btTransform ToBullet(aiMatrix4x4t<float> Transform) {
			aiQuaterniont<float> OrientationPart;
			aiVector3D TranslationPart(0,0,0);
			aiVector3D ScalePart(0,0,0);
			Transform.Decompose(ScalePart,OrientationPart,TranslationPart);
			return btTransform(ToBullet(OrientationPart),ToBullet(TranslationPart));
		}
	void TriangleShape::UpdateShape()
	{
		if (mCollisionShape) {
			delete mCollisionShape;
		}

		mCollisionShape = new btTriangleShape(ToBullet(mTriangle[0]), ToBullet(mTriangle[1]), ToBullet(mTriangle[2]));
	}
Example #3
0
void BulletWrapper::updateObjectHolding(const SkeletonHand& skeletonHand, BulletHandRepresentation& handRepresentation, float deltaTime)
{
  const float strengthThreshold = 1.8f;
  if (skeletonHand.grabStrength >= strengthThreshold && handRepresentation.m_HeldBody == NULL)
  {
    // Find body to pick
    EigenTypes::Vector3f underHandDirection = -skeletonHand.rotationButNotReally * EigenTypes::Vector3f::UnitY();

    btRigidBody* closestBody = utilFindClosestBody(skeletonHand.getManipulationPoint(), underHandDirection);
    handRepresentation.m_HeldBody = closestBody;
  }

  if (skeletonHand.grabStrength < strengthThreshold)
  {
    // Let body go
    handRepresentation.m_HeldBody = NULL;
  }
  

  if (handRepresentation.m_HeldBody != NULL)
  {
    btRigidBody* body = handRepresentation.m_HeldBody;
    // Control held body
    s_LastHeldBody = body;
    m_FramesTilLastHeldBodyReset = 12;

    //handRepresentation.m_HeldBody->setCollisionFlags(0);

    // apply velocities or apply positions
    btVector3 target = ToBullet(skeletonHand.getManipulationPoint());// - skeletonHand.rotationButNotReally * EigenTypes::Vector3f(0.1f, 0.1f, 0.1f));
    btVector3 current = body->getWorldTransform().getOrigin();
    btVector3 targetVelocity = 0.5f * (target - current) / deltaTime;
    body->setLinearVelocity(targetVelocity);

    // convert from-to quaternions to angular velocity in world space
    {
      Eigen::Quaternionf currentRotation = FromBullet(body->getWorldTransform().getRotation());
      Eigen::Quaternionf targetRotation = Eigen::Quaternionf(skeletonHand.arbitraryRelatedRotation()); // breaks for left hand ???

      Eigen::Quaternionf delta = currentRotation.inverse() * targetRotation;
      Eigen::AngleAxis<float> angleAxis(delta);
      EigenTypes::Vector3f axis = angleAxis.axis();
      float angle = angleAxis.angle();
      const float pi = 3.1415926536f;
      if (angle > pi) angle -= 2.0f * pi;
      if (angle < -pi) angle += 2.0f * pi;

      EigenTypes::Vector3f angularVelocity = currentRotation * (axis * angle * 0.5f / deltaTime);
      body->setAngularVelocity(ToBullet(angularVelocity));
    }
  }
}
Example #4
0
btRigidBody* BulletWrapper::utilFindClosestBody(const EigenTypes::Vector3f& point, const EigenTypes::Vector3f& acceptedHalfSpaceDirection )
{
  btRigidBody* closest = NULL;
  float minDist2 = 10000.0f;

  for (size_t i = 0; i < m_BodyDatas.size(); i++)
  {
    if (m_BodyDatas[i].m_Visible) // skip the hand bodies.
    {
      btRigidBody* body = m_BodyDatas[i].m_Body;
      btVector3 position = body->getWorldTransform().getOrigin();

      btVector3 handToBody = position - ToBullet(point);
      float dot = handToBody.dot(ToBullet(acceptedHalfSpaceDirection));
      float dist2 = handToBody.length2();

      const bool hardCutOff = true;
      if (hardCutOff)
      {
        if (0.0f < dot)
        {
          if (dist2 < minDist2)
          {
            minDist2 = dist2;
            closest = body;
          }
        }
      }
      else
      {
        // Alternative
        if (0.0f < dot)
        {
          float sin2 = std::sqrt(1 - dot * dot);
          float sin8 = sin2 * sin2 * sin2 * sin2;
          float sin32 = sin8 * sin8 *sin8 *sin8;
          dist2 *= 1.0f / (sin32 + 0.000001f);
        }
        if (dist2 < minDist2)
        {
          minDist2 = dist2;
          closest = body;
        }
      }


    }
  }

  return closest;
}
Example #5
0
void BulletWrapper::utilSyncHeadRepresentation(const EigenTypes::Vector3f& headPosition, float deltaTime)
{
  // apply velocities or apply positions
  btVector3 target = ToBullet(headPosition);
  btVector3 current = m_HeadRepresentation->getWorldTransform().getOrigin();
  btVector3 targetVelocity = (target - current) / deltaTime;
  m_HeadRepresentation->setLinearVelocity(targetVelocity);
  m_HeadRepresentation->setAngularVelocity(btVector3(0, 0, 0));
}
Example #6
0
void BulletWrapper::updateHandRepresentation(const SkeletonHand& skeletonHand, BulletWrapper::BulletHandRepresentation& handRepresentation, float deltaTime)
{
  for (unsigned int i = 0; i < handRepresentation.m_Bodies.size(); i++)
  {
    EigenTypes::Vector3f jointPos = skeletonHand.joints[i];
    btRigidBody* body = handRepresentation.m_Bodies[i];

    // apply velocities or apply positions
    btVector3 target = ToBullet(jointPos);
    btVector3 current = body->getWorldTransform().getOrigin();
    btVector3 targetVelocity = (target - current) / deltaTime;
    body->setLinearVelocity(targetVelocity);
    body->setAngularVelocity(btVector3(0,0,0));
  }
}
Example #7
0
void BulletWrapper::utilAddCube(const EigenTypes::Vector3f& position, const EigenTypes::Vector3f& halfExtents)
{
  m_BodyDatas.resize(m_BodyDatas.size() + 1);
  BodyData& bodyData = m_BodyDatas.back();

  bodyData.m_SharedShape.reset(new btBoxShape(ToBullet(halfExtents)));

  btDefaultMotionState* fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(position.x(), position.y(), position.z())));

  btScalar mass = 1;
  btVector3 fallInertia(0, 0, 0);
  bodyData.m_SharedShape->calculateLocalInertia(mass, fallInertia);
  btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, bodyData.m_SharedShape.get(), fallInertia);
  bodyData.m_Body = new btRigidBody(fallRigidBodyCI);
  bodyData.m_ShapeType = SHAPE_TYPE_BOX;
  bodyData.m_Visible = true;
  bodyData.m_Body->setActivationState(DISABLE_DEACTIVATION);
  m_DynamicsWorld->addRigidBody(bodyData.m_Body, COLLISION_GROUP_DYNAMIC, COLLISION_GROUP_DYNAMIC | COLLISION_GROUP_HAND);
}