void btMultiBodyConstraintSolver::setupMultiBodyContactConstraint(btMultiBodySolverConstraint& solverConstraint, const btVector3& contactNormal, btManifoldPoint& cp, const btContactSolverInfo& infoGlobal, btScalar& relaxation, bool isFriction, btScalar desiredVelocity, btScalar cfmSlip) { BT_PROFILE("setupMultiBodyContactConstraint"); btVector3 rel_pos1; btVector3 rel_pos2; btMultiBody* multiBodyA = solverConstraint.m_multiBodyA; btMultiBody* multiBodyB = solverConstraint.m_multiBodyB; const btVector3& pos1 = cp.getPositionWorldOnA(); const btVector3& pos2 = cp.getPositionWorldOnB(); btSolverBody* bodyA = multiBodyA ? 0 : &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA]; btSolverBody* bodyB = multiBodyB ? 0 : &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB]; btRigidBody* rb0 = multiBodyA ? 0 : bodyA->m_originalBody; btRigidBody* rb1 = multiBodyB ? 0 : bodyB->m_originalBody; if (bodyA) rel_pos1 = pos1 - bodyA->getWorldTransform().getOrigin(); if (bodyB) rel_pos2 = pos2 - bodyB->getWorldTransform().getOrigin(); relaxation = 1.f; if (multiBodyA) { if (solverConstraint.m_linkA<0) { rel_pos1 = pos1 - multiBodyA->getBasePos(); } else { rel_pos1 = pos1 - multiBodyA->getLink(solverConstraint.m_linkA).m_cachedWorldTransform.getOrigin(); } const int ndofA = (multiBodyA->isMultiDof() ? multiBodyA->getNumDofs() : multiBodyA->getNumLinks()) + 6; solverConstraint.m_deltaVelAindex = multiBodyA->getCompanionId(); if (solverConstraint.m_deltaVelAindex <0) { solverConstraint.m_deltaVelAindex = m_data.m_deltaVelocities.size(); multiBodyA->setCompanionId(solverConstraint.m_deltaVelAindex); m_data.m_deltaVelocities.resize(m_data.m_deltaVelocities.size()+ndofA); } else { btAssert(m_data.m_deltaVelocities.size() >= solverConstraint.m_deltaVelAindex+ndofA); } solverConstraint.m_jacAindex = m_data.m_jacobians.size(); m_data.m_jacobians.resize(m_data.m_jacobians.size()+ndofA); m_data.m_deltaVelocitiesUnitImpulse.resize(m_data.m_deltaVelocitiesUnitImpulse.size()+ndofA); btAssert(m_data.m_jacobians.size() == m_data.m_deltaVelocitiesUnitImpulse.size()); btScalar* jac1=&m_data.m_jacobians[solverConstraint.m_jacAindex]; if(multiBodyA->isMultiDof()) multiBodyA->fillContactJacobianMultiDof(solverConstraint.m_linkA, cp.getPositionWorldOnA(), contactNormal, jac1, m_data.scratch_r, m_data.scratch_v, m_data.scratch_m); else multiBodyA->fillContactJacobian(solverConstraint.m_linkA, cp.getPositionWorldOnA(), contactNormal, jac1, m_data.scratch_r, m_data.scratch_v, m_data.scratch_m); btScalar* delta = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex]; if(multiBodyA->isMultiDof()) multiBodyA->calcAccelerationDeltasMultiDof(&m_data.m_jacobians[solverConstraint.m_jacAindex],delta,m_data.scratch_r, m_data.scratch_v); else multiBodyA->calcAccelerationDeltas(&m_data.m_jacobians[solverConstraint.m_jacAindex],delta,m_data.scratch_r, m_data.scratch_v); btVector3 torqueAxis0 = rel_pos1.cross(contactNormal); solverConstraint.m_relpos1CrossNormal = torqueAxis0; solverConstraint.m_contactNormal1 = contactNormal; } else { btVector3 torqueAxis0 = rel_pos1.cross(contactNormal); solverConstraint.m_relpos1CrossNormal = torqueAxis0; solverConstraint.m_contactNormal1 = contactNormal; solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0); } if (multiBodyB) { if (solverConstraint.m_linkB<0) { rel_pos2 = pos2 - multiBodyB->getBasePos(); } else { rel_pos2 = pos2 - multiBodyB->getLink(solverConstraint.m_linkB).m_cachedWorldTransform.getOrigin(); } const int ndofB = (multiBodyB->isMultiDof() ? multiBodyB->getNumDofs() : multiBodyB->getNumLinks()) + 6; solverConstraint.m_deltaVelBindex = multiBodyB->getCompanionId(); if (solverConstraint.m_deltaVelBindex <0) { solverConstraint.m_deltaVelBindex = m_data.m_deltaVelocities.size(); multiBodyB->setCompanionId(solverConstraint.m_deltaVelBindex); m_data.m_deltaVelocities.resize(m_data.m_deltaVelocities.size()+ndofB); } solverConstraint.m_jacBindex = m_data.m_jacobians.size(); m_data.m_jacobians.resize(m_data.m_jacobians.size()+ndofB); m_data.m_deltaVelocitiesUnitImpulse.resize(m_data.m_deltaVelocitiesUnitImpulse.size()+ndofB); btAssert(m_data.m_jacobians.size() == m_data.m_deltaVelocitiesUnitImpulse.size()); if(multiBodyB->isMultiDof()) multiBodyB->fillContactJacobianMultiDof(solverConstraint.m_linkB, cp.getPositionWorldOnB(), -contactNormal, &m_data.m_jacobians[solverConstraint.m_jacBindex], m_data.scratch_r, m_data.scratch_v, m_data.scratch_m); else multiBodyB->fillContactJacobian(solverConstraint.m_linkB, cp.getPositionWorldOnB(), -contactNormal, &m_data.m_jacobians[solverConstraint.m_jacBindex], m_data.scratch_r, m_data.scratch_v, m_data.scratch_m); if(multiBodyB->isMultiDof()) multiBodyB->calcAccelerationDeltasMultiDof(&m_data.m_jacobians[solverConstraint.m_jacBindex],&m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex],m_data.scratch_r, m_data.scratch_v); else multiBodyB->calcAccelerationDeltas(&m_data.m_jacobians[solverConstraint.m_jacBindex],&m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex],m_data.scratch_r, m_data.scratch_v); btVector3 torqueAxis1 = rel_pos2.cross(contactNormal); solverConstraint.m_relpos2CrossNormal = -torqueAxis1; solverConstraint.m_contactNormal2 = -contactNormal; } else { btVector3 torqueAxis1 = rel_pos2.cross(contactNormal); solverConstraint.m_relpos2CrossNormal = -torqueAxis1; solverConstraint.m_contactNormal2 = -contactNormal; solverConstraint.m_angularComponentB = rb1 ? rb1->getInvInertiaTensorWorld()*-torqueAxis1*rb1->getAngularFactor() : btVector3(0,0,0); } { btVector3 vec; btScalar denom0 = 0.f; btScalar denom1 = 0.f; btScalar* jacB = 0; btScalar* jacA = 0; btScalar* lambdaA =0; btScalar* lambdaB =0; int ndofA = 0; if (multiBodyA) { ndofA = (multiBodyA->isMultiDof() ? multiBodyA->getNumDofs() : multiBodyA->getNumLinks()) + 6; jacA = &m_data.m_jacobians[solverConstraint.m_jacAindex]; lambdaA = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex]; for (int i = 0; i < ndofA; ++i) { btScalar j = jacA[i] ; btScalar l =lambdaA[i]; denom0 += j*l; } } else { if (rb0) { vec = ( solverConstraint.m_angularComponentA).cross(rel_pos1); denom0 = rb0->getInvMass() + contactNormal.dot(vec); } } if (multiBodyB) { const