Esempio n. 1
0
static bool CustomMaterialCombinerCallback(btManifoldPoint& cp,	const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1)
{

	float friction0 = colObj0->getFriction();
	float friction1 = colObj1->getFriction();
	float restitution0 = colObj0->getRestitution();
	float restitution1 = colObj1->getRestitution();

	if (colObj0->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK)
	{
		friction0 = 1.0;//partId0,index0
		restitution0 = 0.f;
	}
	if (colObj1->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK)
	{
		if (index1&1)
		{
			friction1 = 1.0f;//partId1,index1
		} else
		{
			friction1 = 0.f;
		}
		restitution1 = 0.f;
	}

	cp.m_combinedFriction = calculateCombinedFriction(friction0,friction1);
	cp.m_combinedRestitution = calculateCombinedRestitution(restitution0,restitution1);

	//this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction
	return true;
}
Esempio n. 2
0
 void	SpuContactResult::setContactInfo(btPersistentManifold* spuManifold, ppu_address_t	manifoldAddress,const btTransform& worldTrans0,const btTransform& worldTrans1, btScalar restitution0,btScalar restitution1, btScalar friction0,btScalar friction1, bool isSwapped)
 {
	//spu_printf("SpuContactResult::setContactInfo ManifoldAddress: %lu\n", manifoldAddress);
	m_rootWorldTransform0 = worldTrans0;
	m_rootWorldTransform1 = worldTrans1;
	m_manifoldAddress = manifoldAddress;    
	m_spuManifold = spuManifold;

	m_combinedFriction = calculateCombinedFriction(friction0,friction1);
	m_combinedRestitution = calculateCombinedRestitution(restitution0,restitution1);
	m_isSwapped = isSwapped;
 }
Esempio n. 3
0
static bool CustomMaterialCombinerCallback(btManifoldPoint& cp,	const btCollisionObjectWrapper* colObj0Wrap,int partId0,int index0,const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
{

	if (enable)
	{
		btAdjustInternalEdgeContacts(cp,colObj1Wrap,colObj0Wrap, partId1,index1);
		//btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_BACKFACE_MODE);
		//btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_DOUBLE_SIDED+BT_TRIANGLE_CONCAVE_DOUBLE_SIDED);
	}

	float friction0 = colObj0Wrap->getCollisionObject()->getFriction();
	float friction1 = colObj1Wrap->getCollisionObject()->getFriction();
	float restitution0 = colObj0Wrap->getCollisionObject()->getRestitution();
	float restitution1 = colObj1Wrap->getCollisionObject()->getRestitution();

	if (colObj0Wrap->getCollisionObject()->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK)
	{
		friction0 = 1.0;//partId0,index0
		restitution0 = 0.f;
	}
	if (colObj1Wrap->getCollisionObject()->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK)
	{
		if (index1&1)
		{
			friction1 = 1.0f;//partId1,index1
		} else
		{
			friction1 = 0.f;
		}
		restitution1 = 0.f;
	}

	cp.m_combinedFriction = calculateCombinedFriction(friction0,friction1);
	cp.m_combinedRestitution = calculateCombinedRestitution(restitution0,restitution1);

	//this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction
	return true;
}
Esempio n. 4
0
void btManifoldResult::addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)
{
	assert(m_manifoldPtr);
	//order in manifold needs to match
	
	if (depth > m_manifoldPtr->getContactBreakingThreshold())
		return;

	bool isSwapped = m_manifoldPtr->getBody0() != m_body0;

	btVector3 pointA = pointInWorld + normalOnBInWorld * depth;

	btVector3 localA;
	btVector3 localB;
	
	if (isSwapped)
	{
		localA = m_rootTransB.invXform(pointA );
		localB = m_rootTransA.invXform(pointInWorld);
	} else
	{
		localA = m_rootTransA.invXform(pointA );
		localB = m_rootTransB.invXform(pointInWorld);
	}

	btManifoldPoint newPt(localA,localB,normalOnBInWorld,depth);
	newPt.m_positionWorldOnA = pointA;
	newPt.m_positionWorldOnB = pointInWorld;
	
	int insertIndex = m_manifoldPtr->getCacheEntry(newPt);

	newPt.m_combinedFriction = calculateCombinedFriction(m_body0,m_body1);
	newPt.m_combinedRestitution = calculateCombinedRestitution(m_body0,m_body1);

   //BP mod, store contact triangles.
   newPt.m_partId0 = m_partId0;
   newPt.m_partId1 = m_partId1;
   newPt.m_index0  = m_index0;
   newPt.m_index1  = m_index1;
	
