Bullet Collision Detection & Physics Library
btConvexConcaveCollisionAlgorithm.cpp
Go to the documentation of this file.
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
30
32: btActivatingCollisionAlgorithm(ci,body0Wrap,body1Wrap),
33m_btConvexTriangleCallback(ci.m_dispatcher1,body0Wrap,body1Wrap,isSwapped),
34m_isSwapped(isSwapped)
35{
36}
37
41
43{
44 if (m_btConvexTriangleCallback.m_manifoldPtr)
45 {
46 manifoldArray.push_back(m_btConvexTriangleCallback.m_manifoldPtr);
47 }
48}
49
50
52 m_dispatcher(dispatcher),
54{
55 m_convexBodyWrap = isSwapped? body1Wrap:body0Wrap;
56 m_triBodyWrap = isSwapped? body0Wrap:body1Wrap;
57
58 //
59 // create the manifold from the dispatcher 'manifold pool'
60 //
61 m_manifoldPtr = m_dispatcher->getNewManifold(m_convexBodyWrap->getCollisionObject(),m_triBodyWrap->getCollisionObject());
62
63 clearCache();
64}
65
72
73
78
79
81partId, int triangleIndex)
82{
83 BT_PROFILE("btConvexTriangleCallback::processTriangle");
84
86 {
87 return;
88 }
89
90 //just for debugging purposes
91 //printf("triangle %d",m_triangleCount++);
92
93
94
97
98
99
100#if 0
101
103 if (m_dispatchInfoPtr && m_dispatchInfoPtr->m_debugDraw && (m_dispatchInfoPtr->m_debugDraw->getDebugMode() &btIDebugDraw::DBG_DrawWireframe ))
104 {
105 const btCollisionObject* ob = const_cast<btCollisionObject*>(m_triBodyWrap->getCollisionObject());
106 btVector3 color(1,1,0);
107 btTransform& tr = ob->getWorldTransform();
108 m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[0]),tr(triangle[1]),color);
109 m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[1]),tr(triangle[2]),color);
110 m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[2]),tr(triangle[0]),color);
111 }
112#endif
113
114 if (m_convexBodyWrap->getCollisionShape()->isConvex())
115 {
116 btTriangleShape tm(triangle[0],triangle[1],triangle[2]);
118
119
120 btCollisionObjectWrapper triObWrap(m_triBodyWrap,&tm,m_triBodyWrap->getCollisionObject(),m_triBodyWrap->getWorldTransform(),partId,triangleIndex);//correct transform?
121 btCollisionAlgorithm* colAlgo = 0;
122
123 if (m_resultOut->m_closestPointDistanceThreshold > 0)
124 {
126 }
127 else
128 {
130 }
131 const btCollisionObjectWrapper* tmpWrap = 0;
132
133 if (m_resultOut->getBody0Internal() == m_triBodyWrap->getCollisionObject())
134 {
135 tmpWrap = m_resultOut->getBody0Wrap();
136 m_resultOut->setBody0Wrap(&triObWrap);
137 m_resultOut->setShapeIdentifiersA(partId,triangleIndex);
138 }
139 else
140 {
141 tmpWrap = m_resultOut->getBody1Wrap();
142 m_resultOut->setBody1Wrap(&triObWrap);
143 m_resultOut->setShapeIdentifiersB(partId,triangleIndex);
144 }
145
147
148 if (m_resultOut->getBody0Internal() == m_triBodyWrap->getCollisionObject())
149 {
150 m_resultOut->setBody0Wrap(tmpWrap);
151 } else
152 {
153 m_resultOut->setBody1Wrap(tmpWrap);
154 }
155
156
157
158 colAlgo->~btCollisionAlgorithm();
160 }
161
162}
163
164
165
166void btConvexTriangleCallback::setTimeStepAndCounters(btScalar collisionMarginTriangle,const btDispatcherInfo& dispatchInfo,const btCollisionObjectWrapper* convexBodyWrap, const btCollisionObjectWrapper* triBodyWrap, btManifoldResult* resultOut)
167{
168 m_convexBodyWrap = convexBodyWrap;
169 m_triBodyWrap = triBodyWrap;
170
171 m_dispatchInfoPtr = &dispatchInfo;
172 m_collisionMarginTriangle = collisionMarginTriangle;
173 m_resultOut = resultOut;
174
175 //recalc aabbs
176 btTransform convexInTriangleSpace;
177 convexInTriangleSpace = m_triBodyWrap->getWorldTransform().inverse() * m_convexBodyWrap->getWorldTransform();
178 const btCollisionShape* convexShape = static_cast<const btCollisionShape*>(m_convexBodyWrap->getCollisionShape());
179 //CollisionShape* triangleShape = static_cast<btCollisionShape*>(triBody->m_collisionShape);
180 convexShape->getAabb(convexInTriangleSpace,m_aabbMin,m_aabbMax);
181 btScalar extraMargin = collisionMarginTriangle+ resultOut->m_closestPointDistanceThreshold;
182
183 btVector3 extra(extraMargin,extraMargin,extraMargin);
184
185 m_aabbMax += extra;
186 m_aabbMin -= extra;
187
188}
189
195
197{
198 BT_PROFILE("btConvexConcaveCollisionAlgorithm::processCollision");
199