int ndofB = (multiBodyB->isMultiDof() ? multiBodyB->getNumDofs() : multiBodyB->getNumLinks()) + 6; jacB = &m_data.m_jacobians[solverConstraint.m_jacBindex]; lambdaB = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex]; for (int i = 0; i < ndofB; ++i) { btScalar j = jacB[i] ; btScalar l =lambdaB[i]; denom1 += j*l; } } else { if (rb1) { vec = ( -solverConstraint.m_angularComponentB).cross(rel_pos2); denom1 = rb1->getInvMass() + contactNormal.dot(vec); } } btScalar d = denom0+denom1; if (d>SIMD_EPSILON) { solverConstraint.m_jacDiagABInv = relaxation/(d); } else { //disable the constraint row to handle singularity/redundant constraint solverConstraint.m_jacDiagABInv = 0.f; } } //compute rhs and remaining solverConstraint fields btScalar restitution = 0.f; btScalar penetration = isFriction? 0 : cp.getDistance()+infoGlobal.m_linearSlop; btScalar rel_vel = 0.f; int ndofA = 0; int ndofB = 0; { btVector3 vel1,vel2; if (multiBodyA) { ndofA = (multiBodyA->isMultiDof() ? multiBodyA->getNumDofs() : multiBodyA->getNumLinks()) + 6; btScalar* jacA = &m_data.m_jacobians[solverConstraint.m_jacAindex]; for (int i = 0; i < ndofA ; ++i) rel_vel += multiBodyA->getVelocityVector()[i] * jacA[i]; } else { if (rb0) { rel_vel += rb0->getVelocityInLocalPoint(rel_pos1).dot(solverConstraint.m_contactNormal1); } } if (multiBodyB) { ndofB = (multiBodyB->isMultiDof() ? multiBodyB->getNumDofs() : multiBodyB->getNumLinks()) + 6; btScalar* jacB = &m_data.m_jacobians[solverConstraint.m_jacBindex]; for (int i = 0; i < ndofB ; ++i) rel_vel += multiBodyB->getVelocityVector()[i] * jacB[i]; } else { if (rb1) { rel_vel += rb1->getVelocityInLocalPoint(rel_pos2).dot(solverConstraint.m_contactNormal2); } } solverConstraint.m_friction = cp.m_combinedFriction; if(!isFriction) { restitution = restitutionCurve(rel_vel, cp.m_combinedRestitution); if (restitution <= btScalar(0.)) { restitution = 0.f; } } } ///warm starting (or zero if disabled) //disable warmstarting for btMultiBody, it has issues gaining energy (==explosion) if (0)//infoGlobal.m_solverMode & SOLVER_USE_WARMSTARTING) { solverConstraint.m_appliedImpulse = isFriction ? 0 : cp.m_appliedImpulse * infoGlobal.m_warmstartingFactor; if (solverConstraint.m_appliedImpulse) { if (multiBodyA) { btScalar impulse = solverConstraint.m_appliedImpulse; btScalar* deltaV = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex]; if(multiBodyA->isMultiDof()) multiBodyA->applyDeltaVeeMultiDof(deltaV,impulse); else multiBodyA->applyDeltaVee(deltaV,impulse); applyDeltaVee(deltaV,impulse,solverConstraint.m_deltaVelAindex,ndofA); } else { if (rb0) bodyA->internalApplyImpulse(solverConstraint.m_contactNormal1*bodyA->internalGetInvMass()*rb0->getLinearFactor(),solverConstraint.m_angularComponentA,solverConstraint.m_appliedImpulse); } if (multiBodyB) { btScalar impulse = solverConstraint.m_appliedImpulse; btScalar* deltaV = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacBindex]; if(multiBodyB->isMultiDof()) multiBodyB->applyDeltaVeeMultiDof(deltaV,impulse); else