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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 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.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "btContinuousConvexCollision.h"
- #include "bullet/BulletCollision//CollisionShapes/btConvexShape.h"
- #include "bullet/BulletCollision//NarrowPhaseCollision/btSimplexSolverInterface.h"
- #include "bullet/LinearMath/btTransformUtil.h"
- #include "bullet/BulletCollision//CollisionShapes/btSphereShape.h"
- #include "btGjkPairDetector.h"
- #include "btPointCollector.h"
- #include "bullet/BulletCollision//CollisionShapes/btStaticPlaneShape.h"
- btContinuousConvexCollision::btContinuousConvexCollision ( const btConvexShape* convexA,const btConvexShape* convexB,btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* penetrationDepthSolver)
- :m_simplexSolver(simplexSolver),
- m_penetrationDepthSolver(penetrationDepthSolver),
- m_convexA(convexA),m_convexB1(convexB),m_planeShape(0)
- {
- }
- btContinuousConvexCollision::btContinuousConvexCollision( const btConvexShape* convexA,const btStaticPlaneShape* plane)
- :m_simplexSolver(0),
- m_penetrationDepthSolver(0),
- m_convexA(convexA),m_convexB1(0),m_planeShape(plane)
- {
- }
- /// This maximum should not be necessary. It allows for untested/degenerate cases in production code.
- /// You don't want your game ever to lock-up.
- #define MAX_ITERATIONS 64
- void btContinuousConvexCollision::computeClosestPoints( const btTransform& transA, const btTransform& transB,btPointCollector& pointCollector)
- {
- if (m_convexB1)
- {
- m_simplexSolver->reset();
- btGjkPairDetector gjk(m_convexA,m_convexB1,m_convexA->getShapeType(),m_convexB1->getShapeType(),m_convexA->getMargin(),m_convexB1->getMargin(),m_simplexSolver,m_penetrationDepthSolver);
- btGjkPairDetector::ClosestPointInput input;
- input.m_transformA = transA;
- input.m_transformB = transB;
- gjk.getClosestPoints(input,pointCollector,0);
- } else
- {
- //convex versus plane
- const btConvexShape* convexShape = m_convexA;
- const btStaticPlaneShape* planeShape = m_planeShape;
-
- const btVector3& planeNormal = planeShape->getPlaneNormal();
- const btScalar& planeConstant = planeShape->getPlaneConstant();
-
- btTransform convexWorldTransform = transA;
- btTransform convexInPlaneTrans;
- convexInPlaneTrans= transB.inverse() * convexWorldTransform;
- btTransform planeInConvex;
- planeInConvex= convexWorldTransform.inverse() * transB;
-
- btVector3 vtx = convexShape->localGetSupportingVertex(planeInConvex.getBasis()*-planeNormal);
- btVector3 vtxInPlane = convexInPlaneTrans(vtx);
- btScalar distance = (planeNormal.dot(vtxInPlane) - planeConstant);
- btVector3 vtxInPlaneProjected = vtxInPlane - distance*planeNormal;
- btVector3 vtxInPlaneWorld = transB * vtxInPlaneProjected;
- btVector3 normalOnSurfaceB = transB.getBasis() * planeNormal;
- pointCollector.addContactPoint(
- normalOnSurfaceB,
- vtxInPlaneWorld,
- distance);
- }
- }
- bool btContinuousConvexCollision::calcTimeOfImpact(
- const btTransform& fromA,
- const btTransform& toA,
- const btTransform& fromB,
- const btTransform& toB,
- CastResult& result)
- {
- /// compute linear and angular velocity for this interval, to interpolate
- btVector3 linVelA,angVelA,linVelB,angVelB;
- btTransformUtil::calculateVelocity(fromA,toA,btScalar(1.),linVelA,angVelA);
- btTransformUtil::calculateVelocity(fromB,toB,btScalar(1.),linVelB,angVelB);
- btScalar boundingRadiusA = m_convexA->getAngularMotionDisc();
- btScalar boundingRadiusB = m_convexB1?m_convexB1->getAngularMotionDisc():0.f;
- btScalar maxAngularProjectedVelocity = angVelA.length() * boundingRadiusA + angVelB.length() * boundingRadiusB;
- btVector3 relLinVel = (linVelB-linVelA);
- btScalar relLinVelocLength = (linVelB-linVelA).length();
-
- if ((relLinVelocLength+maxAngularProjectedVelocity) == 0.f)
- return false;
- btScalar lambda = btScalar(0.);
- btVector3 v(1,0,0);
- int maxIter = MAX_ITERATIONS;
- btVector3 n;
- n.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
- bool hasResult = false;
- btVector3 c;
- btScalar lastLambda = lambda;
- //btScalar epsilon = btScalar(0.001);
- int numIter = 0;
- //first solution, using GJK
- btScalar radius = 0.001f;
- // result.drawCoordSystem(sphereTr);
- btPointCollector pointCollector1;
- {
-
- computeClosestPoints(fromA,fromB,pointCollector1);
- hasResult = pointCollector1.m_hasResult;
- c = pointCollector1.m_pointInWorld;
- }
- if (hasResult)
- {
- btScalar dist;
- dist = pointCollector1.m_distance + result.m_allowedPenetration;
- n = pointCollector1.m_normalOnBInWorld;
- btScalar projectedLinearVelocity = relLinVel.dot(n);
- if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=SIMD_EPSILON)
- return false;
- //not close enough
- while (dist > radius)
- {
- if (result.m_debugDrawer)
- {
- result.m_debugDrawer->drawSphere(c,0.2f,btVector3(1,1,1));
- }
- btScalar dLambda = btScalar(0.);
- projectedLinearVelocity = relLinVel.dot(n);
-
- //don't report time of impact for motion away from the contact normal (or causes minor penetration)
- if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=SIMD_EPSILON)
- return false;
-
- dLambda = dist / (projectedLinearVelocity+ maxAngularProjectedVelocity);
-
-
- lambda = lambda + dLambda;
- if (lambda > btScalar(1.))
- return false;
- if (lambda < btScalar(0.))
- return false;
- //todo: next check with relative epsilon
- if (lambda <= lastLambda)
- {
- return false;
- //n.setValue(0,0,0);
- break;
- }
- lastLambda = lambda;
-
- //interpolate to next lambda
- btTransform interpolatedTransA,interpolatedTransB,relativeTrans;
- btTransformUtil::integrateTransform(fromA,linVelA,angVelA,lambda,interpolatedTransA);
- btTransformUtil::integrateTransform(fromB,linVelB,angVelB,lambda,interpolatedTransB);
- relativeTrans = interpolatedTransB.inverseTimes(interpolatedTransA);
- if (result.m_debugDrawer)
- {
- result.m_debugDrawer->drawSphere(interpolatedTransA.getOrigin(),0.2f,btVector3(1,0,0));
- }
- result.DebugDraw( lambda );
- btPointCollector pointCollector;
- computeClosestPoints(interpolatedTransA,interpolatedTransB,pointCollector);
- if (pointCollector.m_hasResult)
- {
- dist = pointCollector.m_distance+result.m_allowedPenetration;
- c = pointCollector.m_pointInWorld;
- n = pointCollector.m_normalOnBInWorld;
- } else
- {
- result.reportFailure(-1, numIter);
- return false;
- }
- numIter++;
- if (numIter > maxIter)
- {
- result.reportFailure(-2, numIter);
- return false;
- }
- }
-
- result.m_fraction = lambda;
- result.m_normal = n;
- result.m_hitPoint = c;
- return true;
- }
- return false;
- }
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