200 const btCollisionObjectWrapper* convexBodyWrap = m_isSwapped ? body1Wrap : body0Wrap;
201 const btCollisionObjectWrapper* triBodyWrap = m_isSwapped ? body0Wrap : body1Wrap;
202
203 if (triBodyWrap->getCollisionShape()->isConcave())
204 {
205
206
207
208 const btConcaveShape* concaveShape = static_cast<const btConcaveShape*>( triBodyWrap->getCollisionShape());
209
210 if (convexBodyWrap->getCollisionShape()->isConvex())
211 {
212 btScalar collisionMarginTriangle = concaveShape->getMargin();
213
214 resultOut->setPersistentManifold(m_btConvexTriangleCallback.m_manifoldPtr);
215 m_btConvexTriangleCallback.setTimeStepAndCounters(collisionMarginTriangle,dispatchInfo,convexBodyWrap,triBodyWrap,resultOut);
216
217 m_btConvexTriangleCallback.m_manifoldPtr->setBodies(convexBodyWrap->getCollisionObject(),triBodyWrap->getCollisionObject());
218
220
221 resultOut->refreshContactPoints();
222
223 m_btConvexTriangleCallback.clearWrapperData();
224
225 }
226
227 }
228
229}
230
231
233{
234 (void)resultOut;
235 (void)dispatchInfo;
236 btCollisionObject* convexbody = m_isSwapped ? body1 : body0;
237 btCollisionObject* triBody = m_isSwapped ? body0 : body1;
238
239
240 //quick approximation using raycast, todo: hook up to the continuous collision detection (one of the btConvexCast)
241
242 //only perform CCD above a certain threshold, this prevents blocking on the long run
243 //because object in a blocked ccd state (hitfraction<1) get their linear velocity halved each frame...
244 btScalar squareMot0 = (convexbody->getInterpolationWorldTransform().getOrigin() - convexbody->getWorldTransform().getOrigin()).length2();
245 if (squareMot0 < convexbody->getCcdSquareMotionThreshold())
246 {
247 return btScalar(1.);
248 }
249
250 //const btVector3& from = convexbody->m_worldTransform.getOrigin();
251 //btVector3 to = convexbody->m_interpolationWorldTransform.getOrigin();
252 //todo: only do if the motion exceeds the 'radius'
253
254 btTransform triInv = triBody->getWorldTransform().inverse();
255 btTransform convexFromLocal = triInv * convexbody->getWorldTransform();
256 btTransform convexToLocal = triInv * convexbody->getInterpolationWorldTransform();
257
258 struct LocalTriangleSphereCastCallback : public btTriangleCallback
259 {
260 btTransform m_ccdSphereFromTrans;
261 btTransform m_ccdSphereToTrans;
262 btTransform m_meshTransform;
263
264 btScalar m_ccdSphereRadius;
265 btScalar m_hitFraction;
266
267
268 LocalTriangleSphereCastCallback(const btTransform& from,const btTransform& to,btScalar ccdSphereRadius,btScalar hitFraction)
269 :m_ccdSphereFromTrans(from),
270 m_ccdSphereToTrans(to),
271 m_ccdSphereRadius(ccdSphereRadius),
272 m_hitFraction(hitFraction)
273 {
274 }
275
276
277 virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex)
278 {
279 BT_PROFILE("processTriangle");
280 (void)partId;
281 (void)triangleIndex;
282 //do a swept sphere for now
283 btTransform ident;
284 ident.setIdentity();
285 btConvexCast::CastResult castResult;
286 castResult.m_fraction = m_hitFraction;
287 btSphereShape pointShape(m_ccdSphereRadius);
288 btTriangleShape triShape(triangle[0],triangle[1],triangle[2]);
289 btVoronoiSimplexSolver simplexSolver;
290 btSubsimplexConvexCast convexCaster(&pointShape,&triShape,&simplexSolver);
291 //GjkConvexCast convexCaster(&pointShape,convexShape,&simplexSolver);
292 //ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);
293 //local space?
294
295 if (convexCaster.calcTimeOfImpact(m_ccdSphereFromTrans,m_ccdSphereToTrans,
296 ident,ident,castResult))
297 {
298 if (m_hitFraction > castResult.m_fraction)
299 m_hitFraction = castResult.m_fraction;
300 }
301
302 }
303
304 };
305
306
307
308
309
310 if (triBody->getCollisionShape()->isConcave())
311 {
312 btVector3 rayAabbMin = convexFromLocal.getOrigin();
313 rayAabbMin.setMin(convexToLocal.getOrigin());
314 btVector3 rayAabbMax = convexFromLocal.getOrigin();
315 rayAabbMax.setMax(convexToLocal.getOrigin());
316 btScalar ccdRadius0 = convexbody->getCcdSweptSphereRadius();
317 rayAabbMin -= btVector3(ccdRadius0,ccdRadius0,ccdRadius0);
318 rayAabbMax += btVector3(ccdRadius0,ccdRadius0,ccdRadius0);
319
320 btScalar curHitFraction = btScalar(1.); //is this available?
