forked from bartvdbraak/blender
some more work on bullet raycast
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parent
7f98c960b5
commit
29f06ad76e
17
extern/bullet/Bullet/Bullet3_vc8.vcproj
vendored
17
extern/bullet/Bullet/Bullet3_vc8.vcproj
vendored
@ -4,6 +4,7 @@
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Version="8.00"
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Name="Bullet3ContinuousCollision"
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ProjectGUID="{FFD3C64A-30E2-4BC7-BC8F-51818C320400}"
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SignManifests="true"
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>
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<Platforms>
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<Platform
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@ -276,6 +277,14 @@
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RelativePath=".\NarrowPhaseCollision\ManifoldPoint.h"
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>
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</File>
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<File
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RelativePath=".\NarrowPhaseCollision\ManifoldPointCollector.cpp"
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>
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</File>
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<File
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RelativePath=".\NarrowPhaseCollision\ManifoldPointCollector.h"
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>
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</File>
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<File
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RelativePath=".\NarrowPhaseCollision\MinkowskiPenetrationDepthSolver.cpp"
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>
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@ -428,14 +437,6 @@
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RelativePath=".\CollisionShapes\TriangleCallback.h"
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>
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</File>
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<File
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RelativePath=".\CollisionShapes\TriangleMesh.cpp"
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>
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</File>
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<File
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RelativePath=".\CollisionShapes\TriangleMesh.h"
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>
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</File>
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<File
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RelativePath=".\CollisionShapes\TriangleMeshShape.cpp"
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>
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@ -16,17 +16,18 @@ RaycastCallback::RaycastCallback(const SimdVector3& from,const SimdVector3& to)
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m_from(from),
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m_to(to),
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m_hitFraction(1.f),
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m_hitProxy(0)
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m_hitProxy(0),
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m_hitFound(false)
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{
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}
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#include <stdio.h>
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void RaycastCallback::ProcessTriangle(SimdVector3* triangle)
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{
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int hits_found=0;
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const SimdVector3 &vert0=triangle[0];
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const SimdVector3 &vert1=triangle[1];
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const SimdVector3 &vert2=triangle[2];
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@ -53,8 +54,11 @@ void RaycastCallback::ProcessTriangle(SimdVector3* triangle)
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// Add an epsilon as a tolerance for the raycast,
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// in case the ray hits exacly on the edge of the triangle.
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// It must be scaled for the triangle size.
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if(distance < m_hitFraction)
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{
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float edge_tolerance =triangleNormal.length2();
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edge_tolerance *= -0.0001f;
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SimdVector3 point; point.setInterpolate3( m_from, m_to, distance);
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@ -65,6 +69,8 @@ void RaycastCallback::ProcessTriangle(SimdVector3* triangle)
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if ( (float)(cp0.dot(triangleNormal)) >=edge_tolerance)
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{
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SimdVector3 v2p; v2p = vert2 - point;
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SimdVector3 cp1;
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cp1 = v1p.cross( v2p);
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@ -72,23 +78,23 @@ void RaycastCallback::ProcessTriangle(SimdVector3* triangle)
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{
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SimdVector3 cp2;
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cp2 = v2p.cross(v0p);
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if ( (float)(cp2.dot(triangleNormal)) >=edge_tolerance)
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{
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m_hitFraction = distance;
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if ( dist_a > 0 )
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{
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m_hitNormalWorld = triangleNormal;
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m_hitNormalLocal = triangleNormal;
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}
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else
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{
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m_hitNormalWorld = -triangleNormal;
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m_hitNormalLocal = -triangleNormal;
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}
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hits_found = 1;
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m_hitFound= true;
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}
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}
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}
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}
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}
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//return hits_found;
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}
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@ -27,8 +27,8 @@ public:
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BroadphaseProxy* m_hitProxy;
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//output
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SimdVector3 m_hitNormalWorld;
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SimdVector3 m_hitNormalLocal;
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bool m_hitFound;
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RaycastCallback(const SimdVector3& from,const SimdVector3& to);
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@ -45,9 +45,19 @@ void KX_BulletPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool l
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CcdPhysicsController::RelativeTranslate(dloc[0],dloc[1],dloc[2],local);
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}
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void KX_BulletPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
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{
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printf("he1\n");
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float rotval[12];
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drot.getValue(rotval);
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printf("hi\n");
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CcdPhysicsController::RelativeRotate(rotval,local);
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}
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void KX_BulletPhysicsController::ApplyTorque(const MT_Vector3& torque,bool local)
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{
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}
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@ -116,9 +116,38 @@ void CcdPhysicsController::RelativeTranslate(float dlocX,float dlocY,float dloc
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}
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void CcdPhysicsController::RelativeRotate(const float drot[9],bool local)
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void CcdPhysicsController::RelativeRotate(const float rotval[12],bool local)
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{
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if (m_body )
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{
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SimdMatrix3x3 drotmat( rotval[0],rotval[1],rotval[2],
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rotval[4],rotval[5],rotval[6],
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rotval[8],rotval[9],rotval[10]);
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SimdMatrix3x3 currentOrn;
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GetWorldOrientation(currentOrn);
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SimdTransform xform = m_body->getCenterOfMassTransform();
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xform.setBasis(xform.getBasis()*(local ?
