forked from bartvdbraak/blender
218 lines
6.1 KiB
C++
218 lines
6.1 KiB
C++
/*
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* Copyright (c) 2005 Erwin Coumans http://www.erwincoumans.com
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*
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* Permission to use, copy, modify, distribute and sell this software
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* and its documentation for any purpose is hereby granted without fee,
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* provided that the above copyright notice appear in all copies.
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* Erwin Coumans makes no representations about the suitability
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* of this software for any purpose.
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* It is provided "as is" without express or implied warranty.
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*/
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#include "ConvexConcaveCollisionAlgorithm.h"
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#include "Dynamics/RigidBody.h"
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#include "CollisionShapes/MultiSphereShape.h"
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#include "ConstraintSolver/ContactConstraint.h"
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#include "CollisionShapes/BoxShape.h"
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#include "ConvexConvexAlgorithm.h"
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#include "BroadphaseCollision/BroadphaseProxy.h"
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#include "CollisionShapes/TriangleShape.h"
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#include "ConstraintSolver/ConstraintSolver.h"
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#include "ConstraintSolver/ContactSolverInfo.h"
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#include "CollisionDispatch/ManifoldResult.h"
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#include "NarrowphaseCollision/RaycastCallback.h"
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#include "CollisionShapes/TriangleMeshShape.h"
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ConvexConcaveCollisionAlgorithm::ConvexConcaveCollisionAlgorithm( const CollisionAlgorithmConstructionInfo& ci,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1)
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: CollisionAlgorithm(ci),m_convex(*proxy0),m_concave(*proxy1),
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m_boxTriangleCallback(ci.m_dispatcher,proxy0,proxy1)
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{
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}
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ConvexConcaveCollisionAlgorithm::~ConvexConcaveCollisionAlgorithm()
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{
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}
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BoxTriangleCallback::BoxTriangleCallback(Dispatcher* dispatcher,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1):
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m_boxProxy(proxy0),m_triangleProxy(*proxy1),m_dispatcher(dispatcher),
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m_timeStep(0.f),
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m_stepCount(-1)
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{
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m_triangleProxy.SetClientObjectType(TRIANGLE_SHAPE_PROXYTYPE);
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//
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// create the manifold from the dispatcher 'manifold pool'
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//
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m_manifoldPtr = m_dispatcher->GetNewManifold(proxy0->m_clientObject,proxy1->m_clientObject);
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ClearCache();
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}
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BoxTriangleCallback::~BoxTriangleCallback()
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{
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ClearCache();
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m_dispatcher->ReleaseManifold( m_manifoldPtr );
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}
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void BoxTriangleCallback::ClearCache()
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{
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m_manifoldPtr->ClearManifold();
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};
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void BoxTriangleCallback::ProcessTriangle(SimdVector3* triangle)
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{
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RigidBody* triangleBody = (RigidBody*)m_triangleProxy.m_clientObject;
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//aabb filter is already applied!