321 LocalTriangleSphereCastCallback raycastCallback(convexFromLocal,convexToLocal,
322 convexbody->getCcdSweptSphereRadius(),curHitFraction);
323
324 raycastCallback.m_hitFraction = convexbody->getHitFraction();
325
326 btCollisionObject* concavebody = triBody;
327
328 btConcaveShape* triangleMesh = (btConcaveShape*) concavebody->getCollisionShape();
329
330 if (triangleMesh)
331 {
332 triangleMesh->processAllTriangles(&raycastCallback,rayAabbMin,rayAabbMax);
333 }
334
335
336
337 if (raycastCallback.m_hitFraction < convexbody->getHitFraction())
338 {
339 convexbody->setHitFraction( raycastCallback.m_hitFraction);
340 return raycastCallback.m_hitFraction;
341 }
342 }
343
344 return btScalar(1.);
345
346}
SIMD_FORCE_INLINE bool TestTriangleAgainstAabb2(const btVector3 *vertices, const btVector3 &aabbMin, const btVector3 &aabbMax)
conservative test for overlap between triangle and aabb
Definition btAabbUtil2.h:59
btAlignedObjectArray< btPersistentManifold * > btManifoldArray
@ BT_CLOSEST_POINT_ALGORITHMS
@ BT_CONTACT_POINT_ALGORITHMS
#define BT_PROFILE(name)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:292
btActivatingCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo &ci)
void push_back(const T &_Val)
btCollisionAlgorithm is an collision interface that is compatible with the Broadphase and btDispatche...
virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)=0
btCollisionObject can be used to manage collision detection objects.
btScalar getHitFraction() const
btTransform & getWorldTransform()
const btTransform & getInterpolationWorldTransform() const
const btCollisionShape * getCollisionShape() const
void setHitFraction(btScalar hitFraction)
btScalar getCcdSweptSphereRadius() const
Swept sphere radius (0.0 by default), see btConvexConvexAlgorithm::
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
bool isConvex() const
virtual void getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const =0
getAabb returns the axis aligned bounding box in the coordinate frame of the given transform t.
bool isConcave() const
The btConcaveShape class provides an interface for non-moving (static) concave shapes.
virtual btScalar getMargin() const
virtual void processAllTriangles(btTriangleCallback *callback, const btVector3 &aabbMin, const btVector3 &aabbMax) const =0
btConvexConcaveCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped)
btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
virtual void getAllContactManifolds(btManifoldArray &manifoldArray)
virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
virtual void setMargin(btScalar margin)
btConvexTriangleCallback(btDispatcher *dispatcher, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped)
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
void setTimeStepAndCounters(btScalar collisionMarginTriangle, const btDispatcherInfo &dispatchInfo, const btCollisionObjectWrapper *convexBodyWrap, const btCollisionObjectWrapper *triBodyWrap, btManifoldResult *resultOut)
const btCollisionObjectWrapper * m_convexBodyWrap
const btCollisionObjectWrapper * m_triBodyWrap
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
virtual void freeCollisionAlgorithm(void *ptr)=0
virtual btCollisionAlgorithm * findAlgorithm(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, btPersistentManifold *sharedManifold, ebtDispatcherQueryType queryType)=0
btManifoldResult is a helper class to manage contact results.
void setPersistentManifold(btPersistentManifold *manifoldPtr)
btScalar m_closestPointDistanceThreshold
The btSphereShape implements an implicit sphere, centered around a local origin with radius.
btSubsimplexConvexCast implements Gino van den Bergens' paper "Ray Casting against bteral Convex Obje...
virtual bool calcTimeOfImpact(const btTransform &fromA, const btTransform &toA, const btTransform &fromB, const btTransform &toB, CastResult &result)
SimsimplexConvexCast calculateTimeOfImpact calculates the time of impact+normal for the linear cast (...
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition btTransform.h:34
btTransform inverse() const
Return the inverse of this transform.
void setIdentity()
Set this transformation to the identity.
btVector3 & getOrigin()
Return the origin vector translation.
The btTriangleCallback provides a callback for each overlapping triangle when calling processAllTrian...
btVector3 can be used to represent 3D points and vectors.
Definition btVector3.h:84
void setMax(const btVector3 &other)
Set each element to the max of the current values and the values of another btVector3.
Definition btVector3.h:621
void setMin(const btVector3 &other)
Set each element to the min of the current values and the values of another btVector3.
Definition btVector3.h:638
btVoronoiSimplexSolver is an implementation of the closest point distance algorithm from a 1-4 points...
const btCollisionShape * getCollisionShape() const
const btCollisionObject * getCollisionObject() const
RayResult stores the closest result alternatively, add a callback method to decide about closest/all ...