void collisionWithBound(btVector3 &vel, btVector3 &pos, const btVector3 &normal, const btScalar &penetrationDist) { if( penetrationDist < btScalar(0.0) ) { pos = pos - normal * penetrationDist; vel = vel - (1 + Constant.m_boundaryRestitution * (-penetrationDist) / (Constant.m_timeStep * vel.length())) * vel.dot(normal) * normal; } }
///combined discrete/continuous sphere-triangle bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact) { const btVector3* vertices = &m_triangle->getVertexPtr(0); const btVector3& c = sphereCenter; btScalar r = m_sphere->getRadius(); btVector3 delta (0,0,0); btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]); normal.normalize(); btVector3 p1ToCentre = c - vertices[0]; btScalar distanceFromPlane = p1ToCentre.dot(normal); if (distanceFromPlane < btScalar(0.)) { //triangle facing the other way distanceFromPlane *= btScalar(-1.); normal *= btScalar(-1.); } ///todo: move this gContactBreakingThreshold into a proper structure extern btScalar gContactBreakingThreshold; btScalar contactMargin = gContactBreakingThreshold; bool isInsideContactPlane = distanceFromPlane < r + contactMargin; bool isInsideShellPlane = distanceFromPlane < r; btScalar deltaDotNormal = delta.dot(normal); if (!isInsideShellPlane && deltaDotNormal >= btScalar(0.0)) return false; // Check for contact / intersection bool hasContact = false; btVector3 contactPoint; if (isInsideContactPlane) { if (facecontains(c,vertices,normal)) { // Inside the contact wedge - touches a point on the shell plane hasContact = true; contactPoint = c - normal*distanceFromPlane; } else { // Could be inside one of the contact capsules btScalar contactCapsuleRadiusSqr = (r + contactMargin) * (r + contactMargin); btVector3 nearestOnEdge; for (int i = 0; i < m_triangle->getNumEdges(); i++) { btPoint3 pa; btPoint3 pb; m_triangle->getEdge(i,pa,pb); btScalar distanceSqr = SegmentSqrDistance(pa,pb,c, nearestOnEdge); if (distanceSqr < contactCapsuleRadiusSqr) { // Yep, we're inside a capsule hasContact = true; contactPoint = nearestOnEdge; } } } } if (hasContact) { btVector3 contactToCentre = c - contactPoint; btScalar distanceSqr = contactToCentre.length2(); if (distanceSqr < (r - MAX_OVERLAP)*(r - MAX_OVERLAP)) { btScalar distance = btSqrt(distanceSqr); resultNormal = contactToCentre; resultNormal.normalize(); point = contactPoint; depth = -(r-distance); return true; } if (delta.dot(contactToCentre) >= btScalar(0.0)) return false; // Moving towards the contact point -> collision point = contactPoint; timeOfImpact = btScalar(0.0); return true; } return false; }
vector3df toIrrlicht(btVector3 vec) { return vector3df(vec.getX(), vec.getY(), vec.getZ()); }
osg::Vec3 osgbCollision::asOsgVec3( const btVector3& v ) { return osg::Vec3( v.x(), v.y(), v.z() ); }
void ConvexDecompositionDemo::initPhysics(const char* filename) { gContactAddedCallback = &MyContactCallback; setupEmptyDynamicsWorld(); getDynamicsWorld()->setDebugDrawer(&gDebugDrawer); setTexturing(true); setShadows(true); setCameraDistance(26.f); #ifndef NO_OBJ_TO_BULLET ConvexDecomposition::WavefrontObj wo; tcount = 0; const char* prefix[]={"./","../","../../","../../../","../../../../", "ConvexDecompositionDemo/", "Demos/ConvexDecompositionDemo/", "../Demos/ConvexDecompositionDemo/","../../Demos/ConvexDecompositionDemo/"}; int numPrefixes = sizeof(prefix)/sizeof(const char*); char relativeFileName[1024]; for (int i=0;i<numPrefixes;i++) { sprintf(relativeFileName,"%s%s",prefix[i],filename); tcount = wo.loadObj(relativeFileName); if (tcount) break; } btTransform startTransform; startTransform.setIdentity(); startTransform.setOrigin(btVector3(0,-4.5,0)); btCollisionShape* boxShape = new btBoxShape(btVector3(30,2,30)); m_collisionShapes.push_back(boxShape); localCreateRigidBody(0.f,startTransform,boxShape); class MyConvexDecomposition : public ConvexDecomposition::ConvexDecompInterface { ConvexDecompositionDemo* m_convexDemo; public: btAlignedObjectArray<btConvexHullShape*> m_convexShapes; btAlignedObjectArray<btVector3> m_convexCentroids; MyConvexDecomposition (FILE* outputFile,ConvexDecompositionDemo* demo) :m_convexDemo(demo), mBaseCount(0), mHullCount(0), mOutputFile(outputFile) { } virtual void ConvexDecompResult(ConvexDecomposition::ConvexResult &result) { btTriangleMesh* trimesh = new btTriangleMesh(); m_convexDemo->m_trimeshes.push_back(trimesh); btVector3 localScaling(6.f,6.f,6.f); //export data to .obj printf("ConvexResult. "); if (mOutputFile) { fprintf(mOutputFile,"## Hull Piece %d with %d vertices and %d triangles.\r\n", mHullCount, result.mHullVcount, result.mHullTcount ); fprintf(mOutputFile,"usemtl Material%i\r\n",mBaseCount); fprintf(mOutputFile,"o Object%i\r\n",mBaseCount); for (unsigned int i=0; i<result.mHullVcount; i++) { const float *p = &result.mHullVertices[i*3]; fprintf(mOutputFile,"v %0.9f %0.9f %0.9f\r\n", p[0], p[1], p[2] ); } //calc centroid, to shift vertices around center of mass centroid.setValue(0,0,0); btAlignedObjectArray<btVector3> vertices; if ( 1 ) { //const unsigned int *src = result.mHullIndices; for (unsigned int i=0; i<result.mHullVcount; i++) { btVector3 vertex(result.mHullVertices[i*3],result.mHullVertices[i*3+1],result.mHullVertices[i*3+2]); vertex *= localScaling; centroid += vertex; } } centroid *= 1.f/(float(result.mHullVcount) ); if ( 1 ) { //const unsigned int *src = result.mHullIndices; for (unsigned int i=0; i<result.mHullVcount; i++) { btVector3 vertex(result.mHullVertices[i*3],result.mHullVertices[i*3+1],result.mHullVertices[i*3+2]); vertex *= localScaling; vertex -= centroid ; vertices.push_back(vertex); } } if ( 1 ) { const unsigned int *src = result.mHullIndices; for (unsigned int i=0; i<result.mHullTcount; i++) { unsigned int index0 = *src++; unsigned int index1 = *src++; unsigned int index2 = *src++; btVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]); btVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]); btVector3 vertex2(result.mHullVertices[index2*3], result.mHullVertices[index2*3+1],result.mHullVertices[index2*3+2]); vertex0 *= localScaling; vertex1 *= localScaling; vertex2 *= localScaling; vertex0 -= centroid; vertex1 -= centroid; vertex2 -= centroid; trimesh->addTriangle(vertex0,vertex1,vertex2); index0+=mBaseCount; index1+=mBaseCount; index2+=mBaseCount; fprintf(mOutputFile,"f %d %d %d\r\n", index0+1, index1+1, index2+1 ); } } // float mass = 1.f; //this is a tools issue: due to collision margin, convex objects overlap, compensate for it here: //#define SHRINK_OBJECT_INWARDS 1 #ifdef SHRINK_OBJECT_INWARDS float collisionMargin = 0.01f; btAlignedObjectArray<btVector3> planeEquations; btGeometryUtil::getPlaneEquationsFromVertices(vertices,planeEquations); btAlignedObjectArray<btVector3> shiftedPlaneEquations; for (int p=0;p<planeEquations.size();p++) { btVector3 plane = planeEquations[p]; plane[3] += collisionMargin; shiftedPlaneEquations.push_back(plane); } btAlignedObjectArray<btVector3> shiftedVertices; btGeometryUtil::getVerticesFromPlaneEquations(shiftedPlaneEquations,shiftedVertices); btConvexHullShape* convexShape = new btConvexHullShape(&(shiftedVertices[0].getX()),shiftedVertices.size()); #else //SHRINK_OBJECT_INWARDS btConvexHullShape* convexShape = new btConvexHullShape(&(vertices[0].getX()),vertices.size()); #endif if (sEnableSAT) convexShape->initializePolyhedralFeatures(); convexShape->setMargin(0.01f); m_convexShapes.push_back(convexShape); m_convexCentroids.push_back(centroid); m_convexDemo->m_collisionShapes.push_back(convexShape); mBaseCount+=result.mHullVcount; // advance the 'base index' counter. } } int mBaseCount; int mHullCount; FILE* mOutputFile; }; if (tcount) { btTriangleMesh* trimesh = new btTriangleMesh(); m_trimeshes.push_back(trimesh); btVector3 localScaling(6.f,6.f,6.f); int i; for ( i=0;i<wo.mTriCount;i++) { int index0 = wo.mIndices[i*3]; int index1 = wo.mIndices[i*3+1]; int index2 = wo.mIndices[i*3+2]; btVector3 vertex0(wo.mVertices[index0*3], wo.mVertices[index0*3+1],wo.mVertices[index0*3+2]); btVector3 vertex1(wo.mVertices[index1*3], wo.mVertices[index1*3+1],wo.mVertices[index1*3+2]); btVector3 vertex2(wo.mVertices[index2*3], wo.mVertices[index2*3+1],wo.mVertices[index2*3+2]); vertex0 *= localScaling; vertex1 *= localScaling; vertex2 *= localScaling; trimesh->addTriangle(vertex0,vertex1,vertex2); } btConvexShape* tmpConvexShape = new btConvexTriangleMeshShape(trimesh); printf("old numTriangles= %d\n",wo.mTriCount); printf("old numIndices = %d\n",wo.mTriCount*3); printf("old numVertices = %d\n",wo.mVertexCount); printf("reducing vertices by creating a convex hull\n"); //create a hull approximation btShapeHull* hull = new btShapeHull(tmpConvexShape); btScalar margin = tmpConvexShape->getMargin(); hull->buildHull(margin); tmpConvexShape->setUserPointer(hull); printf("new