void CollisionWorld::RayTest(const SimdVector3& rayFromWorld, const SimdVector3& rayToWorld, RayResultCallback& resultCallback) { SimdTransform rayFromTrans,rayToTrans; rayFromTrans.setIdentity(); rayFromTrans.setOrigin(rayFromWorld); rayToTrans.setIdentity(); rayToTrans.setOrigin(rayToWorld); //do culling based on aabb (rayFrom/rayTo) SimdVector3 rayAabbMin = rayFromWorld; SimdVector3 rayAabbMax = rayFromWorld; rayAabbMin.setMin(rayToWorld); rayAabbMax.setMax(rayToWorld); /// brute force go over all objects. Once there is a broadphase, use that, or /// add a raycast against aabb first. std::vector<CollisionObject*>::iterator iter; for (iter=m_collisionObjects.begin(); !(iter==m_collisionObjects.end()); iter++) { CollisionObject* collisionObject= (*iter); //RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject(); SimdVector3 collisionObjectAabbMin,collisionObjectAabbMax; collisionObject->m_collisionShape->GetAabb(collisionObject->m_worldTransform,collisionObjectAabbMin,collisionObjectAabbMax); //check aabb overlap if (TestAabbAgainstAabb2(rayAabbMin,rayAabbMax,collisionObjectAabbMin,collisionObjectAabbMax)) { RayTestSingle(rayFromTrans,rayToTrans, collisionObject, collisionObject->m_collisionShape, collisionObject->m_worldTransform, resultCallback); } } }
void renderme() { float m[16]; int i; for (i=0;i<numObjects;i++) { SimdTransform transA; transA.setIdentity(); float pos[3]; float rot[4]; ms[i].getWorldPosition(pos[0],pos[1],pos[2]); ms[i].getWorldOrientation(rot[0],rot[1],rot[2],rot[3]); SimdQuaternion q(rot[0],rot[1],rot[2],rot[3]); transA.setRotation(q); SimdPoint3 dpos; dpos.setValue(pos[0],pos[1],pos[2]); transA.setOrigin( dpos ); transA.getOpenGLMatrix( m ); SimdVector3 wireColor(0.f,0.f,1.f); //wants deactivation ///color differently for active, sleeping, wantsdeactivation states if (physObjects[i]->GetRigidBody()->GetActivationState() == 1) //active { wireColor = SimdVector3 (1.f,0.f,0.f); } if (physObjects[i]->GetRigidBody()->GetActivationState() == 2) //ISLAND_SLEEPING { wireColor = SimdVector3 (0.f,1.f,0.f); } char extraDebug[125]; //sprintf(extraDebug,"islId, Body=%i , %i",physObjects[i]->GetRigidBody()->m_islandTag1,physObjects[i]->GetRigidBody()->m_debugBodyId); shapePtr[shapeIndex[i]]->SetExtraDebugInfo(extraDebug); GL_ShapeDrawer::DrawOpenGL(m,shapePtr[shapeIndex[i]],wireColor,getDebugMode()); } }
virtual void AddConvexVerticesCollider(std::vector<SimdVector3>& vertices, bool isEntity, const SimdVector3& entityTargetLocation) { ///perhaps we can do something special with entities (isEntity) ///like adding a collision Triggering (as example) if (vertices.size() > 0) { bool isDynamic = false; float mass = 0.f; SimdTransform startTransform; //can use a shift startTransform.setIdentity(); startTransform.setOrigin(SimdVector3(0,0,-10.f)); //this create an internal copy of the vertices CollisionShape* shape = new ConvexHullShape(&vertices[0],vertices.size()); m_demoApp->LocalCreatePhysicsObject(isDynamic, mass, startTransform,shape); } }
int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl0,class PHY_IPhysicsController* ctrl1,PHY_ConstraintType type, float pivotX,float pivotY,float pivotZ, float axisX,float axisY,float axisZ) { CcdPhysicsController* c0 = (CcdPhysicsController*)ctrl0; CcdPhysicsController* c1 = (CcdPhysicsController*)ctrl1; RigidBody* rb0 = c0 ? c0->GetRigidBody() : 0; RigidBody* rb1 = c1 ? c1->GetRigidBody() : 0; ASSERT(rb0); SimdVector3 pivotInA(pivotX,pivotY,pivotZ); SimdVector3 pivotInB = rb1 ? rb1->getCenterOfMassTransform().inverse()(rb0->getCenterOfMassTransform()(pivotInA)) : pivotInA; SimdVector3 axisInA(axisX,axisY,axisZ); SimdVector3 axisInB = rb1 ? (rb1->getCenterOfMassTransform().getBasis().inverse()*(rb0->getCenterOfMassTransform().getBasis() * axisInA)) : rb0->getCenterOfMassTransform().getBasis() * axisInA; bool angularOnly = false; switch (type) { case PHY_POINT2POINT_CONSTRAINT: { Point2PointConstraint* p2p = 0; if (rb1) { p2p = new Point2PointConstraint(*rb0, *rb1,pivotInA,pivotInB); } else { p2p = new Point2PointConstraint(*rb0, pivotInA); } m_constraints.push_back(p2p); p2p->SetUserConstraintId(gConstraintUid++); p2p->SetUserConstraintType(type); //64 bit systems can't cast pointer to int. could use size_t instead. return p2p->GetUserConstraintId(); break; } case PHY_GENERIC_6DOF_CONSTRAINT: { Generic6DofConstraint* genericConstraint = 0; if (rb1) { SimdTransform frameInA; SimdTransform frameInB; SimdVector3 axis1, axis2; SimdPlaneSpace1( axisInA, axis1, axis2 ); frameInA.getBasis().setValue( axisInA.x(), axis1.x(), axis2.x(), axisInA.y(), axis1.y(), axis2.y(), axisInA.z(), axis1.z(), axis2.z() ); SimdPlaneSpace1( axisInB, axis1, axis2 ); frameInB.getBasis().setValue( axisInB.x(), axis1.x(), axis2.x(), axisInB.y(), axis1.y(), axis2.y(), axisInB.z(), axis1.z(), axis2.z() ); frameInA.setOrigin( pivotInA ); frameInB.setOrigin( pivotInB ); genericConstraint = new Generic6DofConstraint( *rb0,*rb1, frameInA,frameInB); } else { // TODO: Implement single body case... } m_constraints.push_back(genericConstraint); genericConstraint->SetUserConstraintId(gConstraintUid++); genericConstraint->SetUserConstraintType(type); //64 bit systems can't cast pointer to int. could use size_t instead. return genericConstraint->GetUserConstraintId(); break; } case PHY_ANGULAR_CONSTRAINT: angularOnly = true; case PHY_LINEHINGE_CONSTRAINT: { HingeConstraint* hinge = 0; if (rb1) { hinge = new HingeConstraint( *rb0, *rb1,pivotInA,pivotInB,axisInA,axisInB); } else { hinge = new HingeConstraint(*rb0, pivotInA,axisInA); } hinge->setAngularOnly(angularOnly); m_constraints.push_back(hinge); hinge->SetUserConstraintId(gConstraintUid++); hinge->SetUserConstraintType(type); //64 bit systems can't cast pointer to int. could use size_t instead. return hinge->GetUserConstraintId(); break; } #ifdef NEW_BULLET_VEHICLE_SUPPORT case PHY_VEHICLE_CONSTRAINT: { RaycastVehicle::VehicleTuning* tuning = new RaycastVehicle::VehicleTuning(); RigidBody* chassis = rb0; DefaultVehicleRaycaster* raycaster = new DefaultVehicleRaycaster(this,ctrl0); RaycastVehicle* vehicle = new RaycastVehicle(*tuning,chassis,raycaster); WrapperVehicle* wrapperVehicle = new WrapperVehicle(vehicle,ctrl0); m_wrapperVehicles.push_back(wrapperVehicle); vehicle->SetUserConstraintId(gConstraintUid++); vehicle->SetUserConstraintType(type); return vehicle->GetUserConstraintId(); break; }; #endif //NEW_BULLET_VEHICLE_SUPPORT default: { } }; //RigidBody& rbA,RigidBody& rbB, const SimdVector3& pivotInA,const SimdVector3& pivotInB return 0; }
void Raytracer::displayCallback() { updateCamera(); for (int i=0;i<numObjects;i++) { transforms[i].setIdentity(); SimdVector3 pos(-3.5f+i*2.5f,0.f,0.f); transforms[i].setOrigin( pos ); SimdQuaternion orn; if (i < 2) { orn.setEuler(yaw,pitch,roll); transforms[i].setRotation(orn); } } myMink.SetTransformA(SimdTransform(transforms[0].getRotation())); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_LIGHTING); if (once) { glGenTextures(1, &glTextureId); glBindTexture(GL_TEXTURE_2D,glTextureId ); once = 0; glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); #define RAYTRACER #ifdef RAYTRACER SimdVector4 rgba(1.f,0.f,0.f,0.5f); float top = 1.f; float bottom = -1.f; float nearPlane = 1.f; float tanFov = (top-bottom)*0.5f / nearPlane; float fov = 2.0 * atanf (tanFov); SimdVector3 rayFrom = getCameraPosition(); SimdVector3 rayForward = getCameraTargetPosition()-getCameraPosition(); rayForward.normalize(); float farPlane = 600.f; rayForward*= farPlane; SimdVector3 rightOffset; SimdVector3 vertical(0.f,1.f,0.f); SimdVector3 hor; hor = rayForward.cross(vertical); hor.normalize(); vertical = hor.cross(rayForward); vertical.normalize(); float tanfov = tanf(0.5f*fov); hor *= 2.f * farPlane * tanfov; vertical *= 2.f * farPlane * tanfov; SimdVector3 rayToCenter = rayFrom + rayForward; SimdVector3 dHor = hor * 1.f/float(screenWidth); SimdVector3 dVert = vertical * 1.f/float(screenHeight); SimdTransform rayFromTrans; rayFromTrans.setIdentity(); rayFromTrans.setOrigin(rayFrom); SimdTransform rayFromLocal; SimdTransform rayToLocal; SphereShape pointShape(0.0f); ///clear texture for (int x=0;x<screenWidth;x++) { for (int y=0;y<screenHeight;y++) { SimdVector4 rgba(0.f,0.f,0.f,0.f); raytracePicture->SetPixel(x,y,rgba); } } ConvexCast::CastResult rayResult; SimdTransform rayToTrans; rayToTrans.setIdentity(); SimdVector3 rayTo; for (int x=0;x<screenWidth;x++) { for (int y=0;y<screenHeight;y++) { rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical; rayTo += x * dHor; rayTo -= y * dVert; rayToTrans.setOrigin(rayTo); for (int s=0;s<numObjects;s++) { // rayFromLocal = transforms[s].inverse()* rayFromTrans; // rayToLocal = transforms[s].inverse()* rayToTrans; //choose the continuous collision detection method SubsimplexConvexCast convexCaster(&pointShape,shapePtr[s],&simplexSolver); //GjkConvexCast convexCaster(&pointShape,shapePtr[0],&simplexSolver); //ContinuousConvexCollision convexCaster(&pointShape,shapePtr[0],&simplexSolver,0); // BU_Simplex1to4 