);
147        btContinuousConvexCollision convexCaster(m_convexShape,&triangleShape,&simplexSolver,&gjkEpaPenetrationSolver);
148#endif //#USE_SUBSIMPLEX_CONVEX_CAST
149       
150        btConvexCast::CastResult castResult;
151        castResult.m_fraction = btScalar(1.);
[8393]152        castResult.m_allowedPenetration = m_allowedPenetration;
[1963]153        if (convexCaster.calcTimeOfImpact(m_convexShapeFrom,m_convexShapeTo,m_triangleToWorld, m_triangleToWorld, castResult))
154        {
155                //add hit
156                if (castResult.m_normal.length2() > btScalar(0.0001))
157                {                                       
158                        if (castResult.m_fraction < m_hitFraction)
159                        {
160/* btContinuousConvexCast's normal is already in world space */
161/*
162#ifdef USE_SUBSIMPLEX_CONVEX_CAST
163                                //rotate normal into worldspace
164                                castResult.m_normal = m_convexShapeFrom.getBasis() * castResult.m_normal;
165#endif //USE_SUBSIMPLEX_CONVEX_CAST
166*/
167                                castResult.m_normal.normalize();
168
169                                reportHit (castResult.m_normal,
170                                                        castResult.m_hitPoint,
171                                                        castResult.m_fraction,
172                                                        partId,
173                                                        triangleIndex);
174                        }
175                }
176        }
177}
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