blender/extern/bullet/BulletDynamics/CollisionDispatch/ConvexConvexAlgorithm.cpp
Simon Clitherow 671235b69b Finalised support for compiling BULLET on linux.
Bullet is now off by default on all platforms until we get an OK
from Erwin. To enable it, change USE_PHYSICS to 'bullet' in your
config.opts.
2005-08-02 18:54:11 +00:00

253 lines
6.4 KiB
C++

/*
* Copyright (c) 2005 Erwin Coumans http://www.erwincoumans.com
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#include "ConvexConvexAlgorithm.h"
#include <stdio.h>
#include "NarrowPhaseCollision/DiscreteCollisionDetectorInterface.h"
#include "BroadphaseCollision/BroadphaseInterface.h"
#include "Dynamics/RigidBody.h"
#include "CollisionShapes/ConvexShape.h"
#include "NarrowPhaseCollision/GjkPairDetector.h"
#include "BroadphaseCollision/BroadphaseProxy.h"
#include "BroadphaseCollision/CollisionDispatcher.h"
#include "CollisionShapes/BoxShape.h"
#include "CollisionDispatch/ManifoldResult.h"
#include "NarrowPhaseCollision/ConvexPenetrationDepthSolver.h"
#include "NarrowPhaseCollision/ContinuousConvexCollision.h"
#include "NarrowPhaseCollision/SubSimplexConvexCast.h"
#include "NarrowPhaseCollision/GjkConvexCast.h"
#include "CollisionShapes/MinkowskiSumShape.h"
#include "NarrowPhaseCollision/VoronoiSimplexSolver.h"
#include "CollisionShapes/SphereShape.h"
#ifdef WIN32
void DrawRasterizerLine(const float* from,const float* to,int color);
#endif
//#define PROCESS_SINGLE_CONTACT
#ifdef WIN32
bool gForceBoxBox = false;//false;//true;
#else
bool gForceBoxBox = false;//false;//true;
#endif
bool gBoxBoxUseGjk = true;//true;//false;
bool gDisableConvexCollision = false;
ConvexConvexAlgorithm::ConvexConvexAlgorithm(PersistentManifold* mf,const CollisionAlgorithmConstructionInfo& ci,BroadphaseProxy* proxy0,BroadphaseProxy* proxy1)
: CollisionAlgorithm(ci),
m_gjkPairDetector(0,0,&m_simplexSolver,&m_penetrationDepthSolver),
m_box0(*proxy0),
m_box1(*proxy1),
m_collisionImpulse(0.f),
m_ownManifold (false),
m_manifoldPtr(mf),
m_lowLevelOfDetail(false)
{
RigidBody* body0 = (RigidBody*)m_box0.m_clientObject;
RigidBody* body1 = (RigidBody*)m_box1.m_clientObject;
if ((body0->getInvMass() != 0.f) ||
(body1->getInvMass() != 0.f))
{
if (!m_manifoldPtr)
{
m_manifoldPtr = m_dispatcher->GetNewManifold(proxy0->m_clientObject,proxy1->m_clientObject);
m_ownManifold = true;
}
}
}
ConvexConvexAlgorithm::~ConvexConvexAlgorithm()
{
if (m_ownManifold)
{
if (m_manifoldPtr)
m_dispatcher->ReleaseManifold(m_manifoldPtr);
}
}
void ConvexConvexAlgorithm ::SetLowLevelOfDetail(bool useLowLevel)
{
m_lowLevelOfDetail = useLowLevel;
}
float ConvexConvexAlgorithm::GetCollisionImpulse() const
{
if (m_manifoldPtr)
return m_manifoldPtr->GetCollisionImpulse();
return 0.f;
}
class FlippedContactResult : public DiscreteCollisionDetectorInterface::Result
{
DiscreteCollisionDetectorInterface::Result* m_org;
public:
FlippedContactResult(DiscreteCollisionDetectorInterface::Result* org)
: m_org(org)
{
}
virtual void AddContactPoint(const SimdVector3& normalOnBInWorld,const SimdVector3& pointInWorld,float depth)
{
SimdVector3 flippedNormal = -normalOnBInWorld;
m_org->AddContactPoint(flippedNormal,pointInWorld,depth);
}