multiBodyB->applyDeltaVee(deltaV,impulse); applyDeltaVee(deltaV,impulse,solverConstraint.m_deltaVelBindex,ndofB); } else { if (rb1) bodyB->internalApplyImpulse(-solverConstraint.m_contactNormal2*bodyB->internalGetInvMass()*rb1->getLinearFactor(),-solverConstraint.m_angularComponentB,-(btScalar)solverConstraint.m_appliedImpulse); } } } else { solverConstraint.m_appliedImpulse = 0.f; } solverConstraint.m_appliedPushImpulse = 0.f; { btScalar positionalError = 0.f; btScalar velocityError = restitution - rel_vel;// * damping; //note for friction restitution is always set to 0 (check above) so it is acutally velocityError = -rel_vel for friction btScalar erp = infoGlobal.m_erp2; if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold)) { erp = infoGlobal.m_erp; } if (penetration>0) { positionalError = 0; velocityError -= penetration / infoGlobal.m_timeStep; } else { positionalError = -penetration * erp/infoGlobal.m_timeStep; } btScalar penetrationImpulse = positionalError*solverConstraint.m_jacDiagABInv; btScalar velocityImpulse = velocityError *solverConstraint.m_jacDiagABInv; if(!isFriction) { if (!infoGlobal.m_splitImpulse || (penetration > infoGlobal.m_splitImpulsePenetrationThreshold)) { //combine position and velocity into rhs solverConstraint.m_rhs = penetrationImpulse+velocityImpulse; solverConstraint.m_rhsPenetration = 0.f; } else { //split position and velocity into rhs and m_rhsPenetration solverConstraint.m_rhs = velocityImpulse; solverConstraint.m_rhsPenetration = penetrationImpulse; } solverConstraint.m_lowerLimit = 0; solverConstraint.m_upperLimit = 1e10f; } else { solverConstraint.m_rhs = velocityImpulse; solverConstraint.m_rhsPenetration = 0.f; solverConstraint.m_lowerLimit = -solverConstraint.m_friction; solverConstraint.m_upperLimit = solverConstraint.m_friction; } solverConstraint.m_cfm = 0.f; //why not use cfmSlip? } }
/// Changes a btManifoldPoint collision normal to the normal from the mesh. void btAdjustInternalEdgeContacts(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0Wrap,const btCollisionObjectWrapper* colObj1Wrap, int partId0, int index0, int normalAdjustFlags) { //btAssert(colObj0->getCollisionShape()->getShapeType() == TRIANGLE_SHAPE_PROXYTYPE); if (colObj0Wrap->getCollisionShape()->getShapeType() != TRIANGLE_SHAPE_PROXYTYPE) return; btBvhTriangleMeshShape* trimesh = 0; if( colObj0Wrap->getCollisionObject()->getCollisionShape()->getShapeType() == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE ) trimesh = ((btScaledBvhTriangleMeshShape*)colObj0Wrap->getCollisionObject()->getCollisionShape())->getChildShape(); else trimesh = (btBvhTriangleMeshShape*)colObj0Wrap->getCollisionObject()->getCollisionShape(); btTriangleInfoMap* triangleInfoMapPtr = (btTriangleInfoMap*) trimesh->getTriangleInfoMap(); if (!triangleInfoMapPtr) return; int hash = btGetHash(partId0,index0); btTriangleInfo* info = triangleInfoMapPtr->find(hash); if (!info) return; btScalar frontFacing = (normalAdjustFlags & BT_TRIANGLE_CONVEX_BACKFACE_MODE)==0? 