numTriangles = %d\n", hull->numTriangles ()); printf("new numIndices = %d\n", hull->numIndices ()); printf("new numVertices = %d\n", hull->numVertices ()); btConvexHullShape* convexShape = new btConvexHullShape(); bool updateLocalAabb = false; for (i=0;i<hull->numVertices();i++) { convexShape->addPoint(hull->getVertexPointer()[i],updateLocalAabb); } convexShape->recalcLocalAabb(); if (sEnableSAT) convexShape->initializePolyhedralFeatures(); delete tmpConvexShape; delete hull; m_collisionShapes.push_back(convexShape); float mass = 1.f; btTransform startTransform; startTransform.setIdentity(); startTransform.setOrigin(btVector3(0,2,14)); localCreateRigidBody(mass, startTransform,convexShape); bool useQuantization = true; btCollisionShape* concaveShape = new btBvhTriangleMeshShape(trimesh,useQuantization); startTransform.setOrigin(convexDecompositionObjectOffset); localCreateRigidBody(0.f,startTransform,concaveShape); m_collisionShapes.push_back (concaveShape); } if (tcount) { //----------------------------------- // Bullet Convex Decomposition //----------------------------------- char outputFileName[512]; strcpy(outputFileName,filename); char *dot = strstr(outputFileName,"."); if ( dot ) *dot = 0; strcat(outputFileName,"_convex.obj"); FILE* outputFile = fopen(outputFileName,"wb"); unsigned int depth = 5; float cpercent = 5; float ppercent = 15; unsigned int maxv = 16; float skinWidth = 0.0; printf("WavefrontObj num triangles read %i\n",tcount); ConvexDecomposition::DecompDesc desc; desc.mVcount = wo.mVertexCount; desc.mVertices = wo.mVertices; desc.mTcount = wo.mTriCount; desc.mIndices = (unsigned int *)wo.mIndices; desc.mDepth = depth; desc.mCpercent = cpercent; desc.mPpercent = ppercent; desc.mMaxVertices = maxv; desc.mSkinWidth = skinWidth; MyConvexDecomposition convexDecomposition(outputFile,this); desc.mCallback = &convexDecomposition; //----------------------------------------------- // HACD //----------------------------------------------- std::vector< HACD::Vec3<HACD::Real> > points; std::vector< HACD::Vec3<long> > triangles; for(int i=0; i<wo.mVertexCount; i++ ) { int index = i*3; HACD::Vec3<HACD::Real> vertex(wo.mVertices[index], wo.mVertices[index+1],wo.mVertices[index+2]); points.push_back(vertex); } for(int i=0;i<wo.mTriCount;i++) { int index = i*3; HACD::Vec3<long> triangle(wo.mIndices[index], wo.mIndices[index+1], wo.mIndices[index+2]); triangles.push_back(triangle); } HACD::HACD myHACD; myHACD.SetPoints(&points[0]); myHACD.SetNPoints(points.size()); myHACD.SetTriangles(&triangles[0]); myHACD.SetNTriangles(triangles.size()); myHACD.SetCompacityWeight(0.1); myHACD.SetVolumeWeight(0.0); // HACD parameters // Recommended parameters: 2 100 0 0 0 0 size_t nClusters = 2; double concavity = 100; bool invert = false; bool addExtraDistPoints = false; bool addNeighboursDistPoints = false; bool addFacesPoints = false; myHACD.SetNClusters(nClusters); // minimum number of clusters myHACD.SetNVerticesPerCH(100); // max of 100 vertices per convex-hull myHACD.SetConcavity(concavity); // maximum concavity myHACD.SetAddExtraDistPoints(addExtraDistPoints); myHACD.SetAddNeighboursDistPoints(addNeighboursDistPoints); myHACD.SetAddFacesPoints(addFacesPoints); myHACD.Compute(); nClusters = myHACD.GetNClusters(); myHACD.Save("output.wrl", false); //convexDecomposition.performConvexDecomposition(desc); // ConvexBuilder cb(desc.mCallback); // cb.process(desc); //now create some bodies if (1) { btCompoundShape* compound = new btCompoundShape(); m_collisionShapes.push_back (compound); btTransform trans; trans.setIdentity(); for (int c=0;c<nClusters;c++) { //generate convex result size_t nPoints = myHACD.GetNPointsCH(c); size_t nTriangles = myHACD.GetNTrianglesCH(c); float* vertices = new float[nPoints*3]; unsigned int* triangles = new unsigned int[nTriangles*3]; HACD::Vec3<HACD::Real> * pointsCH = new HACD::Vec3<HACD::Real>[nPoints]; HACD::Vec3<long> * trianglesCH = new HACD::Vec3<long>[nTriangles]; myHACD.GetCH(c, pointsCH, trianglesCH); // points for(size_t v = 0; v < nPoints; v++) { vertices[3*v] = pointsCH[v].X(); vertices[3*v+1] = pointsCH[v].Y(); vertices[3*v+2] = pointsCH[v].Z(); } // triangles for(size_t f = 0; f < nTriangles; f++) { triangles[3*f] = trianglesCH[f].X(); triangles[3*f+1] = trianglesCH[f].Y(); triangles[3*f+2] = trianglesCH[f].Z(); } delete [] pointsCH; delete [] trianglesCH; ConvexResult r(nPoints, vertices, nTriangles, triangles); convexDecomposition.ConvexDecompResult(r); } for (int i=0;i<convexDecomposition.m_convexShapes.size();i++) { btVector3 centroid = convexDecomposition.m_convexCentroids[i]; trans.setOrigin(centroid); btConvexHullShape* convexShape = convexDecomposition.m_convexShapes[i]; compound->addChildShape(trans,convexShape); btRigidBody* body; body = localCreateRigidBody( 1.0, trans,convexShape); } /* for (int i=0;i<convexDecomposition.m_convexShapes.size();i++) { btVector3 centroid = convexDecomposition.m_convexCentroids[i]; trans.setOrigin(centroid); btConvexHullShape* convexShape = convexDecomposition.m_convexShapes[i]; compound->addChildShape(trans,convexShape); btRigidBody* body; body = localCreateRigidBody( 1.0, trans,convexShape); }*/ #if 1 btScalar mass=10.f; trans.setOrigin(-convexDecompositionObjectOffset); btRigidBody* body = localCreateRigidBody( mass, trans,compound); body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); convexDecompositionObjectOffset.setZ(6); trans.setOrigin(-convexDecompositionObjectOffset); body = localCreateRigidBody( mass, trans,compound); body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); convexDecompositionObjectOffset.setZ(-6); trans.setOrigin(-convexDecompositionObjectOffset); body = localCreateRigidBody( mass, trans,compound); body->setCollisionFlags(body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); #endif } if (outputFile) fclose(outputFile); } #ifdef TEST_SERIALIZATION //test serializing this int maxSerializeBufferSize = 1024*1024*5; btDefaultSerializer* serializer = new btDefaultSerializer(maxSerializeBufferSize); m_dynamicsWorld->serialize(serializer); FILE* f2 = fopen("testFile.bullet","wb"); fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1,f2); fclose(f2); exitPhysics(); //now try again from the loaded file setupEmptyDynamicsWorld(); #endif //TEST_SERIALIZATION #endif //NO_OBJ_TO_BULLET #ifdef TEST_SERIALIZATION btBulletWorldImporter* fileLoader = new btBulletWorldImporter(m_dynamicsWorld); //fileLoader->setVerboseMode(true); fileLoader->loadFile("testFile.bullet"); //fileLoader->loadFile("testFile64Double.bullet"); //fileLoader->loadFile("testFile64Single.bullet"); //fileLoader->loadFile("testFile32Single.bullet"); #endif //TEST_SERIALIZATION }
void GL_ShapeDrawer::drawOpenGL(btScalar* m, const btCollisionShape* shape, const btVector3& color,int debugMode,const btVector3& worldBoundsMin,const btVector3& worldBoundsMax) { GLuint err = glGetError(); btAssert(err==GL_NO_ERROR); if (shape->getShapeType() == CUSTOM_CONVEX_SHAPE_TYPE) { btVector3 org(m[12], m[13], m[14]); btVector3 dx(m[0], m[1], m[2]); btVector3 dy(m[4], m[5], m[6]); // btVector3 dz(m[8], m[9], m[10]); const btBoxShape* boxShape = static_cast<const btBoxShape*>(shape); btVector3 halfExtent = boxShape->getHalfExtentsWithMargin(); dx *= halfExtent[0]; dy *= halfExtent[1]; // dz *= halfExtent[2]; glColor3f(1,1,1); glDisable(GL_LIGHTING); glLineWidth(2); glBegin(GL_LINE_LOOP); glDrawVector(org - dx - dy); glDrawVector(org - dx + dy); glDrawVector(org + dx + dy); glDrawVector(org + dx - dy); glEnd(); return; } else if((shape->getShapeType() == BOX_SHAPE_PROXYTYPE) && (debugMode & btIDebugDraw::DBG_FastWireframe)) { btVector3 org(m[12], m[13], m[14]); btVector3 dx(m[0], m[1], m[2]); btVector3 dy(m[4], m[5], m[6]); btVector3 dz(m[8], m[9], m[10]); const btBoxShape* boxShape = static_cast<const btBoxShape*>(shape); btVector3 halfExtent = boxShape->getHalfExtentsWithMargin(); dx *= halfExtent[0]; dy *= halfExtent[1]; dz *= halfExtent[2]; glBegin(GL_LINE_LOOP); glDrawVector(org - dx - dy - dz); glDrawVector(org + dx - dy - dz); glDrawVector(org + dx + dy - dz); glDrawVector(org - dx + dy - dz); glDrawVector(org - dx + dy + dz); glDrawVector(org + dx + dy + dz); glDrawVector(org + dx - dy + dz); glDrawVector(org - dx - dy + dz); glEnd(); glBegin(GL_LINES); glDrawVector(org + dx - dy - dz); glDrawVector(org + dx - dy + dz); glDrawVector(org + dx + dy - dz); glDrawVector(org + dx + dy + dz); glDrawVector(org - dx - dy - dz); glDrawVector(org - dx + dy - dz); glDrawVector(org - dx - dy + dz); glDrawVector(org - dx + dy + dz); glEnd(); return; } glPushMatrix(); #if defined(BT_USE_DOUBLE_PRECISION) glMultMatrixd(m); #else glMultMatrixf(m); #endif if (shape->getShapeType() == UNIFORM_SCALING_SHAPE_PROXYTYPE) { const btUniformScalingShape* scalingShape = static_cast<const btUniformScalingShape*>(shape); const btConvexShape* convexShape = scalingShape->getChildShape(); float scalingFactor = (float)scalingShape->getUniformScalingFactor(); { btScalar tmpScaling[4][4]={{scalingFactor,0,0,0}, {0,scalingFactor,0,0}, {0,0,scalingFactor,0}, {0,0,0,1}}; drawOpenGL( (btScalar*)tmpScaling,convexShape,color,debugMode,worldBoundsMin,worldBoundsMax); } glPopMatrix(); return; } if (shape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE) { const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(shape); for (int i=compoundShape->getNumChildShapes()-1;i>=0;i--) { btTransform childTrans = compoundShape->getChildTransform(i); const btCollisionShape* colShape = compoundShape->getChildShape(i); btScalar childMat[16]; childTrans.getOpenGLMatrix(childMat); drawOpenGL(childMat,colShape,color,debugMode,worldBoundsMin,worldBoundsMax); } } else { if(m_textureenabled&&(!m_textureinitialized)) { GLubyte* image=new GLubyte[256*256*3]; for(int y=0;y<256;++y) { const int t=y>>4; GLubyte* pi=image+y*256*3; for(int x=0;x<256;++x) { const int s=x>>4; const GLubyte b=180; GLubyte c=b+((s+t&1)&1)*(255-b); pi[0]=pi[1]=pi[2]=c;pi+=3; } } GLuint err = glGetError(); btAssert(err==GL_NO_ERROR); glGenTextures(1,(GLuint*)&m_texturehandle); glBindTexture(GL_TEXTURE_2D,m_texturehandle); err = glGetError(); btAssert(err==GL_NO_ERROR); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); // glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); err = glGetError(); btAssert(err==GL_NO_ERROR); // glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR); // glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); // glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); err = glGetError(); btAssert(err==GL_NO_ERROR); glGenerateMipmap(GL_TEXTURE_2D); // gluBuild2DMipmaps(GL_TEXTURE_2D,3,256,256,GL_RGB,GL_UNSIGNED_BYTE,image); err = glGetError(); btAssert(err==GL_NO_ERROR); delete[] image; } glMatrixMode(GL_TEXTURE); glLoadIdentity(); glScalef(0.025f,0.025f,0.025f); glMatrixMode(GL_MODELVIEW); static const GLfloat planex[]={1,0,0,0}; // static const GLfloat planey[]={0,1,0,0}; static const GLfloat planez[]={0,0,1,0}; glTexGenfv(GL_S,GL_OBJECT_PLANE,planex); glTexGenfv(GL_T,GL_OBJECT_PLANE,planez); glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); m_textureinitialized=true; //drawCoordSystem(); //glPushMatrix(); glEnable(GL_COLOR_MATERIAL); if(m_textureenabled) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,m_texturehandle); } else { glDisable(GL_TEXTURE_2D); } GLuint err = glGetError(); btAssert(err==GL_NO_ERROR); glColor3f(color.x(),color.y(), color.z()); bool useWireframeFallback = true; if (!(debugMode & btIDebugDraw::DBG_DrawWireframe)) { ///you can comment out any of the specific cases, and use the default ///the benefit of 'default' is that it approximates the actual collision shape including collision margin //int shapetype=m_textureenabled?MAX_BROADPHASE_COLLISION_TYPES:shape->getShapeType(); int shapetype=shape->getShapeType(); switch (shapetype) { case SPHERE_SHAPE_PROXYTYPE: { const btSphereShape* sphereShape = static_cast<const btSphereShape*>(shape); float radius = sphereShape->getMargin();//radius doesn't include the margin, so draw with margin drawSphere(radius,10,10); useWireframeFallback = false; break; } case BOX_SHAPE_PROXYTYPE: { const btBoxShape* boxShape = static_cast<const btBoxShape*>(shape); btVector3 halfExtent = boxShape->getHalfExtentsWithMargin(); static int indices[36] = { 0,1,2, 3,2,1, 4,0,6, 6,0,2, 5,1,4, 4,1,0, 7,3,1, 7,1,5, 5,4,7, 7,4,6, 7,2,3, 7,6,2}; btVector3 vertices[8]={ btVector3(halfExtent[0],halfExtent[1],halfExtent[2]), btVector3(-halfExtent[0],halfExtent[1],halfExtent[2]), btVector3(halfExtent[0],-halfExtent[1],halfExtent[2]), btVector3(-halfExtent[0],-halfExtent[1],halfExtent[2]), btVector3(halfExtent[0],halfExtent[1],-halfExtent[2]), btVector3(-halfExtent[0],halfExtent[1],-halfExtent[2]), btVector3(halfExtent[0],-halfExtent[1],-halfExtent[2]), btVector3(-halfExtent[0],-halfExtent[1],-halfExtent[2])}; #if 1 glBegin (GL_TRIANGLES); int si=36; for (int i=0;i<si;i+=3) { const btVector3& v1 = vertices[indices[i]];; const btVector3& v2 = vertices[indices[i+1]]; const btVector3& v3 = vertices[indices[i+2]]; btVector3 normal = (v3-v1).cross(v2-v1); normal.normalize (); glNormal3f(normal.getX(),normal.getY(),normal.getZ()); glVertex3f (v1.x(), v1.y(), v1.z()); glVertex3f (v2.x(), v2.y(), v2.z()); glVertex3f (v3.x(), v3.y(), v3.z()); } glEnd(); #endif useWireframeFallback = false; break; } #if 0 case CONE_SHAPE_PROXYTYPE: { const btConeShape* coneShape = static_cast<const btConeShape*>(shape); int upIndex = coneShape->getConeUpIndex(); float radius = coneShape->getRadius();//+coneShape->getMargin(); float height = coneShape->getHeight();//+coneShape->getMargin(); switch (upIndex) { case 0: glRotatef(90.0, 0.0, 1.0, 0.0); break; case 1: glRotatef(-90.0, 1.0, 0.0, 0.0); break; case 2: break; default: { } }; glTranslatef(0.0, 0.0, -0.5*height); glutSolidCone(radius,height,10,10); useWireframeFallback = false; break; } #endif case STATIC_PLANE_PROXYTYPE: { const btStaticPlaneShape* staticPlaneShape = static_cast<const btStaticPlaneShape*>(shape); btScalar planeConst = staticPlaneShape->getPlaneConstant(); const btVector3& planeNormal = staticPlaneShape->getPlaneNormal(); btVector3 planeOrigin = planeNormal * planeConst; btVector3 vec0,vec1; btPlaneSpace1(planeNormal,vec0,vec1); btScalar vecLen = 100.f; btVector3 pt0 = planeOrigin + vec0*vecLen; btVector3 pt1 = planeOrigin - vec0*vecLen; btVector3 pt2 = planeOrigin + vec1*vecLen; btVector3 pt3 = planeOrigin - vec1*vecLen; glBegin(GL_LINES); glVertex3f(pt0.getX(),pt0.getY(),pt0.getZ()); glVertex3f(pt1.getX(),pt1.getY(),pt1.getZ()); glVertex3f(pt2.getX(),pt2.getY(),pt2.getZ()); glVertex3f(pt3.getX(),pt3.getY(),pt3.getZ()); glEnd(); break; } /* case CYLINDER_SHAPE_PROXYTYPE: { const btCylinderShape* cylinder = static_cast<const btCylinderShape*>(shape); int upAxis = cylinder->getUpAxis(); float radius = cylinder->getRadius(); float halfHeight = cylinder->getHalfExtentsWithMargin()[upAxis]; drawCylinder(radius,halfHeight,upAxis); break; } */ case MULTI_SPHERE_SHAPE_PROXYTYPE: { const btMultiSphereShape* multiSphereShape = static_cast<const btMultiSphereShape*>(shape); btTransform childTransform; childTransform.setIdentity(); for (int i = multiSphereShape->getSphereCount()-1; i>=0;i--) { btSphereShape sc(multiSphereShape->getSphereRadius(i)); childTransform.setOrigin(multiSphereShape->getSpherePosition(i)); ATTRIBUTE_ALIGNED16(btScalar) childMat[16]; childTransform.getOpenGLMatrix(childMat); drawOpenGL(childMat,&sc,color,debugMode,worldBoundsMin,worldBoundsMax); } break; } default: { if (shape->isConvex()) { const btConvexPolyhedron* poly = shape->isPolyhedral() ? ((btPolyhedralConvexShape*) shape)->getConvexPolyhedron() : 0; if (poly) { int i; glBegin (GL_TRIANGLES); for (i=0;i<poly->m_faces.size();i++) { btVector3 centroid(0,0,0); int numVerts = poly->m_faces[i].m_indices.size(); if (numVerts>2) { btVector3 v1 = poly->m_vertices[poly->m_faces[i].m_indices[0]]; for (int v=0;v<poly->m_faces[i].m_indices.size()-2;v++) { btVector3 v2 = poly->m_vertices[poly->m_faces[i].m_indices[v+1]]; btVector3 v3 = poly->m_vertices[poly->m_faces[i].m_indices[v+2]]; btVector3 normal = (v3-v1).cross(v2-v1); normal.normalize (); glNormal3f(normal.getX(),normal.getY(),normal.getZ()); glVertex3f (v1.x(), v1.y(), v1.z()); glVertex3f (v2.x(), v2.y(), v2.z()); glVertex3f (v3.x(), v3.y(), v3.z()); } } } glEnd (); } else { ShapeCache* sc=cache((btConvexShape*)shape); //glutSolidCube(1.0); btShapeHull* hull = &sc->m_shapehull/*(btShapeHull*)shape->getUserPointer()*/; if (hull->numTriangles () > 0) { int index = 0; const unsigned int* idx = hull->getIndexPointer(); const btVector3* vtx = hull->getVertexPointer(); glBegin (GL_TRIANGLES); for (int i = 0; i < hull->numTriangles (); i++) { int i1 = index++; int i2 = index++; int i3 = index++; btAssert(i1 < hull->numIndices () && i2 < hull->numIndices () && i3 < hull->numIndices ()); int index1 = idx[i1]; int index2 = idx[i2]; int index3 = idx[i3]; btAssert(index1 < hull->numVertices () && index2 < hull->numVertices () && index3 < hull->numVertices ()); btVector3 v1 = vtx[index1]; btVector3 v2 = vtx[index2]; btVector3 v3 = vtx[index3]; btVector3 normal = (v3-v1).cross(v2-v1); normal.normalize (); glNormal3f(normal.getX(),normal.getY(),normal.getZ()); glVertex3f (v1.x(), v1.y(), v1.z()); glVertex3f (v2.x(), v2.y(), v2.z()); glVertex3f (v3.x(), v3.y(), v3.z()); } glEnd (); } } } } } } glNormal3f(0,1,0); /// for polyhedral shapes if (debugMode==btIDebugDraw::DBG_DrawFeaturesText && (shape->isPolyhedral())) { btPolyhedralConvexShape* polyshape = (btPolyhedralConvexShape*) shape; { glColor3f(1.f, 1.f, 1.f); int i; for (i=0;i<polyshape->getNumVertices();i++) { btVector3 vtx; polyshape->getVertex(i,vtx); char buf[12]; sprintf(buf," %d",i); //btDrawString(BMF_GetFont(BMF_kHelvetica10),buf); } for (i=0;i<polyshape->getNumPlanes();i++) { btVector3 normal; btVector3 vtx; polyshape->getPlane(normal,vtx,i); //btScalar d = vtx.dot(normal); //char buf[12]; //sprintf(buf," plane %d",i); //btDrawString(BMF_GetFont(BMF_kHelvetica10),buf); } } } #ifdef USE_DISPLAY_LISTS if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE||shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE) { GLuint dlist = OGL_get_displaylist_for_shape((btCollisionShape * )shape); if (dlist) { glCallList(dlist); } else { #else if (shape->isConcave() && !shape->isInfinite()) { btConcaveShape* concaveMesh = (btConcaveShape*) shape; GlDrawcallback drawCallback; drawCallback.m_wireframe = (debugMode & btIDebugDraw::DBG_DrawWireframe)!=0; concaveMesh->processAllTriangles(&drawCallback,worldBoundsMin,worldBoundsMax); } #endif #ifdef USE_DISPLAY_LISTS } } #endif }
void btCylinderShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const { //Until Bullet 2.77 a box approximation was used, so uncomment this if you need backwards compatibility //#define USE_BOX_INERTIA_APPROXIMATION 1 #ifndef USE_BOX_INERTIA_APPROXIMATION /* cylinder is defined as following: * * - principle axis aligned along y by default, radius in x, z-value not used * - for btCylinderShapeX: principle axis aligned along x, radius in y direction, z-value not used * - for btCylinderShapeZ: principle axis aligned along z, radius in x direction, y-value not used * */ btScalar radius2; // square of cylinder radius btScalar height2; // square of cylinder height btVector3 halfExtents = getHalfExtentsWithMargin(); // get cylinder dimension btScalar div12 = mass / 12.f; btScalar div4 = mass / 4.f; btScalar div2 = mass / 2.f; int idxRadius, idxHeight; switch (m_upAxis) // get indices of radius and height of cylinder { case 0: // cylinder is aligned along x idxRadius = 1; idxHeight = 0; break; case 2: // cylinder is aligned along z idxRadius = 0; idxHeight = 2; break; default: // cylinder is aligned along y idxRadius = 0; idxHeight = 1; } // calculate squares radius2 = halfExtents[idxRadius] * halfExtents[idxRadius]; height2 = btScalar(4.) * halfExtents[idxHeight] * halfExtents[idxHeight]; // calculate tensor terms btScalar t1 = div12 * height2 + div4 * radius2; btScalar t2 = div2 * radius2; switch (m_upAxis) // set diagonal elements of inertia tensor { case 0: // cylinder is aligned along x inertia.setValue(t2,t1,t1); break; case 2: // cylinder is aligned along z inertia.setValue(t1,t1,t2); break; default: // cylinder is aligned along y inertia.setValue(t1,t2,t1); } #else //USE_BOX_INERTIA_APPROXIMATION //approximation of box shape btVector3 halfExtents = getHalfExtentsWithMargin(); btScalar lx=btScalar(2.)*(halfExtents.x()); btScalar ly=btScalar(2.)*(halfExtents.y()); btScalar lz=btScalar(2.)*(halfExtents.z()); inertia.setValue(mass/(btScalar(12.0)) * (ly*ly + lz*lz), mass/(btScalar(12.0)) * (lx*lx + lz*lz), mass/(btScalar(12.0)) * (lx*lx + ly*ly)); #endif //USE_BOX_INERTIA_APPROXIMATION }
Ogre::Vector3 PhysicsManager::convert(const btVector3& vec) { return Ogre::Vector3(vec.x(),vec.y(),vec.z()); }
/** * Returns the distance between the two anchors. * This is similar to the getActualLength function in tgBulletSpringCable. */ const double tgBulletCompressionSpring::getCurrentAnchorDistance() const { const btVector3 dist = this->anchor2->getWorldPosition() - this->anchor1->getWorldPosition(); return dist.length(); }
void PhysicsDebugDraw::drawSphere(const btVector3& p, btScalar radius, const btVector3& color) { debugRenderer->drawSphere(Vec3(p.getX(), p.getY(), p.getZ()), radius, Vec4(color.getX(), color.getY(), color.getZ(), 1.f)); }
void PhysicsDebugDraw::drawTriangle(const btVector3& a,const btVector3& b,const btVector3& c,const btVector3& color,btScalar alpha) { debugRenderer->drawTriangle( Vec3(a.getX(), a.getY(), a.getZ()), Vec3(b.getX(), b.getY(), b.getZ()), Vec3(c.getX(), c.getY(), c.getZ()), Vec4(color.getX(), color.getY(), color.getZ(), alpha) ); }
void PhysicsDebugDraw::drawLine(const btVector3& from,const btVector3& to,const btVector3& fromColor, const btVector3& toColor) { debugRenderer->drawLine( Vec3(from.getX(), from.getY(), from.getZ()), Vec3(to.getX(), to.getY(), to.getZ()), Vec4(fromColor.getX(), fromColor.getY(), fromColor.getZ(), 1.f), Vec4(toColor.getX(), toColor.getY(), toColor.getZ(), 1.f) ); }
Vec3f::Vec3f(const btVector3& v) : x(v.getX()) , y(v.getY()) , z(v.getZ()) { }
static void drawBox( btIDebugDraw* idraw, const btVector3& mins, const btVector3& maxs, const btVector3& color) { const btVector3 c[]={ btVector3(mins.x(),mins.y(),mins.z()), btVector3(maxs.x(),mins.y(),mins.z()), btVector3(maxs.x(),maxs.y(),mins.z()), btVector3(mins.x(),maxs.y(),mins.z()), btVector3(mins.x(),mins.y(),maxs.z()), btVector3(maxs.x(),mins.y(),maxs.z()), btVector3(maxs.x(),maxs.y(),maxs.z()), btVector3(mins.x(),maxs.y(),maxs.z())}; idraw->drawLine(c[0],c[1],color);idraw->drawLine(c[1],c[2],color); idraw->drawLine(c[2],c[3],color);idraw->drawLine(c[3],c[0],color); idraw->drawLine(c[4],c[5],color);idraw->drawLine(c[5],c[6],color); idraw->drawLine(c[6],c[7],color);idraw->drawLine(c[7],c[4],color); idraw->drawLine(c[0],c[4],color);idraw->drawLine(c[1],c[5],color); idraw->drawLine(c[2],c[6],color);idraw->drawLine(c[3],c[7],color); }
btScalar btSphereBoxCollisionAlgorithm::getSpherePenetration( btVector3 const &boxHalfExtent, btVector3 const &sphereRelPos, btVector3 &closestPoint, btVector3& normal ) { //project the center of the sphere on the closest face of the box btScalar faceDist = boxHalfExtent.getX() - sphereRelPos.getX(); btScalar minDist = faceDist; closestPoint.setX( boxHalfExtent.getX() ); normal.setValue(btScalar(1.0f), btScalar(0.0f), btScalar(0.0f)); faceDist = boxHalfExtent.getX() + sphereRelPos.getX(); if (faceDist < minDist) { minDist = faceDist; closestPoint = sphereRelPos; closestPoint.setX( -boxHalfExtent.getX() ); normal.setValue(btScalar(-1.0f), btScalar(0.0f), btScalar(0.0f)); } faceDist = boxHalfExtent.getY() - sphereRelPos.getY(); if (faceDist < minDist) { minDist = faceDist; closestPoint = sphereRelPos; closestPoint.setY( boxHalfExtent.getY() ); normal.setValue(btScalar(0.0f), btScalar(1.0f), btScalar(0.0f)); } faceDist = boxHalfExtent.getY() + sphereRelPos.getY(); if (faceDist < minDist) { minDist = faceDist; closestPoint = sphereRelPos; closestPoint.setY( -boxHalfExtent.getY() ); normal.setValue(btScalar(0.0f), btScalar(-1.0f), btScalar(0.0f)); } faceDist = boxHalfExtent.getZ() - sphereRelPos.getZ(); if (faceDist < minDist) { minDist = faceDist; closestPoint = sphereRelPos; closestPoint.setZ( boxHalfExtent.getZ() ); normal.setValue(btScalar(0.0f), btScalar(0.0f), btScalar(1.0f)); } faceDist = boxHalfExtent.getZ() + sphereRelPos.getZ(); if (faceDist < minDist) { minDist = faceDist; closestPoint = sphereRelPos; closestPoint.setZ( -boxHalfExtent.getZ() ); normal.setValue(btScalar(0.0f), btScalar(0.0f), btScalar(-1.0f)); } return minDist; }
inline bool IsAlmostZero(const btVector3& v) { if(fabsf(v.x())>1e-6 || fabsf(v.y())>1e-6 || fabsf(v.z())>1e-6) return false; return true; }
bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold) { const btVector3* vertices = &m_triangle->getVertexPtr(0); btScalar radius = m_sphere->getRadius(); btScalar radiusWithThreshold = radius + contactBreakingThreshold; btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]); normal.normalize(); btVector3 p1ToCentre = sphereCenter - vertices[0]; btScalar distanceFromPlane = p1ToCentre.dot(normal); if (distanceFromPlane < btScalar(0.)) { //triangle facing the other way distanceFromPlane *= btScalar(-1.); normal *= btScalar(-1.); } bool isInsideContactPlane = distanceFromPlane < radiusWithThreshold; // Check for contact / intersection bool hasContact = false; btVector3 contactPoint; if (isInsideContactPlane) { if (facecontains(sphereCenter,vertices,normal)) { // Inside the contact wedge - touches a point on the shell plane hasContact = true; contactPoint = sphereCenter - normal*distanceFromPlane; } else { // Could be inside one of the contact capsules btScalar contactCapsuleRadiusSqr = radiusWithThreshold*radiusWithThreshold; btVector3 nearestOnEdge; for (int i = 0; i < m_triangle->getNumEdges(); i++) { btVector3 pa; btVector3 pb; m_triangle->getEdge(i,pa,pb); btScalar distanceSqr = SegmentSqrDistance(pa,pb,sphereCenter, nearestOnEdge); if (distanceSqr < contactCapsuleRadiusSqr) { // Yep, we're inside a capsule hasContact = true; contactPoint = nearestOnEdge; } } } } if (hasContact) { btVector3 contactToCentre = sphereCenter - contactPoint; btScalar distanceSqr = contactToCentre.length2(); if (distanceSqr < radiusWithThreshold*radiusWithThreshold) { if (distanceSqr>SIMD_EPSILON) { btScalar distance = btSqrt(distanceSqr); resultNormal = contactToCentre; resultNormal.normalize(); point = contactPoint; depth = -(radius-distance); } else { btScalar distance = 0.f; resultNormal = normal; point = contactPoint; depth = -radius; } return true; } } return false; }
