void btSphereBoxCollisionAlgorithm::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut) { (void)dispatchInfo; (void)resultOut; if (!m_manifoldPtr) return; btCollisionObject* sphereObj = m_isSwapped? body1 : body0; btCollisionObject* boxObj = m_isSwapped? body0 : body1; btSphereShape* sphere0 = (btSphereShape*)sphereObj->getCollisionShape(); btVector3 normalOnSurfaceB; btVector3 pOnBox,pOnSphere; btVector3 sphereCenter = sphereObj->getWorldTransform().getOrigin(); btScalar radius = sphere0->getRadius(); btScalar dist = getSphereDistance(boxObj,pOnBox,pOnSphere,sphereCenter,radius); if (dist < SIMD_EPSILON) { btVector3 normalOnSurfaceB = (pOnBox- pOnSphere).normalize(); /// report a contact. internally this will be kept persistent, and contact reduction is done resultOut->setPersistentManifold(m_manifoldPtr); resultOut->addContactPoint(normalOnSurfaceB,pOnBox,dist); } }
void btSphereBoxCollisionAlgorithm::processCollision (const btCollisionObjectWrapper* body0Wrap, const btCollisionObjectWrapper* body1Wrap, const btDispatcherInfo& dispatchInfo, btManifoldResult* resultOut) { (void)dispatchInfo; (void)resultOut; if (!m_manifoldPtr) return; const btCollisionObjectWrapper* sphereObjWrap = m_isSwapped? body1Wrap : body0Wrap; const btCollisionObjectWrapper* boxObjWrap = m_isSwapped? body0Wrap : body1Wrap; btVector3 pOnBox; btVector3 normalOnSurfaceB; btScalar penetrationDepth; btVector3 sphereCenter = sphereObjWrap->getWorldTransform().getOrigin(); const btSphereShape* sphere0 = (const btSphereShape*)sphereObjWrap->getCollisionShape(); btScalar radius = sphere0->getRadius(); btScalar maxContactDistance = m_manifoldPtr->getContactBreakingThreshold(); resultOut->setPersistentManifold(m_manifoldPtr); if (getSphereDistance(boxObjWrap, pOnBox, normalOnSurfaceB, penetrationDepth, sphereCenter, radius, maxContactDistance)) { /// report a contact. internally this will be kept persistent, and contact reduction is done resultOut->addContactPoint(normalOnSurfaceB, pOnBox, penetrationDepth); } if (m_ownManifold) { if (m_manifoldPtr->getNumContacts()) { resultOut->refreshContactPoints(); } } }
void main(void)\n\ { \n\ float fTime0_X = parameters[0][0];\n\ vec4 coreSeed = parameters[1];\n\ \n\ vec3 rayDir = normalize(objectPosition * vec3(1.0, 0.6, 1.0));\n\ vec3 camPos = vec3(0.0, 0.0, -parameters[0][1]);\n\ \n\ // rotate camera around y axis\n\ float alpha = parameters[0][2] * 4.5f;\n\ camPos.xz = vec2(cos(alpha)*camPos.x - sin(alpha)*camPos.z,\n\ sin(alpha)*camPos.x + cos(alpha)*camPos.z);\n\ rayDir.xz = vec2(cos(alpha)*rayDir.x - sin(alpha)*rayDir.z,\n\ sin(alpha)*rayDir.x + cos(alpha)*rayDir.z);\n\ \n\ vec3 rayPos = camPos;\n\ float sceneSize = 8.0;\n\ vec3 totalColor = vec3(0.);\n\ float stepSize;\n\ float totalDensity = 0.0;\n\ float stepDepth = 0.0; // how far I went already.