1.f : -1.f; const btTriangleShape* tri_shape = static_cast<const btTriangleShape*>(colObj0Wrap->getCollisionShape()); btVector3 v0,v1,v2; tri_shape->getVertex(0,v0); tri_shape->getVertex(1,v1); tri_shape->getVertex(2,v2); //btVector3 center = (v0+v1+v2)*btScalar(1./3.); btVector3 red(1,0,0), green(0,1,0),blue(0,0,1),white(1,1,1),black(0,0,0); btVector3 tri_normal; tri_shape->calcNormal(tri_normal); //btScalar dot = tri_normal.dot(cp.m_normalWorldOnB); btVector3 nearest; btNearestPointInLineSegment(cp.m_localPointB,v0,v1,nearest); btVector3 contact = cp.m_localPointB; #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW const btTransform& tr = colObj0->getWorldTransform(); btDebugDrawLine(tr*nearest,tr*cp.m_localPointB,red); #endif //BT_INTERNAL_EDGE_DEBUG_DRAW bool isNearEdge = false; int numConcaveEdgeHits = 0; int numConvexEdgeHits = 0; btVector3 localContactNormalOnB = colObj0Wrap->getWorldTransform().getBasis().transpose() * cp.m_normalWorldOnB; localContactNormalOnB.normalize();//is this necessary? // Get closest edge int bestedge=-1; btScalar disttobestedge=BT_LARGE_FLOAT; // // Edge 0 -> 1 if (btFabs(info->m_edgeV0V1Angle)< triangleInfoMapPtr->m_maxEdgeAngleThreshold) { btVector3 nearest; btNearestPointInLineSegment( cp.m_localPointB, v0, v1, nearest ); btScalar len=(contact-nearest).length(); // if( len < disttobestedge ) { bestedge=0; disttobestedge=len; } } // Edge 1 -> 2 if (btFabs(info->m_edgeV1V2Angle)< triangleInfoMapPtr->m_maxEdgeAngleThreshold) { btVector3 nearest; btNearestPointInLineSegment( cp.m_localPointB, v1, v2, nearest ); btScalar len=(contact-nearest).length(); // if( len < disttobestedge ) { bestedge=1; disttobestedge=len; } } // Edge 2 -> 0 if (btFabs(info->m_edgeV2V0Angle)< triangleInfoMapPtr->m_maxEdgeAngleThreshold) { btVector3 nearest; btNearestPointInLineSegment( cp.m_localPointB, v2, v0, nearest ); btScalar len=(contact-nearest).length(); // if( len < disttobestedge ) { bestedge=2; disttobestedge=len; } } #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btVector3 upfix=tri_normal * btVector3(0.1f,0.1f,0.1f); btDebugDrawLine(tr * v0 + upfix, tr * v1 + upfix, red ); #endif if (btFabs(info->m_edgeV0V1Angle)< triangleInfoMapPtr->m_maxEdgeAngleThreshold) { #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr*contact,tr*(contact+cp.m_normalWorldOnB*10),black); #endif btScalar len = (contact-nearest).length(); if(len<triangleInfoMapPtr->m_edgeDistanceThreshold) if( bestedge==0 ) { btVector3 edge(v0-v1); isNearEdge = true; if (info->m_edgeV0V1Angle==btScalar(0)) { numConcaveEdgeHits++; } else { bool isEdgeConvex = (info->m_flags & TRI_INFO_V0V1_CONVEX); btScalar swapFactor = isEdgeConvex ? btScalar(1) : btScalar(-1); #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr*nearest,tr*(nearest+swapFactor*tri_normal*10),white); #endif //BT_INTERNAL_EDGE_DEBUG_DRAW btVector3 nA = swapFactor * tri_normal; btQuaternion orn(edge,info->m_edgeV0V1Angle); btVector3 computedNormalB = quatRotate(orn,tri_normal); if (info->m_flags & TRI_INFO_V0V1_SWAP_NORMALB) computedNormalB*=-1; btVector3 nB = swapFactor*computedNormalB; btScalar NdotA = localContactNormalOnB.dot(nA); btScalar NdotB = localContactNormalOnB.dot(nB); bool backFacingNormal = (NdotA< triangleInfoMapPtr->m_convexEpsilon) && (NdotB<triangleInfoMapPtr->m_convexEpsilon); #ifdef DEBUG_INTERNAL_EDGE { btDebugDrawLine(cp.getPositionWorldOnB(),cp.getPositionWorldOnB()+tr.getBasis()*(nB*20),red); } #endif //DEBUG_INTERNAL_EDGE if (backFacingNormal) { numConcaveEdgeHits++; } else { numConvexEdgeHits++; btVector3 clampedLocalNormal; bool isClamped = btClampNormal(edge,swapFactor*tri_normal,localContactNormalOnB, info->m_edgeV0V1Angle,clampedLocalNormal); if (isClamped) { if (((normalAdjustFlags & BT_TRIANGLE_CONVEX_DOUBLE_SIDED)!=0) || (clampedLocalNormal.dot(frontFacing*tri_normal)>0)) { btVector3 newNormal = colObj0Wrap->getWorldTransform().getBasis() * clampedLocalNormal; // cp.m_distance1 = cp.m_distance1 * newNormal.dot(cp.m_normalWorldOnB); cp.m_normalWorldOnB = newNormal; // Reproject collision point along normal. (what about cp.m_distance1?) cp.m_positionWorldOnB = cp.m_positionWorldOnA - cp.m_normalWorldOnB * cp.m_distance1; cp.m_localPointB = colObj0Wrap->getWorldTransform().invXform(cp.m_positionWorldOnB); } } } } } } btNearestPointInLineSegment(contact,v1,v2,nearest); #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr*nearest,tr*cp.m_localPointB,green); #endif //BT_INTERNAL_EDGE_DEBUG_DRAW #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr * v1 + upfix, tr * v2 + upfix , green ); #endif if (btFabs(info->m_edgeV1V2Angle)< triangleInfoMapPtr->m_maxEdgeAngleThreshold) { #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr*contact,tr*(contact+cp.m_normalWorldOnB*10),black); #endif //BT_INTERNAL_EDGE_DEBUG_DRAW btScalar len = (contact-nearest).length(); if(len<triangleInfoMapPtr->m_edgeDistanceThreshold) if( bestedge==1 ) { isNearEdge = true; #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr*nearest,tr*(nearest+tri_normal*10),white); #endif //BT_INTERNAL_EDGE_DEBUG_DRAW btVector3 edge(v1-v2); isNearEdge = true; if (info->m_edgeV1V2Angle == btScalar(0)) { numConcaveEdgeHits++; } else { bool isEdgeConvex = (info->m_flags & TRI_INFO_V1V2_CONVEX)!=0; btScalar swapFactor = isEdgeConvex ? btScalar(1) : btScalar(-1); #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr*nearest,tr*(nearest+swapFactor*tri_normal*10),white); #endif //BT_INTERNAL_EDGE_DEBUG_DRAW btVector3 nA = swapFactor * tri_normal; btQuaternion orn(edge,info->m_edgeV1V2Angle); btVector3 computedNormalB = quatRotate(orn,tri_normal); if (info->m_flags & TRI_INFO_V1V2_SWAP_NORMALB) computedNormalB*=-1; btVector3 nB = swapFactor*computedNormalB; #ifdef DEBUG_INTERNAL_EDGE { btDebugDrawLine(cp.getPositionWorldOnB(),cp.getPositionWorldOnB()+tr.getBasis()*(nB*20),red); } #endif //DEBUG_INTERNAL_EDGE btScalar NdotA = localContactNormalOnB.dot(nA); btScalar NdotB = localContactNormalOnB.dot(nB); bool backFacingNormal = (NdotA< triangleInfoMapPtr->m_convexEpsilon) && (NdotB<triangleInfoMapPtr->m_convexEpsilon); if (backFacingNormal) { numConcaveEdgeHits++; } else { numConvexEdgeHits++; btVector3 localContactNormalOnB = colObj0Wrap->getWorldTransform().getBasis().transpose() * cp.m_normalWorldOnB; btVector3 clampedLocalNormal; bool isClamped = btClampNormal(edge,swapFactor*tri_normal,localContactNormalOnB, info->m_edgeV1V2Angle,clampedLocalNormal); if (isClamped) { if (((normalAdjustFlags & BT_TRIANGLE_CONVEX_DOUBLE_SIDED)!