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drotmat : (currentOrn.inverse() * drotmat * currentOrn)));
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printf("hi\n");
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m_body->setCenterOfMassTransform(xform);
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}
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}
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void CcdPhysicsController::GetWorldOrientation(SimdMatrix3x3& mat)
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{
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float orn[4];
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m_MotionState->getWorldOrientation(orn[0],orn[1],orn[2],orn[3]);
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SimdQuaternion quat(orn[0],orn[1],orn[2],orn[3]);
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mat.setRotation(quat);
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}
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void CcdPhysicsController::getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal)
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{
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}
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@ -8,6 +8,8 @@
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/// It contains the IMotionState and IDeformableMesh Interfaces.
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#include "SimdVector3.h"
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#include "SimdScalar.h"
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#include "SimdMatrix3x3.h"
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class CollisionShape;
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extern float gDeactivationTime;
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@ -87,7 +89,7 @@ class CcdPhysicsController : public PHY_IPhysicsController
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// kinematic methods
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virtual void RelativeTranslate(float dlocX,float dlocY,float dlocZ,bool local);
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virtual void RelativeRotate(const float drot[9],bool local);
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virtual void RelativeRotate(const float rotval[12],bool local);
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virtual void getOrientation(float &quatImag0,float &quatImag1,float &quatImag2,float &quatReal);
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virtual void setOrientation(float quatImag0,float quatImag1,float quatImag2,float quatReal);
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virtual void setPosition(float posX,float posY,float posZ);
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@ -130,6 +132,8 @@ class CcdPhysicsController : public PHY_IPhysicsController
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void SetAabb(const SimdVector3& aabbMin,const SimdVector3& aabbMax);
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void GetWorldOrientation(SimdMatrix3x3& mat);
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};
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@ -301,11 +301,12 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
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{
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// printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
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if (timeStep == 0.f)
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return true;
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printf("CcdPhysicsEnvironment::proceedDeltaTime\n");
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//clamp hardcoded for now
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if (timeStep > 0.02)
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timeStep = 0.02;
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@ -313,8 +314,8 @@ bool CcdPhysicsEnvironment::proceedDeltaTime(double curTime,float timeStep)
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//this is needed because scaling is not known in advance, and scaling has to propagate to the shape
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if (!m_scalingPropagated)
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{
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//SyncMotionStates(timeStep);
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//m_scalingPropagated = true;
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SyncMotionStates(timeStep);
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m_scalingPropagated = true;
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}
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@ -708,89 +709,7 @@ void CcdPhysicsEnvironment::setGravity(float x,float y,float z)
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}
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}
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#ifdef DASHDASJKHASDJK
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class RaycastingQueryBox : public QueryBox
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{
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SimdVector3 m_aabbMin;
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SimdVector3 m_aabbMax;
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public:
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RaycastCallback m_raycastCallback;
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RaycastingQueryBox(QueryBoxConstructionInfo& ci,const SimdVector3& from,const SimdVector3& to)
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: QueryBox(ci),
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m_raycastCallback(from,to)
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{
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for (int i=0;i<3;i++)
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{
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float fromI = from[i];
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float toI = to[i];
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if (fromI < toI)
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{
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m_aabbMin[i] = fromI;
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m_aabbMax[i] = toI;
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} else
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{
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m_aabbMin[i] = toI;
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m_aabbMax[i] = fromI;
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}
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}
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}
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virtual void AddCollider( BroadphaseProxy* proxy)
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{
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//perform raycast if wanted, and update the m_hitFraction
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if (proxy->GetClientObjectType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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//do it
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RigidBody* body = (RigidBody*)proxy->m_clientObject;
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TriangleMeshInterface* meshInterface = (TriangleMeshInterface*)
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body->m_minkowski1;
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//if the hit is closer, record the proxy!