ptShape(SimdVector3(0,0,0));//algebraic needs features, doesnt use 'supporting vertex' // BU_CollisionPair convexCaster(&ptShape,shapePtr[0]); //reset previous result rayResult.m_fraction = 1.f; if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,transforms[s],transforms[s],rayResult)) { //float fog = 1.f - 0.1f * rayResult.m_fraction; rayResult.m_normal.normalize(); SimdVector3 worldNormal; worldNormal = transforms[s].getBasis() *rayResult.m_normal; float light = worldNormal.dot(SimdVector3(0.4f,-1.f,-0.4f)); if (light < 0.2f) light = 0.2f; if (light > 1.f) light = 1.f; rgba = SimdVector4(light,light,light,1.f); raytracePicture->SetPixel(x,y,rgba); } else { //clear is already done //rgba = SimdVector4(0.f,0.f,0.f,0.f); //raytracePicture->SetPixel(x,y,rgba); } } } } #define TEST_PRINTF #ifdef TEST_PRINTF extern BMF_FontData BMF_font_helv10; raytracePicture->Printf("CCD RAYTRACER",&BMF_font_helv10); char buffer[256]; sprintf(buffer,"%d RAYS / Frame",screenWidth*screenHeight*numObjects); raytracePicture->Printf(buffer,&BMF_font_helv10,0,10); #endif //TEST_PRINTF glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glFrustum(-1.0,1.0,-1.0,1.0,3,2020.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); // Reset The Modelview Matrix glTranslatef(0.0f,0.0f,-3.0f); // Move Into The Screen 5 Units glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,glTextureId ); const unsigned char *ptr = raytracePicture->GetBuffer(); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, raytracePicture->GetWidth(),raytracePicture->GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, ptr); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f (1,1,1,1); // alpha=0.5=half visible glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(-1,1); glTexCoord2f(1.0f, 0.0f); glVertex2f(1,1); glTexCoord2f(1.0f, 1.0f); glVertex2f(1,-1); glTexCoord2f(0.0f, 1.0f); glVertex2f(-1,-1); glEnd(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); #endif //RAYRACER glDisable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); GL_ShapeDrawer::DrawCoordSystem(); glPushMatrix(); /* /// normal opengl rendering float m[16]; int i; for (i=0;i<numObjects;i++) { transA.getOpenGLMatrix( m ); /// draw the simplex GL_ShapeDrawer::DrawOpenGL(m,shapePtr[i],SimdVector3(1,1,1)); /// calculate closest point from simplex to the origin, and draw this vector simplex.CalcClosest(m); } */ glPopMatrix(); pitch += 0.005f; yaw += 0.01f; glFlush(); glutSwapBuffers(); }
//to be implemented by the demo void renderme() { debugDrawer.SetDebugMode(getDebugMode()); //render the hinge axis if (createConstraint) { SimdVector3 color(1,0,0); SimdVector3 dirLocal(0,1,0); SimdVector3 pivotInA(CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS); SimdVector3 pivotInB(-CUBE_HALF_EXTENTS,-CUBE_HALF_EXTENTS,CUBE_HALF_EXTENTS); SimdVector3 from = physObjects[1]->GetRigidBody()->getCenterOfMassTransform()(pivotInA); SimdVector3 fromB = physObjects[2]->GetRigidBody()->getCenterOfMassTransform()(pivotInB); SimdVector3 dirWorldA = physObjects[1]->GetRigidBody()->getCenterOfMassTransform().getBasis() * dirLocal ; SimdVector3 dirWorldB = physObjects[2]->GetRigidBody()->getCenterOfMassTransform().getBasis() * dirLocal ; debugDrawer.DrawLine(from,from+dirWorldA,color); debugDrawer.DrawLine(fromB,fromB+dirWorldB,color); } float m[16]; int i; if (getDebugMode() & IDebugDraw::DBG_DisableBulletLCP) { //don't use Bullet, use quickstep physicsEnvironmentPtr->setSolverType(0); } else { //Bullet LCP solver physicsEnvironmentPtr->setSolverType(1); } if (getDebugMode() & IDebugDraw::DBG_EnableCCD) { physicsEnvironmentPtr->setCcdMode(3); } else { physicsEnvironmentPtr->setCcdMode(0); } bool isSatEnabled = (getDebugMode() & IDebugDraw::DBG_EnableSatComparison); physicsEnvironmentPtr->EnableSatCollisionDetection(isSatEnabled); #ifdef USE_HULL //some testing code for SAT if (isSatEnabled) { for (int s=0;s<numShapes;s++) { CollisionShape* shape = shapePtr[s]; if (shape->IsPolyhedral()) { PolyhedralConvexShape* polyhedron = static_cast<PolyhedralConvexShape*>(shape); if (!polyhedron->m_optionalHull) { //first convert vertices in 'Point3' format int numPoints = polyhedron->GetNumVertices(); Point3* points = new Point3[numPoints+1]; //first 4 points should not be co-planar, so add central point to satisfy MakeHull points[0] = Point3(0.f,0.f,0.f); SimdVector3 vertex; for (int p=0;p<numPoints;p++) { polyhedron->GetVertex(p,vertex); points[p+1] = Point3(vertex.getX(),vertex.getY(),vertex.getZ()); } Hull* hull = Hull::MakeHull(numPoints+1,points); polyhedron->m_optionalHull = hull; } } } } #endif //USE_HULL for (i=0;i<numObjects;i++) { SimdTransform transA; transA.setIdentity(); float pos[3]; float rot[4]; ms[i].getWorldPosition(pos[0],pos[1],pos[2]); ms[i].getWorldOrientation(rot[0],rot[1],rot[2],rot[3]); SimdQuaternion q(rot[0],rot[1],rot[2],rot[3]); transA.setRotation(q); SimdPoint3 dpos; dpos.setValue(pos[0],pos[1],pos[2]); transA.setOrigin( dpos ); transA.getOpenGLMatrix( m ); SimdVector3 wireColor(1.f,1.0f,0.5f); //wants deactivation if (i & 1) { wireColor = SimdVector3(0.f,0.0f,1.f); } ///color differently for active, sleeping, wantsdeactivation states if (physObjects[i]->GetRigidBody()->GetActivationState() == 1) //active { if (i & 1) { wireColor += SimdVector3 (1.f,0.f,0.f); } else { wireColor += SimdVector3 (.5f,0.f,0.f); } } if (physObjects[i]->GetRigidBody()->GetActivationState() == 2) //ISLAND_SLEEPING { if (i & 1) { wireColor += SimdVector3 (0.f,1.f, 0.f); } else { wireColor += SimdVector3 (0.f,0.5f,0.f); } } char extraDebug[125]; sprintf(extraDebug,"islId, Body=%i , %i",physObjects[i]->GetRigidBody()->m_islandTag1,physObjects[i]->GetRigidBody()->m_debugBodyId); physObjects[i]->GetRigidBody()->GetCollisionShape()->SetExtraDebugInfo(extraDebug); GL_ShapeDrawer::DrawOpenGL(m,physObjects[i]->GetRigidBody()->GetCollisionShape(),wireColor,getDebugMode()); ///this block is just experimental code to show some internal issues with replacing shapes on the fly. if (getDebugMode()!=0 && (i>0)) { if (physObjects[i]->GetRigidBody()->GetCollisionShape()->GetShapeType() == EMPTY_SHAPE_PROXYTYPE) { physObjects[i]->GetRigidBody()->SetCollisionShape(shapePtr[1]); //remove the persistent collision pairs that were created based on the previous shape BroadphaseProxy* bpproxy = physObjects[i]->GetRigidBody()->m_broadphaseHandle; physicsEnvironmentPtr->GetBroadphase()->CleanProxyFromPairs(bpproxy); SimdVector3 newinertia; SimdScalar newmass = 10.f; physObjects[i]->GetRigidBody()->GetCollisionShape()->CalculateLocalInertia(newmass,newinertia); physObjects[i]->GetRigidBody()->setMassProps(newmass,newinertia); physObjects[i]->GetRigidBody()->updateInertiaTensor(); } } } if (!(getDebugMode() & IDebugDraw::DBG_NoHelpText)) { float xOffset = 10.f; float yStart = 20.f; float yIncr = -2.f; char buf[124]; glColor3f(0, 0, 0); #ifdef USE_QUICKPROF if ( getDebugMode() & IDebugDraw::DBG_ProfileTimings) { static int counter = 0; counter++; std::map<std::string, hidden::ProfileBlock*>::iterator iter; for (iter = Profiler::mProfileBlocks.begin(); iter != Profiler::mProfileBlocks.end(); ++iter) { char blockTime[128]; sprintf(blockTime, "%s: %lf",&((*iter).first[0]),Profiler::getBlockTime((*iter).first, Profiler::BLOCK_CYCLE_SECONDS));//BLOCK_TOTAL_PERCENT)); glRasterPos3f(xOffset,yStart,0); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),blockTime); yStart += yIncr; } } #endif //USE_QUICKPROF //profiling << Profiler::createStatsString(Profiler::BLOCK_TOTAL_PERCENT); //<< std::endl; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"mouse to interact"); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"space to reset"); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"cursor keys and z,x to navigate"); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"i to toggle simulation, s single step"); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"q to quit"); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"d to toggle deactivation"); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"a to draw temporal AABBs"); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"h to toggle help text"); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; bool useBulletLCP = !(getDebugMode() & IDebugDraw::DBG_DisableBulletLCP); bool useCCD = (getDebugMode() & IDebugDraw::DBG_EnableCCD); glRasterPos3f(xOffset,yStart,0); sprintf(buf,"m Bullet GJK = %i",!isSatEnabled); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"n Bullet LCP = %i",useBulletLCP); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"1 CCD mode (adhoc) = %i",useCCD); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; glRasterPos3f(xOffset,yStart,0); sprintf(buf,"+- shooting speed = %10.2f",bulletSpeed); BMF_DrawString(BMF_GetFont(BMF_kHelvetica10),buf); yStart += yIncr; } }