=0) || (clampedLocalNormal.dot(frontFacing*tri_normal)>0)) { btVector3 newNormal = colObj0Wrap->getWorldTransform().getBasis() * clampedLocalNormal; // cp.m_distance1 = cp.m_distance1 * newNormal.dot(cp.m_normalWorldOnB); cp.m_normalWorldOnB = newNormal; // Reproject collision point along normal. cp.m_positionWorldOnB = cp.m_positionWorldOnA - cp.m_normalWorldOnB * cp.m_distance1; cp.m_localPointB = colObj0Wrap->getWorldTransform().invXform(cp.m_positionWorldOnB); } } } } } } btNearestPointInLineSegment(contact,v2,v0,nearest); #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr*nearest,tr*cp.m_localPointB,blue); #endif //BT_INTERNAL_EDGE_DEBUG_DRAW #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr * v2 + upfix, tr * v0 + upfix , blue ); #endif if (btFabs(info->m_edgeV2V0Angle)< triangleInfoMapPtr->m_maxEdgeAngleThreshold) { #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr*contact,tr*(contact+cp.m_normalWorldOnB*10),black); #endif //BT_INTERNAL_EDGE_DEBUG_DRAW btScalar len = (contact-nearest).length(); if(len<triangleInfoMapPtr->m_edgeDistanceThreshold) if( bestedge==2 ) { isNearEdge = true; #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr*nearest,tr*(nearest+tri_normal*10),white); #endif //BT_INTERNAL_EDGE_DEBUG_DRAW btVector3 edge(v2-v0); if (info->m_edgeV2V0Angle==btScalar(0)) { numConcaveEdgeHits++; } else { bool isEdgeConvex = (info->m_flags & TRI_INFO_V2V0_CONVEX)!=0; btScalar swapFactor = isEdgeConvex ? btScalar(1) : btScalar(-1); #ifdef BT_INTERNAL_EDGE_DEBUG_DRAW btDebugDrawLine(tr*nearest,tr*(nearest+swapFactor*tri_normal*10),white); #endif //BT_INTERNAL_EDGE_DEBUG_DRAW btVector3 nA = swapFactor * tri_normal; btQuaternion orn(edge,info->m_edgeV2V0Angle); btVector3 computedNormalB = quatRotate(orn,tri_normal); if (info->m_flags & TRI_INFO_V2V0_SWAP_NORMALB) computedNormalB*=-1; btVector3 nB = swapFactor*computedNormalB; #ifdef DEBUG_INTERNAL_EDGE { btDebugDrawLine(cp.getPositionWorldOnB(),cp.getPositionWorldOnB()+tr.getBasis()*(nB*20),red); } #endif //DEBUG_INTERNAL_EDGE btScalar NdotA = localContactNormalOnB.dot(nA); btScalar NdotB = localContactNormalOnB.dot(nB); bool backFacingNormal = (NdotA< triangleInfoMapPtr->m_convexEpsilon) && (NdotB<triangleInfoMapPtr->m_convexEpsilon); if (backFacingNormal) { numConcaveEdgeHits++; } else { numConvexEdgeHits++; // printf("hitting convex edge\n"); btVector3 localContactNormalOnB = colObj0Wrap->getWorldTransform().getBasis().transpose() * cp.m_normalWorldOnB; btVector3 clampedLocalNormal; bool isClamped = btClampNormal(edge,swapFactor*tri_normal,localContactNormalOnB,info->m_edgeV2V0Angle,clampedLocalNormal); if (isClamped) { if (((normalAdjustFlags & BT_TRIANGLE_CONVEX_DOUBLE_SIDED)!