bool btPolyhedralContactClipping::findSeparatingAxis( const btConvexPolyhedron& hullA, const btConvexPolyhedron& hullB, const btTransform& transA, const btTransform& transB, btVector3& sep, btDiscreteCollisionDetectorInterface::Result& resultOut) { gActualSATPairTests++; //#ifdef TEST_INTERNAL_OBJECTS const btVector3 c0 = transA * hullA.m_localCenter; const btVector3 c1 = transB * hullB.m_localCenter; const btVector3 DeltaC2 = c0 - c1; //#endif btScalar dmin = FLT_MAX; int curPlaneTests=0; int numFacesA = hullA.m_faces.size(); // Test normals from hullA for(int i=0;i<numFacesA;i++) { const btVector3 Normal(hullA.m_faces[i].m_plane[0], hullA.m_faces[i].m_plane[1], hullA.m_faces[i].m_plane[2]); btVector3 faceANormalWS = transA.getBasis() * Normal; if (DeltaC2.dot(faceANormalWS)<0) faceANormalWS*=-1.f; curPlaneTests++; #ifdef TEST_INTERNAL_OBJECTS gExpectedNbTests++; if(gUseInternalObject && !TestInternalObjects(transA, transB, DeltaC2, faceANormalWS, hullA, hullB, dmin)) continue; gActualNbTests++; #endif btScalar d; btVector3 wA, wB; if(!TestSepAxis( hullA, hullB, transA, transB, faceANormalWS, d, wA, wB)) return false; if(d<dmin) { dmin = d; sep = faceANormalWS; } } int numFacesB = hullB.m_faces.size(); // Test normals from hullB for(int i=0;i<numFacesB;i++) { const btVector3 Normal(hullB.m_faces[i].m_plane[0], hullB.m_faces[i].m_plane[1], hullB.m_faces[i].m_plane[2]); btVector3 WorldNormal = transB.getBasis() * Normal; if (DeltaC2.dot(WorldNormal)<0) WorldNormal *=-1.f; curPlaneTests++; #ifdef TEST_INTERNAL_OBJECTS gExpectedNbTests++; if(gUseInternalObject && !TestInternalObjects(transA, transB, DeltaC2, WorldNormal, hullA, hullB, dmin)) continue; gActualNbTests++; #endif btScalar d; btVector3 wA, wB; if(!TestSepAxis(hullA, hullB, transA, transB, WorldNormal, d,wA, wB)) return false; if(d<dmin) { dmin = d; sep = WorldNormal; } } btVector3 edgeAstart, edgeAend, edgeBstart, edgeBend; int edgeA=-1; int edgeB=-1; btVector3 worldEdgeA; btVector3 worldEdgeB; btVector3 witnessPointA, witnessPointB; int curEdgeEdge = 0; // Test edges for(int e0=0;e0<hullA.m_uniqueEdges.size();e0++) { const btVector3 edge0 = hullA.m_uniqueEdges[e0]; const btVector3 WorldEdge0 = transA.getBasis() * edge0; for(int e1=0;e1<hullB.m_uniqueEdges.size();e1++) { const btVector3 edge1 = hullB.m_uniqueEdges[e1]; const btVector3 WorldEdge1 = transB.getBasis() * edge1; btVector3 Cross = WorldEdge0.cross(WorldEdge1); curEdgeEdge++; if(!IsAlmostZero(Cross)) { Cross = Cross.normalize(); if (DeltaC2.dot(Cross)<0) Cross *= -1.f; #ifdef TEST_INTERNAL_OBJECTS gExpectedNbTests++; if(gUseInternalObject && !TestInternalObjects(transA, transB, DeltaC2, Cross, hullA, hullB, dmin)) continue; gActualNbTests++; #endif btScalar dist; btVector3 wA, wB; if(!TestSepAxis( hullA, hullB, transA, transB, Cross, dist, wA, wB)) return false; if(dist<dmin) { dmin = dist; sep = Cross; edgeA=e0; edgeB=e1; worldEdgeA = WorldEdge0; worldEdgeB = WorldEdge1; witnessPointA=wA; witnessPointB=wB; } } } } if (edgeA>=0&&edgeB>=0) { // printf("edge-edge\n"); //add an edge-edge contact btVector3 ptsVector; btVector3 offsetA; btVector3 offsetB; btScalar tA; btScalar tB; btVector3 translation = witnessPointB-witnessPointA; btVector3 dirA = worldEdgeA; btVector3 dirB = worldEdgeB; btScalar hlenB = 1e30f; btScalar hlenA = 1e30f; btSegmentsClosestPoints(ptsVector, offsetA, offsetB, tA, tB, translation, dirA, hlenA, dirB, hlenB); btScalar nlSqrt = ptsVector.length2(); if (nlSqrt>SIMD_EPSILON) { btScalar nl = btSqrt(nlSqrt); ptsVector *= 1.f/nl; if (ptsVector.dot(DeltaC2)<0.f) { ptsVector*=-1.f; } btVector3 ptOnB = witnessPointB + offsetB; btScalar distance = nl; resultOut.addContactPoint(ptsVector, ptOnB,-distance); } } if((DeltaC2.dot(sep))<0.0f) sep = -sep; return true; }
void btHeightfieldTerrainShape::calculateLocalInertia(btScalar ,btVector3& inertia) const { //moving concave objects not supported inertia.setValue(btScalar(0.),btScalar(0.),btScalar(0.)); }
void btPolyhedralContactClipping::clipFaceAgainstHull(const btVector3& separatingNormal, const btConvexPolyhedron& hullA, const btTransform& transA, btVertexArray& worldVertsB1, const btScalar minDist, btScalar maxDist, btDiscreteCollisionDetectorInterface::Result& resultOut) { btVertexArray worldVertsB2; btVertexArray* pVtxIn = &worldVertsB1; btVertexArray* pVtxOut = &worldVertsB2; pVtxOut->reserve(pVtxIn->size()); int closestFaceA=-1; { btScalar dmin = FLT_MAX; for(int face=0;face<hullA.m_faces.size();face++) { const btVector3 Normal(hullA.m_faces[face].m_plane[0], hullA.m_faces[face].m_plane[1], hullA.m_faces[face].m_plane[2]); const btVector3 faceANormalWS = transA.getBasis() * Normal; btScalar d = faceANormalWS.dot(separatingNormal); if (d < dmin) { dmin = d; closestFaceA = face; } } } if (closestFaceA<0) return; const btFace& polyA = hullA.m_faces[closestFaceA]; // clip polygon to back of planes of all faces of hull A that are adjacent to witness face int numVerticesA = polyA.m_indices.size(); for(int e0=0;e0<numVerticesA;e0++) { const btVector3& a = hullA.m_vertices[polyA.m_indices[e0]]; const btVector3& b = hullA.m_vertices[polyA.m_indices[(e0+1)%numVerticesA]]; const btVector3 edge0 = a - b; const btVector3 WorldEdge0 = transA.getBasis() * edge0; btVector3 worldPlaneAnormal1 = transA.getBasis()* btVector3(polyA.m_plane[0], polyA.m_plane[1], polyA.m_plane[2]); btVector3 planeNormalWS1 = -WorldEdge0.cross(worldPlaneAnormal1);//.cross(WorldEdge0); btVector3 worldA1 = transA*a; btScalar planeEqWS1 = -worldA1.dot(planeNormalWS1); //int otherFace=0; #ifdef BLA1 int otherFace = polyA.m_connectedFaces[e0]; btVector3 localPlaneNormal (hullA.m_faces[otherFace].m_plane[0], hullA.m_faces[otherFace].m_plane[1], hullA.m_faces[otherFace].m_plane[2]); btScalar localPlaneEq = hullA.m_faces[otherFace].m_plane[3]; btVector3 planeNormalWS = transA.getBasis()*localPlaneNormal; btScalar planeEqWS=localPlaneEq-planeNormalWS.dot(transA.getOrigin()); #else btVector3 planeNormalWS = planeNormalWS1; btScalar planeEqWS=planeEqWS1; #endif //clip face clipFace(*pVtxIn, *pVtxOut, planeNormalWS, planeEqWS); btSwap(pVtxIn, pVtxOut); pVtxOut->resize(0); } //#define ONLY_REPORT_DEEPEST_POINT btVector3 point; // only keep points that are behind the witness face { btVector3 localPlaneNormal (polyA.m_plane[0], polyA.m_plane[1], polyA.m_plane[2]); btScalar localPlaneEq = polyA.m_plane[3]; btVector3 planeNormalWS = transA.getBasis()*localPlaneNormal; btScalar planeEqWS=localPlaneEq-planeNormalWS.dot(transA.getOrigin()); for (int i=0;i<pVtxIn->size();i++) { btVector3 vtx = pVtxIn->at(i); btScalar depth = planeNormalWS.dot(vtx)+planeEqWS; if (depth <=minDist) { // printf("clamped: depth=%f to minDist=%f\n", depth, minDist); depth = minDist; } if (depth <=maxDist) { btVector3 point = pVtxIn->at(i); #ifdef ONLY_REPORT_DEEPEST_POINT curMaxDist = depth; #else #if 0 if (depth<-3) { printf("error in btPolyhedralContactClipping depth = %f\n", depth); printf("likely wrong separatingNormal passed in\n"); } #endif resultOut.addContactPoint(separatingNormal, point, depth); #endif } } } #ifdef ONLY_REPORT_DEEPEST_POINT if (curMaxDist<maxDist) { resultOut.addContactPoint(separatingNormal, point, curMaxDist); } #endif //ONLY_REPORT_DEEPEST_POINT }