void LinearConvexCastDemo::displayCallback(void) { updateCamera(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_LIGHTING); //GL_ShapeDrawer::DrawCoordSystem(); float m[16]; int i; for (i=0;i<numObjects;i++) { tr[i].getOpenGLMatrix( m ); GL_ShapeDrawer::DrawOpenGL(m,shapePtr[i],SimdVector3(1,1,1),getDebugMode()); } int shapeIndex = 1; SimdQuaternion orn; orn.setEuler(yaw,pitch,roll); tr[shapeIndex].setRotation(orn); if (m_stepping || m_singleStep) { m_singleStep = false; pitch += 0.005f; yaw += 0.01f; } SimdVector3 fromA(-25,11,0); SimdVector3 toA(15,11,0); SimdQuaternion ornFromA(0.f,0.f,0.f,1.f); SimdQuaternion ornToA(0.f,0.f,0.f,1.f); SimdTransform rayFromWorld(ornFromA,fromA); SimdTransform rayToWorld(ornToA,toA); tr[0] = rayFromWorld; if (drawLine) { glBegin(GL_LINES); glColor3f(0, 0, 1); glVertex3d(rayFromWorld.getOrigin().x(), rayFromWorld.getOrigin().y(),rayFromWorld.getOrigin().z()); glVertex3d(rayToWorld.getOrigin().x(),rayToWorld.getOrigin().y(),rayToWorld.getOrigin().z()); glEnd(); } //now perform a raycast on the shapes, in local (shape) space //choose one of the following lines for (i=1;i<numObjects;i++) { ContinuousConvexCollision convexCaster0(shapePtr[0],shapePtr[i],&gGjkSimplexSolver,0); GjkConvexCast convexCaster1(shapePtr[0],shapePtr[i],&gGjkSimplexSolver); //BU_CollisionPair (algebraic version) is currently broken, will look into this //BU_CollisionPair convexCaster2(shapePtr[0],shapePtr[i]); SubsimplexConvexCast convexCaster3(shapePtr[0],shapePtr[i],&gGjkSimplexSolver); gGjkSimplexSolver.reset(); ConvexCast::CastResult rayResult; if (convexCaster3.calcTimeOfImpact(rayFromWorld,rayToWorld,tr[i],tr[i],rayResult)) { glDisable(GL_DEPTH_TEST); SimdVector3 hitPoint; hitPoint.setInterpolate3(rayFromWorld.getOrigin(),rayToWorld.getOrigin(),rayResult.m_fraction); //draw the raycast result glBegin(GL_LINES); glColor3f(1, 1, 1); glVertex3d(rayFromWorld.getOrigin().x(), rayFromWorld.getOrigin().y(),rayFromWorld.getOrigin().z()); glVertex3d(hitPoint.x(),hitPoint.y(),hitPoint.z()); glEnd(); glEnable(GL_DEPTH_TEST); SimdTransform toTransWorld; toTransWorld = tr[0]; toTransWorld.setOrigin(hitPoint); toTransWorld.getOpenGLMatrix( m ); GL_ShapeDrawer::DrawOpenGL(m,shapePtr[0],SimdVector3(0,1,1),getDebugMode()); } } glFlush(); glutSwapBuffers(); }
bool BU_CollisionPair::calcTimeOfImpact( const SimdTransform& fromA, const SimdTransform& toA, const SimdTransform& fromB, const SimdTransform& toB, CastResult& result) { SimdVector3 linvelA,angvelA; SimdVector3 linvelB,angvelB; SimdTransformUtil::CalculateVelocity(fromA,toA,1.f,linvelA,angvelA); SimdTransformUtil::CalculateVelocity(fromB,toB,1.f,linvelB,angvelB); SimdVector3 linearMotionA = toA.getOrigin() - fromA.getOrigin(); SimdQuaternion angularMotionA(0,0,0,1.f); SimdVector3 linearMotionB = toB.getOrigin() - fromB.getOrigin(); SimdQuaternion angularMotionB(0,0,0,1); result.m_fraction = 1.f; SimdTransform impactTransA; SimdTransform impactTransB; int index=0; SimdScalar toiUnscaled=result.m_fraction; const SimdScalar toiUnscaledLimit = result.m_fraction; SimdTransform a2w; a2w = fromA; SimdTransform b2w = fromB; /* debugging code { const int numvertsB = m_convexB->GetNumVertices(); for (int v=0;v<numvertsB;v++) { SimdPoint3 pt; m_convexB->GetVertex(v,pt); pt = b2w * pt; char buf[1000]; if (pt.y() < 0.) { sprintf(buf,"PRE ERROR (%d) %.20E %.20E %.20E!!!!!!!!!\n",v,pt.x(),pt.y(),pt.z()); if (debugFile) fwrite(buf,1,strlen(buf),debugFile); } else { sprintf(buf,"PRE %d = %.20E,%.20E,%.20E\n",v,pt.x(),pt.y(),pt.z()); if (debugFile) fwrite(buf,1,strlen(buf),debugFile); } } } */ SimdTransform b2wp = b2w; b2wp.setOrigin(b2w.getOrigin() + linearMotionB); b2wp.setRotation( b2w.getRotation() + angularMotionB); impactTransB = b2wp; SimdTransform a2wp; a2wp.setOrigin(a2w.getOrigin()+ linearMotionA); a2wp.setRotation(a2w.getRotation()+angularMotionA); impactTransA = a2wp; SimdTransform a2winv; a2winv = a2w.inverse(); SimdTransform b2wpinv; b2wpinv = b2wp.inverse(); SimdTransform b2winv; b2winv = b2w.inverse(); SimdTransform a2wpinv; a2wpinv = a2wp.inverse(); //Redon's version with concatenated transforms SimdTransform relative; relative = b2w * b2wpinv * a2wp * a2winv; //relative = a2winv * a2wp * b2wpinv * b2w; SimdQuaternion qrel; relative.getBasis().getRotation(qrel); SimdVector3 linvel = relative.getOrigin(); if (linvel.length() < SCREWEPSILON) { linvel.setValue(0.,0.,0.); } SimdVector3 angvel; angvel[0] = 2.f * SimdAsin (qrel[0]); angvel[1] = 2.f * SimdAsin (qrel[1]); angvel[2] = 2.f * SimdAsin (qrel[2]); if (angvel.length() < SCREWEPSILON) { angvel.setValue(0.f,0.f,0.f); } //Redon's version with concatenated transforms m_screwing = BU_Screwing(linvel,angvel); SimdTransform w2s; m_screwing.LocalMatrix(w2s); SimdTransform s2w; s2w = w2s.inverse(); //impactTransA = a2w; //impactTransB = b2w; bool hit = false; if (SimdFuzzyZero(m_screwing.GetS()) && SimdFuzzyZero(m_screwing.GetW())) { //W = 0 , S = 0 , no collision //toi = 0; /* { const int numvertsB = m_convexB->GetNumVertices(); for (int v=0;v<numvertsB;v++) { SimdPoint3 pt; m_convexB->GetVertex(v,pt); pt = impactTransB * pt; char buf[1000]; if (pt.y() < 0.) { sprintf(buf,"EARLY POST ERROR (%d) %.20E,%.20E,%.20E!!!!!!!!!