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float curFraction = m_raycastCallback.m_hitFraction;
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meshInterface->ProcessAllTriangles(&m_raycastCallback,m_aabbMin,m_aabbMax);
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if (m_raycastCallback.m_hitFraction < curFraction)
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{
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m_raycastCallback.m_hitProxy = proxy;
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}
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}
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}
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};
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struct InternalVehicleRaycaster : public VehicleRaycaster
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{
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CcdPhysicsEnvironment* m_env;
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public:
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InternalVehicleRaycaster(CcdPhysicsEnvironment* env)
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: m_env(env)
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{
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}
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virtual void* CastRay(const SimdVector3& from,const SimdVector3& to, VehicleRaycasterResult& result)
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{
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return 0;
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}
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};
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#endif
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int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl0,class PHY_IPhysicsController* ctrl1,PHY_ConstraintType type,
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float pivotX,float pivotY,float pivotZ,
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float axisX,float axisY,float axisZ)
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@ -856,10 +775,12 @@ void CcdPhysicsEnvironment::removeConstraint(int constraintid)
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}
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}
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PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* ignoreClient, float fromX,float fromY,float fromZ, float toX,float toY,float toZ,
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float& hitX,float& hitY,float& hitZ,float& normalX,float& normalY,float& normalZ)
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{
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printf("raytest\n");
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int minFraction = 1.f;
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SimdTransform rayFromTrans,rayToTrans;
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@ -879,13 +800,17 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* i
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for (i=m_controllers.begin();
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!(i==m_controllers.end()); i++)
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{
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CcdPhysicsController* ctrl = (*i);
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if (ctrl == ignoreClient)
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continue;
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RigidBody* body = ctrl->GetRigidBody();
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if (body->GetCollisionShape()->IsConvex())
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{
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ConvexCast::CastResult rayResult;
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rayResult.m_fraction = 1.f;
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rayResult.m_fraction = minFraction;
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ConvexShape* convexShape = (ConvexShape*) body->GetCollisionShape();
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VoronoiSimplexSolver simplexSolver;
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@ -906,6 +831,41 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IPhysicsController* i
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hitZ = rayResult.m_hitTransformA.getOrigin().getZ();
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}
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}
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} else
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{
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if (body->GetCollisionShape()->IsConcave())
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{
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TriangleMeshShape* triangleMesh = (TriangleMeshShape*)body->GetCollisionShape();
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SimdTransform worldToBody = body->getCenterOfMassTransform().inverse();
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SimdVector3 rayFromLocal = worldToBody * rayFromTrans.getOrigin();
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SimdVector3 rayToLocal = worldToBody * rayToTrans.getOrigin();
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RaycastCallback rcb(rayFromLocal,rayToLocal);
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rcb.m_hitFraction = minFraction;
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SimdVector3 aabbMax(1e30f,1e30f,1e30f);
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triangleMesh->ProcessAllTriangles(&rcb,-aabbMax,aabbMax);
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if (rcb.m_hitFound && (rcb.m_hitFraction < minFraction))
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{
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printf("hit %f\n",rcb.m_hitFraction);
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nearestHit = ctrl;
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minFraction = rcb.m_hitFraction;
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SimdVector3 hitNormalWorld = body->getCenterOfMassTransform()(rcb.m_hitNormalLocal);
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normalX = hitNormalWorld.getX();
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normalY = hitNormalWorld.getY();
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normalZ = hitNormalWorld.getZ();
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SimdVector3 hitWorld;
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hitWorld.setInterpolate3(rayFromTrans.getOrigin(),rayToTrans.getOrigin(),rcb.m_hitFraction);
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hitX = hitWorld.getX();
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hitY = hitWorld.getY();
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hitZ = hitWorld.getZ();
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}
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}
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}
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}
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