\n\ \n\ for(int step = 0; length(rayPos)<sceneSize && totalDensity < 0.9 && step < 50; step++)\n\ { \n\ float implicitVal;\n\ \n\ // This stuff is the transformation information from previous stuff\n\ float transer = parameters[0][3];\n\ vec4 prevQuaternion = vec4(cos(transer), sin(transer), sin(transer * 1.3), sin(transer * 2.7));\n\ prevQuaternion = normalize(prevQuaternion);\n\ float prevLength = 1.0;\n\ vec3 prevMover = vec3(0.0);\n\ vec3 prevColor = vec3(1.0, 0.4, 0.2);\n\ \n\ // Multiple boxes\n\ implicitVal = 1.0e10;\n\ \n\ for (int loop = 0; loop < 12; loop++)\n\ {\n\ vec4 newQuaternion;\n\ float newLength;\n\ vec3 newMover;\n\ vec3 newColor;\n\ \n\ mat3 prevRotationMatrix = quaternionToMatrix(prevQuaternion);\n\ \n\ // Loop for solid stuff\n\ vec4 seed = coreSeed;\n\ for (int k = 0; k < 4; k++)\n\ {\n\ seed = randomIteration(seed);\n\ vec4 quaternion = normalize(seed - vec4(0.5));\n\ mat3 rotationMatrix = quaternionToMatrix(quatMult(quaternion, prevQuaternion));\n\ vec3 lengthes = seed.xyz * seed.xyz * seed.xyz * seed.xyz * vec3(0.2) + vec3(0.05);\n\ lengthes *= prevLength;\n\ vec3 mover = 0.5*seed.wzx - vec3(0.25);\n\ mover = (mover * prevRotationMatrix * prevLength) + prevMover;\n\ float curImplicitVal = getDistance(rotationMatrix, lengthes, mover, rayPos);\n\ implicitVal = min(implicitVal, curImplicitVal);\n\ }\n\ \n\ // Non-solid:\n\ float nonSolidDist = 1.0e10;\n\ for (int k = 0; k < 2; k++)\n\ {\n\ seed = randomIteration(seed);\n\ vec4 quaternion = normalize(seed - vec4(0.5));\n\ quaternion = quatMult(quaternion, prevQuaternion);\n\ vec3 lengthes = seed.xyz * vec3(0.3) + vec3(0.25);\n\ lengthes *= prevLength;\n\ vec3 mover = 0.5*seed.wzx - vec3(0.25);\n\ mover = (mover * prevRotationMatrix * prevLength) + prevMover;\n\ float curImplicitVal = getSphereDistance(lengthes.x, mover, rayPos);\n\ if (curImplicitVal < nonSolidDist)\n\ {\n\ nonSolidDist = curImplicitVal;\n\ newQuaternion = quaternion;\n\ newLength = lengthes.x;\n\ newMover = mover;\n\ newColor = seed.xyz;\n\ }\n\ }\n\ \n\ if (nonSolidDist > implicitVal)\n\ {\n\ // I will not get closer than where I am now.\n\ break;\n\ }\n\ else\n\ {\n\ prevQuaternion = newQuaternion;\n\ prevLength = newLength;\n\ prevMover = newMover;\n\ prevColor = 0.5 * prevColor + 0.5 * newColor; \n\ }\n\ }\n\ \n\ // I need to do this distance related to for the DOF! \n\ totalColor += vec3(1./50., 1./70., 1./90.) *\n\ 1.7 / exp(abs(implicitVal*5.) + 0.0) * 1.8;\n\ totalDensity += 1./ 15. / exp(abs(implicitVal*10.0) + 0.5);\n\ // *(1.0 - cos(fTime0_X*3.)*0.5);\n\ //if (implicitVal < 0.0)\n\ stepDepth += abs(implicitVal) * 0.95; \n\ {\n\ // TODO: I could make this distance-related, with offset to get the size right?\n\ float localDensity = implicitVal < 0.0 ? 1.0 : 0.0;\n\ totalColor = totalColor + (1.-totalDensity) * prevColor * localDensity;\n\ totalDensity = totalDensity + (1.05-totalDensity) * localDensity;\n\ }\n\ \n\ stepSize = abs(implicitVal) * 0.99;\n\ stepSize = max(0.005 * stepDepth, stepSize);\n\ rayPos += rayDir * stepSize;\n\ }\n\ \n\ float grad = normalize(rayDir).y;\n\ totalColor += (1.-totalDensity) * (grad * vec3(0.0,-0.4,-0.3) + (1.-grad)*vec3(0.0,0.4,0.6));\n\ \n\ gl_FragColor = vec4(totalColor-vec3(0.0), 1.0);\n\ }\n\