\n",v,pt.x(),pt.y(),pt.z()); if (debugFile) fwrite(buf,1,strlen(buf),debugFile); } else { sprintf(buf,"EARLY POST %d = %.20E,%.20E,%.20E\n",v,pt.x(),pt.y(),pt.z()); if (debugFile) fwrite(buf,1,strlen(buf),debugFile); } } } */ return false;//don't continue moving within epsilon } #define EDGEEDGE #ifdef EDGEEDGE BU_EdgeEdge edgeEdge; //for all edged in A check agains all edges in B for (int ea = 0;ea < m_convexA->GetNumEdges();ea++) { SimdPoint3 pA0,pA1; m_convexA->GetEdge(ea,pA0,pA1); pA0= a2w * pA0;//in world space pA0 = w2s * pA0;//in screwing space pA1= a2w * pA1;//in world space pA1 = w2s * pA1;//in screwing space int numedgesB = m_convexB->GetNumEdges(); for (int eb = 0; eb < numedgesB;eb++) { { SimdPoint3 pB0,pB1; m_convexB->GetEdge(eb,pB0,pB1); pB0= b2w * pB0;//in world space pB0 = w2s * pB0;//in screwing space pB1= b2w * pB1;//in world space pB1 = w2s * pB1;//in screwing space SimdScalar lambda,mu; toiUnscaled = 1.; SimdVector3 edgeDirA(pA1-pA0); SimdVector3 edgeDirB(pB1-pB0); if (edgeEdge.GetTimeOfImpact(m_screwing,pA0,edgeDirA,pB0,edgeDirB,toiUnscaled,lambda,mu)) { //printf("edgeedge potential hit\n"); if (toiUnscaled>=0) { if (toiUnscaled < toiUnscaledLimit) { //inside check is already done by checking the mu and gamma ! SimdPoint3 vtx = pA0+lambda * (pA1-pA0); SimdPoint3 hitpt = m_screwing.InBetweenPosition(vtx,toiUnscaled); SimdPoint3 hitptWorld = s2w * hitpt; { if (toiUnscaled < result.m_fraction) result.m_fraction = toiUnscaled; hit = true; SimdVector3 hitNormal = edgeDirB.cross(edgeDirA); hitNormal = m_screwing.InBetweenVector(hitNormal,toiUnscaled); hitNormal.normalize(); //an approximated normal can be calculated by taking the cross product of both edges //take care of the sign ! SimdVector3 hitNormalWorld = s2w.getBasis() * hitNormal ; SimdScalar dist = m_screwing.GetU().dot(hitNormalWorld); if (dist > 0) hitNormalWorld *= -1; //todo: this is the wrong point, because b2winv is still at begin of motion // not at time-of-impact location! //bhitpt = b2winv * hitptWorld; // m_manifold.SetContactPoint(BUM_FeatureEdgeEdge,index,ea,eb,hitptWorld,hitNormalWorld); } } } } } index++; } }; #endif //EDGEEDGE #define VERTEXFACE #ifdef VERTEXFACE // for all vertices in A, for each face in B,do vertex-face { const int numvertsA = m_convexA->GetNumVertices(); for (int v=0;v<numvertsA;v++) //int v=3; { SimdPoint3 vtx; m_convexA->GetVertex(v,vtx); vtx = a2w * vtx;//in world space vtx = w2s * vtx;//in screwing space const int numplanesB = m_convexB->GetNumPlanes(); for (int p = 0 ; p < numplanesB; p++) //int p=2; { { SimdVector3 planeNorm; SimdPoint3 planeSupport; m_convexB->GetPlane(planeNorm,planeSupport,p); planeSupport = b2w * planeSupport;//transform to world space SimdVector3 planeNormWorld = b2w.getBasis() * planeNorm; planeSupport = w2s * planeSupport ; //transform to screwing space planeNorm = w2s.getBasis() * planeNormWorld; planeNorm.normalize(); SimdScalar d = planeSupport.dot(planeNorm); SimdVector4 planeEq(planeNorm[0],planeNorm[1],planeNorm[2],d); BU_VertexPoly vtxApolyB; toiUnscaled = 1.; if ((p==2) && (v==6)) { // printf("%f toiUnscaled\n",toiUnscaled); } if (vtxApolyB.GetTimeOfImpact(m_screwing,vtx,planeEq,toiUnscaled,false)) { if (toiUnscaled >= 0. ) { //not only collect the first point, get every contactpoint, later we have to check the //manifold properly! if (toiUnscaled <= toiUnscaledLimit) { // printf("toiUnscaled %f\n",toiUnscaled ); SimdPoint3 hitpt = m_screwing.InBetweenPosition(vtx,toiUnscaled); SimdVector3 hitNormal = m_screwing.InBetweenVector(planeNorm ,toiUnscaled); SimdVector3 hitNormalWorld = s2w.getBasis() * hitNormal ; SimdPoint3 hitptWorld = s2w * hitpt; hitpt = b2winv * hitptWorld; //vertex has to be 'within' the facet's boundary if (m_convexB->IsInside(hitpt,m_tolerance)) { // m_manifold.SetContactPoint(BUM_FeatureVertexFace, index,v,p,hitptWorld,hitNormalWorld); if (toiUnscaled < result.m_fraction) result.m_fraction= toiUnscaled; hit = true; } } } } } index++; } } } // // for all vertices in B, for each face in A,do vertex-face //copy and pasted from all verts A -> all planes B so potential typos! //todo: make this into one method with a kind of 'swapped' logic // { const int numvertsB = m_convexB->GetNumVertices(); for (int v=0;v<numvertsB;v++) //int v=0; { SimdPoint3 vtx; m_convexB->GetVertex(v,vtx); vtx = b2w * vtx;//in world space /* char buf[1000]; if (vtx.y() < 0.) { sprintf(buf,"ERROR !!!!!!!!!