void HfFluidDemo_GL_ShapeDrawer::drawOpenGL(btScalar* m, const btCollisionShape* shape, const btVector3& color,int debugMode,const btVector3& worldBoundsMin,const btVector3& worldBoundsMax) { glPushMatrix(); btglMultMatrix(m); if (shape->getShapeType() == UNIFORM_SCALING_SHAPE_PROXYTYPE) { const btUniformScalingShape* scalingShape = static_cast<const btUniformScalingShape*>(shape); const btConvexShape* convexShape = scalingShape->getChildShape(); float scalingFactor = (float)scalingShape->getUniformScalingFactor(); { btScalar tmpScaling[4][4]={{scalingFactor,0,0,0}, {0,scalingFactor,0,0}, {0,0,scalingFactor,0}, {0,0,0,1}}; drawOpenGL( (btScalar*)tmpScaling,convexShape,color,debugMode,worldBoundsMin,worldBoundsMax); } glPopMatrix(); return; } if (shape->getShapeType() == HFFLUID_BUOYANT_CONVEX_SHAPE_PROXYTYPE) { btConvexShape* convexShape = ((btHfFluidBuoyantConvexShape*)shape)->getConvexShape(); btTransform I; I.setIdentity(); btScalar mat[16]; I.getOpenGLMatrix (&mat[0]); drawOpenGL (mat, convexShape, color, debugMode, worldBoundsMin, worldBoundsMax); return; } if (shape->getShapeType() == COMPOUND_SHAPE_PROXYTYPE) { const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(shape); for (int i=compoundShape->getNumChildShapes()-1;i>=0;i--) { btTransform childTrans = compoundShape->getChildTransform(i); const btCollisionShape* colShape = compoundShape->getChildShape(i); btScalar childMat[16]; childTrans.getOpenGLMatrix(childMat); drawOpenGL(childMat,colShape,color,debugMode,worldBoundsMin,worldBoundsMax); } } else { if(m_textureenabled&&(!m_textureinitialized)) { GLubyte* image=new GLubyte[256*256*3]; for(int y=0;y<256;++y) { const int t=y>>4; GLubyte* pi=image+y*256*3; for(int x=0;x<256;++x) { const int s=x>>4; const GLubyte b=180; GLubyte c=b+((s+t&1)&1)*(255-b); pi[0]=pi[1]=pi[2]=c;pi+=3; } } glGenTextures(1,(GLuint*)&m_texturehandle); glBindTexture(GL_TEXTURE_2D,m_texturehandle); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); gluBuild2DMipmaps(GL_TEXTURE_2D,3,256,256,GL_RGB,GL_UNSIGNED_BYTE,image); delete[] image; glMatrixMode(GL_TEXTURE); glLoadIdentity(); glScalef(0.025,0.025,0.025); static const GLfloat planex[]={1,0,0,0}; static const GLfloat planey[]={0,1,0,0}; static const GLfloat planez[]={0,0,1,0}; glTexGenfv(GL_S,GL_OBJECT_PLANE,planex); glTexGenfv(GL_T,GL_OBJECT_PLANE,planez); glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); m_textureinitialized=true; } //drawCoordSystem(); //glPushMatrix(); glEnable(GL_COLOR_MATERIAL); if(m_textureenabled) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,m_texturehandle); } else { glDisable(GL_TEXTURE_2D); } glColor3f(color.x(),color.y(), color.z()); bool useWireframeFallback = true; if (!(debugMode & btIDebugDraw::DBG_DrawWireframe)) { ///you can comment out any of the specific cases, and use the default ///the benefit of 'default' is that it approximates the actual collision shape including collision margin int shapetype=m_textureenabled?MAX_BROADPHASE_COLLISION_TYPES:shape->getShapeType(); switch (shapetype) { case BOX_SHAPE_PROXYTYPE: { const btBoxShape* boxShape = static_cast<const btBoxShape*>(shape); btVector3 halfExtent = boxShape->getHalfExtentsWithMargin(); glScaled(2*halfExtent[0], 2*halfExtent[1], 2*halfExtent[2]); glutSolidCube(1.0); useWireframeFallback = false; break; } case SPHERE_SHAPE_PROXYTYPE: { const btSphereShape* sphereShape = static_cast<const btSphereShape*>(shape); float radius = sphereShape->getMargin();//radius doesn't include the margin, so draw with margin glutSolidSphere(radius,10,10); useWireframeFallback = false; break; } case CONE_SHAPE_PROXYTYPE: { const btConeShape* coneShape = static_cast<const btConeShape*>(shape); int upIndex = coneShape->getConeUpIndex(); float radius = coneShape->getRadius();//+coneShape->getMargin(); float height = coneShape->getHeight();//+coneShape->getMargin(); switch (upIndex) { case 0: glRotatef(90.0, 0.0, 1.0, 0.0); break; case 1: glRotatef(-90.0, 1.0, 0.0, 0.0); break; case 2: break; default: { } }; glTranslatef(0.0, 0.0, -0.5*height); glutSolidCone(radius,height,10,10); useWireframeFallback = false; break; } case STATIC_PLANE_PROXYTYPE: { const btStaticPlaneShape* staticPlaneShape = static_cast<const btStaticPlaneShape*>(shape); btScalar planeConst = staticPlaneShape->getPlaneConstant(); const btVector3& planeNormal = staticPlaneShape->getPlaneNormal(); btVector3 planeOrigin = planeNormal * planeConst; btVector3 vec0,vec1; btPlaneSpace1(planeNormal,vec0,vec1); btScalar vecLen = 100.f; btVector3 pt0 = planeOrigin + vec0*vecLen; btVector3 pt1 = planeOrigin - vec0*vecLen; btVector3 pt2 = planeOrigin + vec1*vecLen; btVector3 pt3 = planeOrigin - vec1*vecLen; glBegin(GL_LINES); glVertex3f(pt0.getX(),pt0.getY(),pt0.getZ()); glVertex3f(pt1.getX(),pt1.getY(),pt1.getZ()); glVertex3f(pt2.getX(),pt2.getY(),pt2.getZ()); glVertex3f(pt3.getX(),pt3.getY(),pt3.getZ()); glEnd(); break; } case CYLINDER_SHAPE_PROXYTYPE: { const btCylinderShape* cylinder = static_cast<const btCylinderShape*>(shape); int upAxis = cylinder->getUpAxis(); float radius = cylinder->getRadius(); float halfHeight = cylinder->getHalfExtentsWithMargin()[upAxis]; drawCylinder(radius,halfHeight,upAxis); break; } default: { if (shape->isConvex()) { ShapeCache* sc=cache((btConvexShape*)shape); //if (shape->getUserPointer()) { //glutSolidCube(1.0); btShapeHull* hull = &sc->m_shapehull/*(btShapeHull*)shape->getUserPointer()*/; if (hull->numTriangles () > 0) { int index = 0; const unsigned int* idx = hull->getIndexPointer(); const btVector3* vtx = hull->getVertexPointer(); glBegin (GL_TRIANGLES); for (int i = 0; i < hull->numTriangles (); i++) { int i1 = index++; int i2 = index++; int i3 = index++; btAssert(i1 < hull->numIndices () && i2 < hull->numIndices () && i3 < hull->numIndices ()); int index1 = idx[i1]; int index2 = idx[i2]; int index3 = idx[i3]; btAssert(index1 < hull->numVertices () && index2 < hull->numVertices () && index3 < hull->numVertices ()); btVector3 v1 = vtx[index1]; btVector3 v2 = vtx[index2]; btVector3 v3 = vtx[index3]; btVector3 normal = (v3-v1).cross(v2-v1); normal.normalize (); glNormal3f(normal.getX(),normal.getY(),normal.getZ()); glVertex3f (v1.x(), v1.y(), v1.z()); glVertex3f (v2.x(), v2.y(), v2.z()); glVertex3f (v3.x(), v3.y(), v3.z()); } glEnd (); } } } } } } /// for polyhedral shapes if (debugMode==btIDebugDraw::DBG_DrawFeaturesText && (shape->isPolyhedral())) { btPolyhedralConvexShape* polyshape = (btPolyhedralConvexShape*) shape; { glRasterPos3f(0.0, 0.0, 0.0); //BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),polyshape->getExtraDebugInfo()); glColor3f(1.f, 1.f, 1.f); int i; for (i=0;i<polyshape->getNumVertices();i++) { btVector3 vtx; polyshape->getVertex(i,vtx); glRasterPos3f(vtx.x(), vtx.y(), vtx.z()); char buf[12]; sprintf(buf," %d",i); // BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); } for (i=0;i<polyshape->getNumPlanes();i++) { btVector3 normal; btVector3 vtx; polyshape->getPlane(normal,vtx,i); btScalar d = vtx.dot(normal); glRasterPos3f(normal.x()*d, normal.y()*d, normal.z()*d); char buf[12]; sprintf(buf," plane %d",i); // BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); } } } #ifdef USE_DISPLAY_LISTS if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE||shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE) { GLuint dlist = OGL_get_displaylist_for_shape((btCollisionShape * )shape); if (dlist) { glCallList(dlist); } else { #else if (shape->isConcave())//>getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE||shape->getShapeType() == GIMPACT_SHAPE_PROXYTYPE) // if (shape->getShapeType() == TRIANGLE_MESH_SHAPE_PROXYTYPE) { btConcaveShape* concaveMesh = (btConcaveShape*) shape; GlDrawcallback drawCallback; drawCallback.m_wireframe = (debugMode & btIDebugDraw::DBG_DrawWireframe)!=0; concaveMesh->processAllTriangles(&drawCallback,worldBoundsMin,worldBoundsMax); } if (shape->getShapeType() == HFFLUID_SHAPE_PROXYTYPE) { btHfFluidCollisionShape* hfFluidShape = (btHfFluidCollisionShape*)shape; btHfFluid* fluid = hfFluidShape->m_fluid; GlDrawcallback drawCallback; drawCallback.m_wireframe = (debugMode & btIDebugDraw::DBG_DrawWireframe) != 0; fluid->foreachSurfaceTriangle (&drawCallback, worldBoundsMin, worldBoundsMax); } #endif #ifdef USE_DISPLAY_LISTS } } #endif /* if (shape->getShapeType() == CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE) { btConvexTriangleMeshShape* convexMesh = (btConvexTriangleMeshShape*) shape; //todo: pass camera for some culling btVector3 aabbMax(btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT),btScalar(BT_LARGE_FLOAT)); btVector3 aabbMin(-btScalar(BT_LARGE_FLOAT),-btScalar(BT_LARGE_FLOAT),-btScalar(BT_LARGE_FLOAT)); TriangleGlDrawcallback drawCallback; convexMesh->getMeshInterface()->InternalProcessAllTriangles(&drawCallback,aabbMin,aabbMax); } */ glDisable(GL_DEPTH_TEST); glRasterPos3f(0,0,0);//mvtx.x(), vtx.y(), vtx.z()); if (debugMode&btIDebugDraw::DBG_DrawText) { // BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),shape->getName()); } if (debugMode& btIDebugDraw::DBG_DrawFeaturesText) { //BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),shape->getExtraDebugInfo()); } glEnable(GL_DEPTH_TEST); // glPopMatrix(); if(m_textureenabled) glDisable(GL_TEXTURE_2D); }
void Vector3_to_btVector3(JNIEnv * const &jenv, btVector3 &target, jobject &source) { vector3_ensurefields(jenv, source); target.setValue(jenv->GetFloatField(source, vector3_x), jenv->GetFloatField(source, vector3_y), jenv->GetFloatField(source, vector3_z)); }
osg::Vec4 osgbCollision::asOsgVec4( const btVector3& v, const double w ) { return osg::Vec4( v.x(), v.y(), v.z(), w ); }
bool boxIsContainedWithinBox(const btVector3& amin,const btVector3& amax,const btVector3& bmin,const btVector3& bmax) { return amin.getX() >= bmin.getX() && amax.getX() <= bmax.getX() && amin.getY() >= bmin.getY() && amax.getY() <= bmax.getY() && amin.getZ() >= bmin.getZ() && amax.getZ() <= bmax.getZ(); }