};
bool extra = false;
float gFriction = 0.5f;
//
// box-box collision algorithm, for simplicity also applies resolution-impulse
//
void ConvexConvexAlgorithm ::ProcessCollision (BroadphaseProxy* ,BroadphaseProxy* ,float timeStep,int stepCount, bool useContinuous)
{
// printf("ConvexConvexAlgorithm::ProcessCollision\n");
m_collisionImpulse = 0.f;
RigidBody* body0 = (RigidBody*)m_box0.m_clientObject;
RigidBody* body1 = (RigidBody*)m_box1.m_clientObject;
if (!m_manifoldPtr)
return;
if ((body0->getInvMass() == 0.f) &&
(body1->getInvMass() == 0.f))
{
return;
}
ManifoldResult output(body0,body1,m_manifoldPtr);
ConvexShape* min0 = static_cast<ConvexShape*>(body0->GetCollisionShape());
ConvexShape* min1 = static_cast<ConvexShape*>(body1->GetCollisionShape());
GjkPairDetector::ClosestPointInput input;
SphereShape sphere(0.2f);
MinkowskiSumShape expanded0(min0,&sphere);
MinkowskiSumShape expanded1(min1,&sphere);
if (useContinuous)
{
m_gjkPairDetector.SetMinkowskiA(&expanded0);
m_gjkPairDetector.SetMinkowskiB(&expanded1);
input.m_maximumDistanceSquared = expanded0.GetMargin()+expanded1.GetMargin();
input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared;
}
else
{
m_gjkPairDetector.SetMinkowskiA(min0);
m_gjkPairDetector.SetMinkowskiB(min1);
input.m_maximumDistanceSquared = min0->GetMargin() + min1->GetMargin() + m_manifoldPtr->GetManifoldMargin();
input.m_maximumDistanceSquared*= input.m_maximumDistanceSquared;
}
input.m_maximumDistanceSquared = 1e30;//
input.m_transformA = body0->getCenterOfMassTransform();
input.m_transformB = body1->getCenterOfMassTransform();
m_gjkPairDetector.GetClosestPoints(input,output);
}
bool disableCcd = false;
float ConvexConvexAlgorithm::CalculateTimeOfImpact(BroadphaseProxy* proxy0,BroadphaseProxy* proxy1,float timeStep,int stepCount)
{
m_collisionImpulse = 0.f;
RigidBody* body0 = (RigidBody*)m_box0.m_clientObject;
RigidBody* body1 = (RigidBody*)m_box1.m_clientObject;
if (!m_manifoldPtr)
return 1.f;
if ((body0->getInvMass() == 0.f) &&
(body1->getInvMass() == 0.f))
{
return 1.f;
}
ConvexShape* min0 = static_cast<ConvexShape*>(body0->GetCollisionShape());
ConvexShape* min1 = static_cast<ConvexShape*>(body1->GetCollisionShape());
GjkPairDetector::ClosestPointInput input;
input.m_transformA = body0->getCenterOfMassTransform();
input.m_transformB = body1->getCenterOfMassTransform();
SimdTransform predictA,predictB;
body0->predictIntegratedTransform(timeStep,predictA);
body1->predictIntegratedTransform(timeStep,predictB);
ConvexCast::CastResult result;
VoronoiSimplexSolver voronoiSimplex;
//SubsimplexConvexCast ccd(&voronoiSimplex);
//GjkConvexCast ccd(&voronoiSimplex);
ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,&m_penetrationDepthSolver);
if (disableCcd)
return 1.f;
if (ccd.calcTimeOfImpact(input.m_transformA,predictA,input.m_transformB,predictB,result))
{
//store result.m_fraction in both bodies
int i;
i=0;
// if (result.m_fraction< 0.1f)
// result.m_fraction = 0.1f;
if (body0->m_hitFraction > result.m_fraction)
body0->m_hitFraction = result.m_fraction;
if (body1->m_hitFraction > result.m_fraction)
body1->m_hitFraction = result.m_fraction;
return result.m_fraction;
}
return 1.f;
}