\n",v,vtx.x(),vtx.y(),vtx.z()); if (debugFile) fwrite(buf,1,strlen(buf),debugFile); } sprintf(buf,"vertexWorld(%d) = (%.20E,%.20E,%.20E)\n",v,vtx.x(),vtx.y(),vtx.z()); if (debugFile) fwrite(buf,1,strlen(buf),debugFile); */ vtx = w2s * vtx;//in screwing space const int numplanesA = m_convexA->GetNumPlanes(); for (int p = 0 ; p < numplanesA; p++) //int p=2; { { SimdVector3 planeNorm; SimdPoint3 planeSupport; m_convexA->GetPlane(planeNorm,planeSupport,p); planeSupport = a2w * planeSupport;//transform to world space SimdVector3 planeNormWorld = a2w.getBasis() * planeNorm; planeSupport = w2s * planeSupport ; //transform to screwing space planeNorm = w2s.getBasis() * planeNormWorld; planeNorm.normalize(); SimdScalar d = planeSupport.dot(planeNorm); SimdVector4 planeEq(planeNorm[0],planeNorm[1],planeNorm[2],d); BU_VertexPoly vtxBpolyA; toiUnscaled = 1.; if (vtxBpolyA.GetTimeOfImpact(m_screwing,vtx,planeEq,toiUnscaled,true)) { if (toiUnscaled>=0.) { if (toiUnscaled < toiUnscaledLimit) { SimdPoint3 hitpt = m_screwing.InBetweenPosition( vtx , -toiUnscaled); SimdVector3 hitNormal = m_screwing.InBetweenVector(-planeNorm ,-toiUnscaled); //SimdScalar len = hitNormal.length()-1; //assert( SimdFuzzyZero(len) ); SimdVector3 hitNormalWorld = s2w.getBasis() * hitNormal ; SimdPoint3 hitptWorld = s2w * hitpt; hitpt = a2winv * hitptWorld; //vertex has to be 'within' the facet's boundary if (m_convexA->IsInside(hitpt,m_tolerance)) { // m_manifold.SetContactPoint(BUM_FeatureFaceVertex,index,p,v,hitptWorld,hitNormalWorld); if (toiUnscaled <result.m_fraction) result.m_fraction = toiUnscaled; hit = true; } } } } } } index++; } } #endif// VERTEXFACE //the manifold now consists of all points/normals generated by feature-pairs that have a time-of-impact within this frame //in addition there are contact points from previous frames //we have to cleanup the manifold, using an additional epsilon/tolerance //as long as the distance from the contactpoint (in worldspace) to both objects is within this epsilon we keep the point //else throw it away if (hit) { //try to avoid numerical drift on close contact if (result.m_fraction < 0.00001) { // printf("toiUnscaledMin< 0.00001\n"); impactTransA = a2w; impactTransB = b2w; } else { //SimdScalar vel = linearMotionB.length(); //todo: check this margin result.m_fraction *= 0.99f; //move B to new position impactTransB.setOrigin(b2w.getOrigin()+ result.m_fraction*linearMotionB); SimdQuaternion ornB = b2w.getRotation()+angularMotionB*result.m_fraction; ornB.normalize(); impactTransB.setRotation(ornB); //now transform A SimdTransform a2s,a2b; a2s.mult( w2s , a2w); a2s= m_screwing.InBetweenTransform(a2s,result.m_fraction); a2s.multInverseLeft(w2s,a2s); a2b.multInverseLeft(b2w, a2s); //transform by motion B impactTransA.mult(impactTransB, a2b); //normalize rotation SimdQuaternion orn; impactTransA.getBasis().getRotation(orn); orn.normalize(); impactTransA.setBasis(SimdMatrix3x3(orn)); } } /* { const int numvertsB = m_convexB->GetNumVertices(); for (int v=0;v<numvertsB;v++) { SimdPoint3 pt; m_convexB->GetVertex(v,pt); pt = impactTransB * pt; char buf[1000]; if (pt.y() < 0.) { sprintf(buf,"POST ERROR (%d) %.20E,%.20E,%.20E!!!!!!!!!\n",v,pt.x(),pt.y(),pt.z()); if (debugFile) fwrite(buf,1,strlen(buf),debugFile); } else { sprintf(buf,"POST %d = %.20E,%.20E,%.20E\n",v,pt.x(),pt.y(),pt.z()); if (debugFile) fwrite(buf,1,strlen(buf),debugFile); } } } */ return hit; }
