Example #1
0
void ActorTracer::doTrace(btCollisionObject *actor, const Ogre::Vector3 &start, const Ogre::Vector3 &end, const PhysicEngine *enginePass)
{
    const btVector3 btstart(start.x, start.y, start.z);
    const btVector3 btend(end.x, end.y, end.z);

    const btTransform &trans = actor->getWorldTransform();
    btTransform from(trans);
    btTransform to(trans);
    from.setOrigin(btstart);
    to.setOrigin(btend);

    ClosestNotMeConvexResultCallback newTraceCallback(actor, btstart-btend, btScalar(0.0));
    newTraceCallback.m_collisionFilterMask = CollisionType_World | CollisionType_HeightMap |
                                             CollisionType_Actor;

    btCollisionShape *shape = actor->getCollisionShape();
    assert(shape->isConvex());
    enginePass->dynamicsWorld->convexSweepTest(static_cast<btConvexShape*>(shape),
                                               from, to, newTraceCallback);

    // Copy the hit data over to our trace results struct:
    if(newTraceCallback.hasHit())
    {
        const btVector3& tracehitnormal = newTraceCallback.m_hitNormalWorld;
        mFraction = newTraceCallback.m_closestHitFraction;
        mPlaneNormal = Ogre::Vector3(tracehitnormal.x(), tracehitnormal.y(), tracehitnormal.z());
        mEndPos = (end-start)*mFraction + start;
    }
    else
    {
        mEndPos = end;
        mPlaneNormal = Ogre::Vector3(0.0f, 0.0f, 1.0f);
        mFraction = 1.0f;
    }
}
Example #2
0
void ActorTracer::findGround(const Actor* actor, const osg::Vec3f& start, const osg::Vec3f& end, const btCollisionWorld* world)
{
    const btVector3 btstart(start.x(), start.y(), start.z());
    const btVector3 btend(end.x(), end.y(), end.z());

    const btTransform &trans = actor->getCollisionObject()->getWorldTransform();
    btTransform from(trans.getBasis(), btstart);
    btTransform to(trans.getBasis(), btend);

    ClosestNotMeConvexResultCallback newTraceCallback(actor->getCollisionObject(), btstart-btend, btScalar(0.0));
    // Inherit the actor's collision group and mask
    newTraceCallback.m_collisionFilterGroup = actor->getCollisionObject()->getBroadphaseHandle()->m_collisionFilterGroup;
    newTraceCallback.m_collisionFilterMask = actor->getCollisionObject()->getBroadphaseHandle()->m_collisionFilterMask;
    newTraceCallback.m_collisionFilterMask &= ~CollisionType_Actor;

    world->convexSweepTest(actor->getConvexShape(), from, to, newTraceCallback);
    if(newTraceCallback.hasHit())
    {
        const btVector3& tracehitnormal = newTraceCallback.m_hitNormalWorld;
        mFraction = newTraceCallback.m_closestHitFraction;
        mPlaneNormal = osg::Vec3f(tracehitnormal.x(), tracehitnormal.y(), tracehitnormal.z());
        mEndPos = (end-start)*mFraction + start;
    }
    else
    {
        mEndPos = end;
        mPlaneNormal = osg::Vec3f(0.0f, 0.0f, 1.0f);
        mFraction = 1.0f;
    }
}
Example #3
0
void ActorTracer::doTrace(const btCollisionObject *actor, const osg::Vec3f& start, const osg::Vec3f& end, const btCollisionWorld* world)
{
    const btVector3 btstart = toBullet(start);
    const btVector3 btend = toBullet(end);

    const btTransform &trans = actor->getWorldTransform();
    btTransform from(trans);
    btTransform to(trans);
    from.setOrigin(btstart);
    to.setOrigin(btend);

    ClosestNotMeConvexResultCallback newTraceCallback(actor, btstart-btend, btScalar(0.0));
    // Inherit the actor's collision group and mask
    newTraceCallback.m_collisionFilterGroup = actor->getBroadphaseHandle()->m_collisionFilterGroup;
    newTraceCallback.m_collisionFilterMask = actor->getBroadphaseHandle()->m_collisionFilterMask;

    const btCollisionShape *shape = actor->getCollisionShape();
    assert(shape->isConvex());
    world->convexSweepTest(static_cast<const btConvexShape*>(shape),
                                               from, to, newTraceCallback);

    // Copy the hit data over to our trace results struct:
    if(newTraceCallback.hasHit())
    {
        const btVector3& tracehitnormal = newTraceCallback.m_hitNormalWorld;
        mFraction = newTraceCallback.m_closestHitFraction;
        mPlaneNormal = osg::Vec3f(tracehitnormal.x(), tracehitnormal.y(), tracehitnormal.z());
        mEndPos = (end-start)*mFraction + start;
        mHitPoint = toOsg(newTraceCallback.m_hitPointWorld);
        mHitObject = newTraceCallback.m_hitCollisionObject;
    }
    else
    {
        mEndPos = end;
        mPlaneNormal = osg::Vec3f(0.0f, 0.0f, 1.0f);
        mFraction = 1.0f;
        mHitPoint = end;
        mHitObject = nullptr;
    }
}
Example #4
0
void ActorTracer::findGround(btCollisionObject *actor, const Ogre::Vector3 &start, const Ogre::Vector3 &end, const PhysicEngine *enginePass)
{
    const btVector3 btstart(start.x, start.y, start.z+1.0f);
    const btVector3 btend(end.x, end.y, end.z+1.0f);

    const btTransform &trans = actor->getWorldTransform();
    btTransform from(trans.getBasis(), btstart);
    btTransform to(trans.getBasis(), btend);