virtual void ConvexDecompResult(ConvexDecomposition::ConvexResult &result) { btTriangleMesh* trimesh = new btTriangleMesh(); m_convexDemo->m_trimeshes.push_back(trimesh); btVector3 localScaling(6.f,6.f,6.f); //export data to .obj printf("ConvexResult. "); if (mOutputFile) { fprintf(mOutputFile,"## Hull Piece %d with %d vertices and %d triangles.\r\n", mHullCount, result.mHullVcount, result.mHullTcount ); fprintf(mOutputFile,"usemtl Material%i\r\n",mBaseCount); fprintf(mOutputFile,"o Object%i\r\n",mBaseCount); for (unsigned int i=0; i<result.mHullVcount; i++) { const float *p = &result.mHullVertices[i*3]; fprintf(mOutputFile,"v %0.9f %0.9f %0.9f\r\n", p[0], p[1], p[2] ); } //calc centroid, to shift vertices around center of mass centroid.setValue(0,0,0); btAlignedObjectArray<btVector3> vertices; if ( 1 ) { //const unsigned int *src = result.mHullIndices; for (unsigned int i=0; i<result.mHullVcount; i++) { btVector3 vertex(result.mHullVertices[i*3],result.mHullVertices[i*3+1],result.mHullVertices[i*3+2]); vertex *= localScaling; centroid += vertex; } } centroid *= 1.f/(float(result.mHullVcount) ); if ( 1 ) { //const unsigned int *src = result.mHullIndices; for (unsigned int i=0; i<result.mHullVcount; i++) { btVector3 vertex(result.mHullVertices[i*3],result.mHullVertices[i*3+1],result.mHullVertices[i*3+2]); vertex *= localScaling; vertex -= centroid ; vertices.push_back(vertex); } } if ( 1 ) { const unsigned int *src = result.mHullIndices; for (unsigned int i=0; i<result.mHullTcount; i++) { unsigned int index0 = *src++; unsigned int index1 = *src++; unsigned int index2 = *src++; btVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]); btVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]); btVector3 vertex2(result.mHullVertices[index2*3], result.mHullVertices[index2*3+1],result.mHullVertices[index2*3+2]); vertex0 *= localScaling; vertex1 *= localScaling; vertex2 *= localScaling; vertex0 -= centroid; vertex1 -= centroid; vertex2 -= centroid; trimesh->addTriangle(vertex0,vertex1,vertex2); index0+=mBaseCount; index1+=mBaseCount; index2+=mBaseCount; fprintf(mOutputFile,"f %d %d %d\r\n", index0+1, index1+1, index2+1 ); } } // float mass = 1.f; //this is a tools issue: due to collision margin, convex objects overlap, compensate for it here: //#define SHRINK_OBJECT_INWARDS 1 #ifdef SHRINK_OBJECT_INWARDS float collisionMargin = 0.01f; btAlignedObjectArray<btVector3> planeEquations; btGeometryUtil::getPlaneEquationsFromVertices(vertices,planeEquations); btAlignedObjectArray<btVector3> shiftedPlaneEquations; for (int p=0;p<planeEquations.size();p++) { btVector3 plane = planeEquations[p]; plane[3] += collisionMargin; shiftedPlaneEquations.push_back(plane); } btAlignedObjectArray<btVector3> shiftedVertices; btGeometryUtil::getVerticesFromPlaneEquations(shiftedPlaneEquations,shiftedVertices); btConvexHullShape* convexShape = new btConvexHullShape(&(shiftedVertices[0].getX()),shiftedVertices.size()); #else //SHRINK_OBJECT_INWARDS btConvexHullShape* convexShape = new btConvexHullShape(&(vertices[0].getX()),vertices.size()); #endif if (sEnableSAT) convexShape->initializePolyhedralFeatures(); convexShape->setMargin(0.01f); m_convexShapes.push_back(convexShape); m_convexCentroids.push_back(centroid); m_convexDemo->m_collisionShapes.push_back(convexShape); mBaseCount+=result.mHullVcount; // advance the 'base index' counter. } }
void btSliderConstraint::getInfo2NonVirtual(btConstraintInfo2* info, const btTransform& transA,const btTransform& transB, const btVector3& linVelA,const btVector3& linVelB, btScalar rbAinvMass,btScalar rbBinvMass ) { const btTransform& trA = getCalculatedTransformA(); const btTransform& trB = getCalculatedTransformB(); btAssert(!m_useSolveConstraintObsolete); int i, s = info->rowskip; btScalar signFact = m_useLinearReferenceFrameA ? btScalar(1.0f) : btScalar(-1.0f); // difference between frames in WCS btVector3 ofs = trB.getOrigin() - trA.getOrigin(); // now get weight factors depending on masses btScalar miA = rbAinvMass; btScalar miB = rbBinvMass; bool hasStaticBody = (miA < SIMD_EPSILON) || (miB < SIMD_EPSILON); btScalar miS = miA + miB; btScalar factA, factB; if(miS > btScalar(0.f)) { factA = miB / miS; } else { factA = btScalar(0.5f); } factB = btScalar(1.0f) - factA; btVector3 ax1, p, q; btVector3 ax1A = trA.getBasis().getColumn(0); btVector3 ax1B = trB.getBasis().getColumn(0); if(m_useOffsetForConstraintFrame) { // get the desired direction of slider axis // as weighted sum of X-orthos of frameA and frameB in WCS ax1 = ax1A * factA + ax1B * factB; ax1.normalize(); // construct two orthos to slider axis btPlaneSpace1 (ax1, p, q); } else { // old way - use frameA ax1 = trA.getBasis().getColumn(0); // get 2 orthos to slider axis (Y, Z) p = trA.getBasis().getColumn(1); q = trA.getBasis().getColumn(2); } // make rotations around these orthos equal // the slider axis should be the only unconstrained // rotational axis, the angular velocity of the two bodies perpendicular to // the slider axis should be equal. thus the constraint equations are // p*w1 - p*w2 = 0 // q*w1 - q*w2 = 0 // where p and q are unit vectors normal to the slider axis, and w1 and w2 // are the angular velocity vectors of the two bodies. info->m_J1angularAxis[0] = p[0]; info->m_J1angularAxis[1] = p[1]; info->m_J1angularAxis[2] = p[2]; info->m_J1angularAxis[s+0] = q[0]; info->m_J1angularAxis[s+1] = q[1]; info->m_J1angularAxis[s+2] = q[2]; info->m_J2angularAxis[0] = -p[0]; info->m_J2angularAxis[1] = -p[1]; info->m_J2angularAxis[2] = -p[2]; info->m_J2angularAxis[s+0] = -q[0]; info->m_J2angularAxis[s+1] = -q[1]; info->m_J2angularAxis[s+2] = -q[2]; // compute the right hand side of the constraint equation. set relative // body velocities along p and q to bring the slider back into alignment. // if ax1A,ax1B are the unit length slider axes as computed from bodyA and // bodyB, we need to rotate both bodies along the axis u = (ax1 x ax2). // if "theta" is the angle between ax1 and ax2, we need an angular velocity // along u to cover angle erp*theta in one step : // |angular_velocity| = angle/time = erp*theta / stepsize // = (erp*fps) * theta // angular_velocity = |angular_velocity| * (ax1 x ax2) / |ax1 x ax2| // = (erp*fps) * theta * (ax1 x ax2) / sin(theta) // ...as ax1 and ax2 are unit length. if theta is smallish, // theta ~= sin(theta), so // angular_velocity = (erp*fps) * (ax1 x ax2) // ax1 x ax2 is in the plane space of ax1, so we project the angular // velocity to p and q to find the right hand side. // btScalar k = info->fps * info->erp * getSoftnessOrthoAng(); btScalar currERP = (m_flags & BT_SLIDER_FLAGS_ERP_ORTANG) ? m_softnessOrthoAng : m_softnessOrthoAng * info->erp; btScalar k = info->fps * currERP; btVector3 u = ax1A.cross(ax1B); info->m_constraintError[0] = k * u.dot(p); info->m_constraintError[s] = k * u.dot(q); if(m_flags & BT_SLIDER_FLAGS_CFM_ORTANG) { info->cfm[0] = m_cfmOrthoAng; info->cfm[s] = m_cfmOrthoAng; } int nrow = 1; // last filled row int srow; btScalar limit_err; int limit; int powered; // next two rows. // we want: velA + wA x relA == velB + wB x relB ... but this would // result in three equations, so we project along two orthos to the slider axis btTransform bodyA_trans = transA; btTransform bodyB_trans = transB; nrow++; int s2 = nrow * s; nrow++; int s3 = nrow * s; btVector3 tmpA(0,0,0), tmpB(0,0,0), relA(0,0,0), relB(0,0,0), c(0,0,0); if(m_useOffsetForConstraintFrame) { // get vector from bodyB to frameB in WCS relB = trB.getOrigin() - bodyB_trans.getOrigin(); // get its projection to slider axis btVector3 projB = ax1 * relB.dot(ax1); // get vector directed from bodyB to slider axis (and orthogonal to it) btVector3 orthoB = relB - projB; // same for bodyA relA = trA.getOrigin() - bodyA_trans.getOrigin(); btVector3 projA = ax1 * relA.dot(ax1); btVector3 orthoA = relA - projA; // get desired offset between frames A and B along slider axis btScalar sliderOffs = m_linPos - m_depth[0]; // desired vector from projection of center of bodyA to projection of center of bodyB to slider axis btVector3 totalDist = projA + ax1 * sliderOffs - projB; // get offset vectors relA and relB relA = orthoA + totalDist * factA; relB = orthoB - totalDist * factB; // now choose average ortho to slider axis p = orthoB * factA + orthoA * factB; btScalar len2 = p.length2(); if(len2 > SIMD_EPSILON) { p /= btSqrt(len2); } else { p = trA.getBasis().getColumn(1); } // make one more ortho q = ax1.cross(p); // fill two rows tmpA = relA.cross(p); tmpB = relB.cross(p); for (i=0; i<3; i++) info->m_J1angularAxis[s2+i] = tmpA[i]; for (i=0; i<3; i++) info->m_J2angularAxis[s2+i] = -tmpB[i]; tmpA = relA.cross(q); tmpB = relB.cross(q); if(hasStaticBody && getSolveAngLimit()) { // to make constraint