	///todo, check this for any side effects
	if (insertIndex >= 0)
	{
		//const btManifoldPoint& oldPoint = m_manifoldPtr->getContactPoint(insertIndex);
		m_manifoldPtr->replaceContactPoint(newPt,insertIndex);
	} else
	{
		m_manifoldPtr->AddManifoldPoint(newPt);
	}

	//User can override friction and/or restitution
	if (gContactAddedCallback &&
		//and if either of the two bodies requires custom material
		 ((m_body0->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK) ||
		   (m_body1->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK)))
	{
		//experimental feature info, for per-triangle material etc.
		btCollisionObject* obj0 = isSwapped? m_body1 : m_body0;
		btCollisionObject* obj1 = isSwapped? m_body0 : m_body1;
		(*gContactAddedCallback)(newPt,obj0,m_partId0,m_index0,obj1,m_partId1,m_index1);
	}

}
Esempio n. 5
0
void btManifoldResult::addContactPoint(const btVector3& normalOnBInWorld, const btVector3& pointInWorld, btScalar depth)
{
    btAssert(m_manifoldPtr);
    //order in manifold needs to match

    if (depth > m_manifoldPtr->getContactBreakingThreshold())
//	if (depth > m_manifoldPtr->getContactProcessingThreshold())
        return;

    bool isSwapped = m_manifoldPtr->getBody0() != m_body0Wrap->getCollisionObject();

    btVector3 pointA = pointInWorld + normalOnBInWorld * depth;

    btVector3 localA;
    btVector3 localB;

    if (isSwapped)
    {
        localA = m_body1Wrap->getCollisionObject()->getWorldTransform().invXform(pointA );
        localB = m_body0Wrap->getCollisionObject()->getWorldTransform().invXform(pointInWorld);
    } else
    {
        localA = m_body0Wrap->getCollisionObject()->getWorldTransform().invXform(pointA );
        localB = m_body1Wrap->getCollisionObject()->getWorldTransform().invXform(pointInWorld);
    }

    btManifoldPoint newPt(localA, localB, normalOnBInWorld, depth);
    newPt.m_positionWorldOnA = pointA;
    newPt.m_positionWorldOnB = pointInWorld;

    int insertIndex = m_manifoldPtr->getCacheEntry(newPt);

    newPt.m_combinedFriction = calculateCombinedFriction(m_body0Wrap->getCollisionObject(), m_body1Wrap->getCollisionObject());
    newPt.m_combinedRestitution = calculateCombinedRestitution(m_body0Wrap->getCollisionObject(), m_body1Wrap->getCollisionObject());
    newPt.m_combinedRollingFriction = calculateCombinedRollingFriction(m_body0Wrap->getCollisionObject(), m_body1Wrap->getCollisionObject());
    btPlaneSpace1(newPt.m_normalWorldOnB, newPt.m_lateralFrictionDir1, newPt.m_lateralFrictionDir2);



    //BP mod, store contact triangles.
    if (isSwapped)
    {
        newPt.m_partId0 = m_partId1;
        newPt.m_partId1 = m_partId0;
        newPt.m_index0  = m_index1;
        newPt.m_index1  = m_index0;
    } else
    {
        newPt.m_partId0 = m_partId0;
        newPt.m_partId1 = m_partId1;
        newPt.m_index0  = m_index0;
        newPt.m_index1  = m_index1;
    }

    //printf("depth=%f\n", depth);
    ///@todo, check this for any side effects
    if (insertIndex >= 0)
    {
        //const btManifoldPoint& oldPoint = m_manifoldPtr->getContactPoint(insertIndex);
        m_manifoldPtr->replaceContactPoint(newPt, insertIndex);
    } else
    {
        insertIndex = m_manifoldPtr->addManifoldPoint(newPt);
    }

    //User can override friction and/or restitution
    // DrChat: Removed for multithreading version
    /*
    if (gContactAddedCallback &&
    	//and if either of the two bodies requires custom material
    	 ((m_body0Wrap->getCollisionObject()->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK) ||
    	   (m_body1Wrap->getCollisionObject()->getCollisionFlags() & btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK)))
    {
    	//experimental feature info, for per-triangle material etc.
    	const btCollisionObjectWrapper* obj0Wrap = isSwapped? m_body1Wrap : m_body0Wrap;
    	const btCollisionObjectWrapper* obj1Wrap = isSwapped? m_body0Wrap : m_body1Wrap;
    	(*gContactAddedCallback)(m_manifoldPtr->getContactPoint(insertIndex), obj0Wrap, newPt.m_partId0, newPt.m_index0, obj1Wrap, newPt.m_partId1, newPt.m_index1);
    }
    */
}