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CollisionAlgorithmConstructionInfo ci;
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ci.m_dispatcher = m_dispatcher;
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ConvexShape* tmp = static_cast<ConvexShape*>(triangleBody->GetCollisionShape());
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if (m_boxProxy->IsConvexShape())
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{
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TriangleShape tm(triangle[0],triangle[1],triangle[2]);
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tm.SetMargin(m_collisionMarginTriangle);
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RigidBody* triangleBody = (RigidBody* )m_triangleProxy.m_clientObject;
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triangleBody->SetCollisionShape(&tm);
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ConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_boxProxy,&m_triangleProxy);
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triangleBody->SetCollisionShape(&tm);
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cvxcvxalgo.ProcessCollision(m_boxProxy,&m_triangleProxy,m_timeStep,m_stepCount,m_useContinuous);
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}
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triangleBody->SetCollisionShape(tmp);
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}
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void BoxTriangleCallback::SetTimeStepAndCounters(float timeStep,int stepCount,float collisionMarginTriangle,bool useContinuous)
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{
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m_timeStep = timeStep;
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m_stepCount = stepCount;
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m_useContinuous = useContinuous;
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m_collisionMarginTriangle = collisionMarginTriangle;
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//recalc aabbs
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RigidBody* boxBody = (RigidBody* )m_boxProxy->m_clientObject;
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RigidBody* triBody = (RigidBody* )m_triangleProxy.m_clientObject;
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SimdTransform boxInTriangleSpace;
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boxInTriangleSpace = triBody->getCenterOfMassTransform().inverse() * boxBody->getCenterOfMassTransform();
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boxBody->GetCollisionShape()->GetAabb(boxInTriangleSpace,m_aabbMin,m_aabbMax);
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float extraMargin = CONVEX_DISTANCE_MARGIN;//+0.1f;
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SimdVector3 extra(extraMargin,extraMargin,extraMargin);
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m_aabbMax += extra;
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m_aabbMin -= extra;
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}
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void ConvexConcaveCollisionAlgorithm::ClearCache()
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{
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m_boxTriangleCallback.ClearCache();
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}
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void ConvexConcaveCollisionAlgorithm::ProcessCollision (BroadphaseProxy* ,BroadphaseProxy* ,float timeStep,int stepCount,bool useContinuous)
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{
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if (m_concave.GetClientObjectType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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RigidBody* convexbody = (RigidBody* )m_convex.m_clientObject;
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RigidBody* concavebody = (RigidBody* )m_concave.m_clientObject;
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TriangleMeshShape* triangleMesh = (TriangleMeshShape*) concavebody->GetCollisionShape();
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if (m_convex.IsConvexShape())
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{
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float collisionMarginTriangle = 0.02f;//triangleMesh->GetMargin();
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m_boxTriangleCallback.SetTimeStepAndCounters(timeStep,stepCount, collisionMarginTriangle,useContinuous);
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#ifdef USE_BOX_TRIANGLE
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m_boxTriangleCallback.m_manifoldPtr->ClearManifold();
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#endif
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m_boxTriangleCallback.m_manifoldPtr->SetBodies(convexbody,concavebody);
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triangleMesh->ProcessAllTriangles( &m_boxTriangleCallback,m_boxTriangleCallback.GetAabbMin(),m_boxTriangleCallback.GetAabbMax());
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}
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}
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}
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float ConvexConcaveCollisionAlgorithm::CalculateTimeOfImpact(BroadphaseProxy* ,BroadphaseProxy* ,float timeStep,int stepCount)
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{
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return 1.f;
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//quick approximation using raycast, todo: use proper continuou collision detection
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RigidBody* convexbody = (RigidBody* )m_convex.m_clientObject;
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const SimdVector3& from = convexbody->getCenterOfMassPosition();
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SimdVector3 radVec(0,0,0);
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float minradius = 0.05f;
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float lenSqr = convexbody->getLinearVelocity().length2();
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if (lenSqr > SIMD_EPSILON)
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{
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radVec = convexbody->getLinearVelocity();
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radVec.normalize();
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radVec *= minradius;
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}
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SimdVector3 to = from + radVec + convexbody->getLinearVelocity() * timeStep*1.01f;
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//only do if the motion exceeds the 'radius'
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RaycastCallback raycastCallback(from,to);
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raycastCallback.m_hitFraction = convexbody->m_hitFraction;
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SimdVector3 aabbMin (-1e30f,-1e30f,-1e30f);
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SimdVector3 aabbMax (SIMD_INFINITY,SIMD_INFINITY,SIMD_INFINITY);
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if (m_concave.GetClientObjectType() == TRIANGLE_MESH_SHAPE_PROXYTYPE)
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{
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RigidBody* concavebody = (RigidBody* )m_concave.m_clientObject;
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TriangleMeshShape* triangleMesh = (TriangleMeshShape*) concavebody->GetCollisionShape();
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if (triangleMesh)
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{
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triangleMesh->ProcessAllTriangles(&raycastCallback,aabbMin,aabbMax);
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}
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}
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if (raycastCallback.m_hitFraction < convexbody->m_hitFraction)
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{
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convexbody->m_hitFraction = raycastCallback.m_hitFraction;
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return raycastCallback.m_hitFraction;
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}
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return 1.f;
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}
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