=0) || (clampedLocalNormal.dot(frontFacing*tri_normal)>0)) { btVector3 newNormal = colObj0Wrap->getWorldTransform().getBasis() * clampedLocalNormal; // cp.m_distance1 = cp.m_distance1 * newNormal.dot(cp.m_normalWorldOnB); cp.m_normalWorldOnB = newNormal; // Reproject collision point along normal. cp.m_positionWorldOnB = cp.m_positionWorldOnA - cp.m_normalWorldOnB * cp.m_distance1; cp.m_localPointB = colObj0Wrap->getWorldTransform().invXform(cp.m_positionWorldOnB); } } } } } } #ifdef DEBUG_INTERNAL_EDGE { btVector3 color(0,1,1); btDebugDrawLine(cp.getPositionWorldOnB(),cp.getPositionWorldOnB()+cp.m_normalWorldOnB*10,color); } #endif //DEBUG_INTERNAL_EDGE if (isNearEdge) { if (numConcaveEdgeHits>0) { if ((normalAdjustFlags & BT_TRIANGLE_CONCAVE_DOUBLE_SIDED)!=0) { //fix tri_normal so it pointing the same direction as the current local contact normal if (tri_normal.dot(localContactNormalOnB) < 0) { tri_normal *= -1; } cp.m_normalWorldOnB = colObj0Wrap->getWorldTransform().getBasis()*tri_normal; } else { btVector3 newNormal = tri_normal *frontFacing; //if the tri_normal is pointing opposite direction as the current local contact normal, skip it btScalar d = newNormal.dot(localContactNormalOnB) ; if (d< 0) { return; } //modify the normal to be the triangle normal (or backfacing normal) cp.m_normalWorldOnB = colObj0Wrap->getWorldTransform().getBasis() *newNormal; } // Reproject collision point along normal. cp.m_positionWorldOnB = cp.m_positionWorldOnA - cp.m_normalWorldOnB * cp.m_distance1; cp.m_localPointB = colObj0Wrap->getWorldTransform().invXform(cp.m_positionWorldOnB); } } }
bool GameWorld::ContactProcessedCallback(btManifoldPoint &mp, void *body0, void *body1) { auto obA = static_cast<btCollisionObject*>(body0); auto obB = static_cast<btCollisionObject*>(body1); if( !( obA->getUserPointer() && obB->getUserPointer() ) ) { return false; } GameObject* a = static_cast<GameObject*>(obA->getUserPointer()); GameObject* b = static_cast<GameObject*>(obB->getUserPointer()); bool valA = a && a->type() == GameObject::Instance; bool valB = b && b->type() == GameObject::Instance; if( ! (valA && valB) && (valB || valA) ) { // Figure out which is the dynamic instance. InstanceObject* dynInst = nullptr; const btRigidBody* instBody = nullptr, * otherBody = nullptr; btVector3 src, dmg; if( valA ) { dynInst = static_cast<InstanceObject*>(a); instBody = static_cast<const btRigidBody*>(obA); otherBody = static_cast<const btRigidBody*>(obB); src = mp.getPositionWorldOnB(); dmg = mp.getPositionWorldOnA(); } else { dynInst = static_cast<InstanceObject*>(b); instBody = static_cast<const btRigidBody*>(obB); otherBody = static_cast<const btRigidBody*>(obA); src = mp.getPositionWorldOnA(); dmg = mp.getPositionWorldOnB(); } if( dynInst->dynamics != nullptr && instBody->isStaticObject() ) { // Attempt to determine relative velocity. auto dV = (otherBody->getLinearVelocity()); auto impulse = dV.length()/ (otherBody->getInvMass()); if( dynInst->dynamics->uprootForce <= impulse ) { dynInst->takeDamage({ {dmg.x(), dmg.y(), dmg.z()}, {src.x(), src.y(), src.z()}, 0.f, GameObject::DamageInfo::Physics, impulse }); } } } // Handle vehicles if(a) handleVehicleResponse(a, mp, true); if(b) handleVehicleResponse(b, mp, false); return true; }