void ConvexDecompositionDemo::initPhysics(const char* filename) { ConvexDecomposition::WavefrontObj wo; tcount = wo.loadObj(filename); CollisionDispatcher* dispatcher = new CollisionDispatcher(); SimdVector3 worldAabbMin(-10000,-10000,-10000); SimdVector3 worldAabbMax(10000,10000,10000); OverlappingPairCache* broadphase = new AxisSweep3(worldAabbMin,worldAabbMax); //OverlappingPairCache* broadphase = new SimpleBroadphase(); m_physicsEnvironmentPtr = new CcdPhysicsEnvironment(dispatcher,broadphase); m_physicsEnvironmentPtr->setDeactivationTime(2.f); m_physicsEnvironmentPtr->setGravity(0,-10,0); SimdTransform startTransform; startTransform.setIdentity(); startTransform.setOrigin(SimdVector3(0,-4,0)); LocalCreatePhysicsObject(false,0,startTransform,new BoxShape(SimdVector3(30,2,30))); class MyConvexDecomposition : public ConvexDecomposition::ConvexDecompInterface { ConvexDecompositionDemo* m_convexDemo; public: MyConvexDecomposition (FILE* outputFile,ConvexDecompositionDemo* demo) :m_convexDemo(demo), mBaseCount(0), mHullCount(0), mOutputFile(outputFile) { } virtual void ConvexDecompResult(ConvexDecomposition::ConvexResult &result) { TriangleMesh* trimesh = new TriangleMesh(); SimdVector3 localScaling(6.f,6.f,6.f); //export data to .obj printf("ConvexResult\n"); 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); 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++; SimdVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]); SimdVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]); SimdVector3 vertex2(result.mHullVertices[index2*3], result.mHullVertices[index2*3+1],result.mHullVertices[index2*3+2]); vertex0 *= localScaling; vertex1 *= localScaling; vertex2 *= localScaling; centroid += vertex0; centroid += vertex1; centroid += vertex2; } } centroid *= 1.f/(float(result.mHullTcount) * 3); 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++; SimdVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]); SimdVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]); SimdVector3 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 ); } } bool isDynamic = true; float mass = 1.f; CollisionShape* convexShape = new ConvexTriangleMeshShape(trimesh); SimdTransform trans; trans.setIdentity(); trans.setOrigin(centroid); m_convexDemo->LocalCreatePhysicsObject(isDynamic, mass, trans,convexShape); mBaseCount+=result.mHullVcount; // advance the 'base index' counter. } } int mBaseCount; int mHullCount; FILE* mOutputFile; }; if (tcount) { TriangleMesh* trimesh = new TriangleMesh(); SimdVector3 localScaling(6.f,6.f,6.f); for (int 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]; SimdVector3 vertex0(wo.mVertices[index0*3], wo.mVertices[index0*3+1],wo.mVertices[index0*3+2]); SimdVector3 vertex1(wo.mVertices[index1*3], wo.mVertices[index1*3+1],wo.mVertices[index1*3+2]); SimdVector3 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); } CollisionShape* convexShape = new ConvexTriangleMeshShape(trimesh); bool isDynamic = true; float mass = 1.f; SimdTransform startTransform; startTransform.setIdentity(); startTransform.setOrigin(SimdVector3(20,2,0)); LocalCreatePhysicsObject(isDynamic, mass, startTransform,convexShape); } if (tcount) { 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 = 7; float cpercent = 5; float ppercent = 15; unsigned int maxv = 16; float skinWidth = 0.01; printf("WavefrontObj num triangles read %i",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; //convexDecomposition.performConvexDecomposition(desc); ConvexBuilder cb(desc.mCallback); cb.process(desc); if (outputFile) fclose(outputFile); } m_physicsEnvironmentPtr->setDebugDrawer(&debugDrawer); }
virtual void ConvexDecompResult(ConvexDecomposition::ConvexResult &result) { TriangleMesh* trimesh = new TriangleMesh(); SimdVector3 localScaling(6.f,6.f,6.f); //export data to .obj printf("ConvexResult\n"); 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); 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++; SimdVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]); SimdVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]); SimdVector3 vertex2(result.mHullVertices[index2*3], result.mHullVertices[index2*3+1],result.mHullVertices[index2*3+2]); vertex0 *= localScaling; vertex1 *= localScaling; vertex2 *= localScaling; centroid += vertex0; centroid += vertex1; centroid += vertex2; } } centroid *= 1.f/(float(result.mHullTcount) * 3); 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++; SimdVector3 vertex0(result.mHullVertices[index0*3], result.mHullVertices[index0*3+1],result.mHullVertices[index0*3+2]); SimdVector3 vertex1(result.mHullVertices[index1*3], result.mHullVertices[index1*3+1],result.mHullVertices[index1*3+2]); SimdVector3 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 ); } } bool isDynamic = true; float mass = 1.f; CollisionShape* convexShape = new ConvexTriangleMeshShape(trimesh); SimdTransform trans; trans.setIdentity(); trans.setOrigin(centroid); m_convexDemo->LocalCreatePhysicsObject(isDynamic, mass, trans,convexShape); mBaseCount+=result.mHullVcount; // advance the 'base index' counter. } }