    ClosestNotMeConvexResultCallback newTraceCallback(actor, btstart-btend, btScalar(0.0));
    newTraceCallback.m_collisionFilterMask = CollisionType_World | CollisionType_HeightMap |
                                             CollisionType_Actor;

    const btBoxShape *shape = dynamic_cast<btBoxShape*>(actor->getCollisionShape());
    assert(shape);

    btVector3 halfExtents = shape->getHalfExtentsWithMargin();
    halfExtents[2] = 1.0f;
    btBoxShape box(halfExtents);

    enginePass->dynamicsWorld->convexSweepTest(&box, from, to, newTraceCallback);
    if(newTraceCallback.hasHit())
    {
        const btVector3& tracehitnormal = newTraceCallback.m_hitNormalWorld;
        mFraction = newTraceCallback.m_closestHitFraction;
        mPlaneNormal = Ogre::Vector3(tracehitnormal.x(), tracehitnormal.y(), tracehitnormal.z());
        mEndPos = (end-start)*mFraction + start;
        mEndPos[2] += 1.0f;
    }
    else
    {
        mEndPos = end;
        mPlaneNormal = Ogre::Vector3(0.0f, 0.0f, 1.0f);
        mFraction = 1.0f;
    }
}
Example #5
0
const bool NewPhysicsTrace(NewPhysTraceResults* const out, const Ogre::Vector3& start, const Ogre::Vector3& end, 
	const Ogre::Vector3& BBHalfExtents, const Ogre::Vector3& rotation, bool isInterior, OEngine::Physic::PhysicEngine* enginePass)
{
	//if (!traceobj->incellptr)
	//	return false;
	//if(enginePass->dynamicsWorld->getCollisionObjectArray().at(60)->getCollisionShape()->isConvex())
	//	std::cout << "It's convex\n";
	


	const btVector3 btstart(start.x, start.y, start.z);
	const btVector3 btend(end.x, end.y, end.z);
	const btQuaternion btrot(rotation.y, rotation.x, rotation.z);   //y, x, z

	const btBoxShape newshape(btVector3(BBHalfExtents.x, BBHalfExtents.y, BBHalfExtents.z));
	const btTransform from(btrot, btstart);
	const btTransform to(btrot, btend);

    // warning: unused variable ...
    /*
	float x = from.getOrigin().getX();
	float y = from.getOrigin().getY();
	float z = from.getOrigin().getZ();
	float x2 = to.getOrigin().getX();
	float y2 = to.getOrigin().getY();
	float z2 = to.getOrigin().getZ();
    */
	
	//std::cout << "BtFrom: " << x << "," << y << "," << z << "\n";
	//std::cout << "BtTo: " << x2 << "," << y2 << "," << z2 << "\n";
	//std::cout << "BtTo: " << to.getOrigin().getX() << "," << to.getOrigin().getY() << "," << to.getOrigin().getZ() << "\n";


	btCollisionWorld::ClosestConvexResultCallback
		newTraceCallback(btstart, btend);

	newTraceCallback.m_collisionFilterMask = (traceType == collisionWorldTrace) ? Only_Collision : Only_Pickup;
	
	
	enginePass->dynamicsWorld->convexSweepTest(&newshape, from, to, newTraceCallback);
	//newTraceCallback.
	
	
	//std::cout << "NUM: " << enginePass->dynamicsWorld->getNumCollisionObjects() << "\n";

	// Copy the hit data over to our trace results struct:
	out->fraction = newTraceCallback.m_closestHitFraction;

	Ogre::Vector3& outhitnormal = out->hitNormal;
	const btVector3& tracehitnormal = newTraceCallback.m_hitNormalWorld;

	outhitnormal.x = tracehitnormal.x();
	outhitnormal.y = tracehitnormal.y();
	outhitnormal.z = tracehitnormal.z();

	Ogre::Vector3& outhitpos = out->endPos;
	const btVector3& tracehitpos = newTraceCallback.m_hitPointWorld;

	outhitpos.x = tracehitpos.x();
	outhitpos.y = tracehitpos.y();
	outhitpos.z= tracehitpos.z();

	// StartSolid test:
	{
		out->startSolid = false;
		//btCollisionObject collision;
		//collision.setCollisionShape(const_cast<btBoxShape* const>(&newshape) );

		//CustomContactCallback crb;

		//world.world->contactTest(&collision, crb);
		//out->startSolid = crb.hit;

		// If outside and underground, we're solid
		if (!isInterior)   //Check if we are interior
		{
		}

		// If inside and out of the tree, we're solid
		else
		{
			btVector3 aabbMin, aabbMax;
			enginePass->broadphase->getBroadphaseAabb(aabbMin, aabbMax);
			//std::cout << "AABBMIN" << aabbMin.getX() <<"," <<aabbMin.getY() << "," << aabbMin.getZ()  << "\n";
			//std::cout << "AABBMAX" << aabbMax.getX() <<"," <<aabbMax.getY() << "," << aabbMax.getZ()  << "\n";
			//std::cout << "AABBMAX" << aabbMax << "\n";
			if (!TestPointAgainstAabb2(aabbMin, aabbMax, *(const btVector3* const)&(start) ) )
			{
				//We're solid
				out->startSolid = true;
			}
		}
	}

	const bool hasHit = newTraceCallback.hasHit();

	

	
	return hasHit;
}