between static and dynamic objects more rigid // remove wA (or wB) from equation if angular limit is hit tmpB *= factB; tmpA *= factA; } for (i=0; i<3; i++) info->m_J1angularAxis[s3+i] = tmpA[i]; for (i=0; i<3; i++) info->m_J2angularAxis[s3+i] = -tmpB[i]; for (i=0; i<3; i++) info->m_J1linearAxis[s2+i] = p[i]; for (i=0; i<3; i++) info->m_J1linearAxis[s3+i] = q[i]; } else { // old way - maybe incorrect if bodies are not on the slider axis // see discussion "Bug in slider constraint" http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4024&start=0 c = bodyB_trans.getOrigin() - bodyA_trans.getOrigin(); btVector3 tmp = c.cross(p); for (i=0; i<3; i++) info->m_J1angularAxis[s2+i] = factA*tmp[i]; for (i=0; i<3; i++) info->m_J2angularAxis[s2+i] = factB*tmp[i]; tmp = c.cross(q); for (i=0; i<3; i++) info->m_J1angularAxis[s3+i] = factA*tmp[i]; for (i=0; i<3; i++) info->m_J2angularAxis[s3+i] = factB*tmp[i]; for (i=0; i<3; i++) info->m_J1linearAxis[s2+i] = p[i]; for (i=0; i<3; i++) info->m_J1linearAxis[s3+i] = q[i]; } // compute two elements of right hand side // k = info->fps * info->erp * getSoftnessOrthoLin(); currERP = (m_flags & BT_SLIDER_FLAGS_ERP_ORTLIN) ? m_softnessOrthoLin : m_softnessOrthoLin * info->erp; k = info->fps * currERP; btScalar rhs = k * p.dot(ofs); info->m_constraintError[s2] = rhs; rhs = k * q.dot(ofs); info->m_constraintError[s3] = rhs; if(m_flags & BT_SLIDER_FLAGS_CFM_ORTLIN) { info->cfm[s2] = m_cfmOrthoLin; info->cfm[s3] = m_cfmOrthoLin; } // check linear limits limit_err = btScalar(0.0); limit = 0; if(getSolveLinLimit()) { limit_err = getLinDepth() * signFact; limit = (limit_err > btScalar(0.0)) ? 2 : 1; } powered = 0; if(getPoweredLinMotor()) { powered = 1; } // if the slider has joint limits or motor, add in the extra row if (limit || powered) { nrow++; srow = nrow * info->rowskip; info->m_J1linearAxis[srow+0] = ax1[0]; info->m_J1linearAxis[srow+1] = ax1[1]; info->m_J1linearAxis[srow+2] = ax1[2]; // linear torque decoupling step: // // we have to be careful that the linear constraint forces (+/- ax1) applied to the two bodies // do not create a torque couple. in other words, the points that the // constraint force is applied at must lie along the same ax1 axis. // a torque couple will result in limited slider-jointed free // bodies from gaining angular momentum. if(m_useOffsetForConstraintFrame) { // this is needed only when bodyA and bodyB are both dynamic. if(!hasStaticBody) { tmpA = relA.cross(ax1); tmpB = relB.cross(ax1); info->m_J1angularAxis[srow+0] = tmpA[0]; info->m_J1angularAxis[srow+1] = tmpA[1]; info->m_J1angularAxis[srow+2] = tmpA[2]; info->m_J2angularAxis[srow+0] = -tmpB[0]; info->m_J2angularAxis[srow+1] = -tmpB[1]; info->m_J2angularAxis[srow+2] = -tmpB[2]; } } else { // The old way. May be incorrect if bodies are not on the slider axis btVector3 ltd; // Linear Torque Decoupling vector (a torque) ltd = c.cross(ax1); info->m_J1angularAxis[srow+0] = factA*ltd[0]; info->m_J1angularAxis[srow+1] = factA*ltd[1]; info->m_J1angularAxis[srow+2] = factA*ltd[2]; info->m_J2angularAxis[srow+0] = factB*ltd[0]; info->m_J2angularAxis[srow+1] = factB*ltd[1]; info->m_J2angularAxis[srow+2] = factB*ltd[2]; } // right-hand part btScalar lostop = getLowerLinLimit(); btScalar histop = getUpperLinLimit(); if(limit && (lostop == histop)) { // the joint motor is ineffective powered = 0; } info->m_constraintError[srow] = 0.; info->m_lowerLimit[srow] = 0.; info->m_upperLimit[srow] = 0.; currERP = (m_flags & BT_SLIDER_FLAGS_ERP_LIMLIN) ? m_softnessLimLin : info->erp; if(powered) { if(m_flags & BT_SLIDER_FLAGS_CFM_DIRLIN) { info->cfm[srow] = m_cfmDirLin; } btScalar tag_vel = getTargetLinMotorVelocity(); btScalar mot_fact = getMotorFactor(m_linPos, m_lowerLinLimit, m_upperLinLimit, tag_vel, info->fps * currERP); info->m_constraintError[srow] -= signFact * mot_fact * getTargetLinMotorVelocity(); info->m_lowerLimit[srow] += -getMaxLinMotorForce() * info->fps; info->m_upperLimit[srow] += getMaxLinMotorForce() * info->fps; } if(limit) { k = info->fps * currERP; info->m_constraintError[srow] += k * limit_err; if(m_flags & BT_SLIDER_FLAGS_CFM_LIMLIN) { info->cfm[srow] = m_cfmLimLin; } if(lostop == histop) { // limited low and high simultaneously info->m_lowerLimit[srow] = -SIMD_INFINITY; info->m_upperLimit[srow] = SIMD_INFINITY; } else if(limit == 1) { // low limit info->m_lowerLimit[srow] = -SIMD_INFINITY; info->m_upperLimit[srow] = 0; } else { // high limit info->m_lowerLimit[srow] = 0; info->m_upperLimit[srow] = SIMD_INFINITY; } // bounce (we'll use slider parameter abs(1.0 - m_dampingLimLin) for that) btScalar bounce = btFabs(btScalar(1.0) - getDampingLimLin()); if(bounce > btScalar(0.0)) { btScalar vel = linVelA.dot(ax1); vel -= linVelB.dot(ax1); vel *= signFact; // only apply bounce if the velocity is incoming, and if the // resulting c[] exceeds what we already have. if(limit == 1) { // low limit if(vel < 0) { btScalar newc = -bounce * vel; if (newc > info->m_constraintError[srow]) { info->m_constraintError[srow] = newc; } } } else { // high limit - all those computations are reversed if(vel > 0) { btScalar newc = -bounce * vel; if(newc < info->m_constraintError[srow]) { info->m_constraintError[srow] = newc; } } } } info->m_constraintError[srow] *= getSoftnessLimLin(); } // if(limit) } // if linear limit // check angular limits limit_err = btScalar(0.0); limit = 0; if(getSolveAngLimit()) { limit_err = getAngDepth(); limit = (limit_err > btScalar(0.0)) ? 1 : 2; } // if the slider has joint limits, add in the extra row powered = 0; if(getPoweredAngMotor()) { powered = 1; } if(limit || powered) { nrow++; srow = nrow * info->rowskip; info->m_J1angularAxis[srow+0] = ax1[0]; info->m_J1angularAxis[srow+1] = ax1[1]; info->m_J1angularAxis[srow+2] = ax1[2]; info->m_J2angularAxis[srow+0] = -ax1[0]; info->m_J2angularAxis[srow+1] = -ax1[1]; info->m_J2angularAxis[srow+2] = -ax1[2]; btScalar lostop = getLowerAngLimit(); btScalar histop = getUpperAngLimit(); if(limit && (lostop == histop)) { // the joint motor is ineffective powered = 0; } currERP = (m_flags & BT_SLIDER_FLAGS_ERP_LIMANG) ? m_softnessLimAng : info->erp; if(powered) { if(m_flags & BT_SLIDER_FLAGS_CFM_DIRANG) { info->cfm[srow] = m_cfmDirAng; } btScalar mot_fact = getMotorFactor(m_angPos, m_lowerAngLimit, m_upperAngLimit, getTargetAngMotorVelocity(), info->fps * currERP); info->m_constraintError[srow] = mot_fact * getTargetAngMotorVelocity(); info->m_lowerLimit[srow] = -getMaxAngMotorForce() * info->fps; info->m_upperLimit[srow] = getMaxAngMotorForce() * info->fps; } if(limit) { k = info->fps * currERP; info->m_constraintError[srow] += k * limit_err; if(m_flags & BT_SLIDER_FLAGS_CFM_LIMANG) { info->cfm[srow] = m_cfmLimAng; } if(lostop == histop) { // limited low and high simultaneously info->m_lowerLimit[srow] = -SIMD_INFINITY; info->m_upperLimit[srow] = SIMD_INFINITY; } else if(limit == 1) { // low limit info->m_lowerLimit[srow] = 0; info->m_upperLimit[srow] = SIMD_INFINITY; } else { // high limit info->m_lowerLimit[srow] = -SIMD_INFINITY; info->m_upperLimit[srow] = 0; } // bounce (we'll use slider parameter abs(1.0 - m_dampingLimAng) for that) btScalar bounce = btFabs(btScalar(1.0) - getDampingLimAng()); if(bounce > btScalar(0.0)) { btScalar vel = m_rbA.getAngularVelocity().dot(ax1); vel -= m_rbB.getAngularVelocity().dot(ax1); // only apply bounce if the velocity is incoming, and if the // resulting c[] exceeds what we already have. if(limit == 1) { // low limit if(vel < 0) { btScalar newc = -bounce * vel; if(newc > info->m_constraintError[srow]) { info->m_constraintError[srow] = newc; } } } else { // high limit - all those computations are reversed if(vel > 0) { btScalar newc = -bounce * vel; if(newc < info->m_constraintError[srow]) { info->m_constraintError[srow] = newc; } } } } info->m_constraintError[srow] *= getSoftnessLimAng(); } // if(limit) } // if angular limit or powered }
// volume+edge lengths static DBVT_INLINE btScalar size(const btDbvtVolume& a) { const btVector3 edges=a.Lengths(); return( edges.x()*edges.y()*edges.z()+ edges.x()+edges.y()+edges.z()); }
static inline btVector3 Vector3Rand() { const btVector3 p=btVector3(SignedUnitRand(),SignedUnitRand(),SignedUnitRand()); return(p.normalized()); }
EigenTypes::Vector3f FromBullet(const btVector3& v) { return EigenTypes::Vector3f(v.x(), v.y(), v.z()); }
void updateCollisionSphere(float x, float y, float z, float vx, float vy, float vz) { x = (x - origin.x()) / scale.x(); y = (y - origin.y()) / scale.y(); z = (z - origin.z()) / scale.z(); x = x * (maxBound.x() - minBound.x()) + minBound.x(); y = y * (maxBound.y() - minBound.y()) + minBound.y(); z = z * (maxBound.z() - minBound.z()) + minBound.z(); collisionSpherePos = btVector3(x, y, z); collisionSphereVel = btVector3(vx, vy, vz); }