Пример #1
0
void	CollisionWorld::RayTestSingle(const SimdTransform& rayFromTrans,const SimdTransform& rayToTrans,
					  CollisionObject* collisionObject,
					  const CollisionShape* collisionShape,
					  const SimdTransform& colObjWorldTransform,
					  RayResultCallback& resultCallback)
{
	
	SphereShape pointShape(0.0f);

	if (collisionShape->IsConvex())
			{
				ConvexCast::CastResult castResult;
				castResult.m_fraction = 1.f;//??

				ConvexShape* convexShape = (ConvexShape*) collisionShape;
				VoronoiSimplexSolver	simplexSolver;
				SubsimplexConvexCast convexCaster(&pointShape,convexShape,&simplexSolver);
				//GjkConvexCast	convexCaster(&pointShape,convexShape,&simplexSolver);
				//ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);
				
				if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,colObjWorldTransform,colObjWorldTransform,castResult))
				{
					//add hit
					if (castResult.m_normal.length2() > 0.0001f)
					{
						castResult.m_normal.normalize();
						if (castResult.m_fraction < resultCallback.m_closestHitFraction)
						{
							

							CollisionWorld::LocalRayResult localRayResult
								(
									collisionObject, 
									0,
									castResult.m_normal,
									castResult.m_fraction
								);

							resultCallback.AddSingleResult(localRayResult);

						}
					}
				}
			}
			else
			{
				
				if (collisionShape->IsConcave())
					{

						TriangleMeshShape* triangleMesh = (TriangleMeshShape*)collisionShape;
						
						SimdTransform worldTocollisionObject = colObjWorldTransform.inverse();

						SimdVector3 rayFromLocal = worldTocollisionObject * rayFromTrans.getOrigin();
						SimdVector3 rayToLocal = worldTocollisionObject * rayToTrans.getOrigin();

						//ConvexCast::CastResult

						struct BridgeTriangleRaycastCallback : public TriangleRaycastCallback 
						{
							CollisionWorld::RayResultCallback* m_resultCallback;
							CollisionObject*	m_collisionObject;
							TriangleMeshShape*	m_triangleMesh;

							BridgeTriangleRaycastCallback( const SimdVector3& from,const SimdVector3& to,
								CollisionWorld::RayResultCallback* resultCallback, CollisionObject* collisionObject,TriangleMeshShape*	triangleMesh):
								TriangleRaycastCallback(from,to),
									m_resultCallback(resultCallback),
									m_collisionObject(collisionObject),
									m_triangleMesh(triangleMesh)
								{
								}


							virtual float ReportHit(const SimdVector3& hitNormalLocal, float hitFraction, int partId, int triangleIndex )
							{
								CollisionWorld::LocalShapeInfo	shapeInfo;
								shapeInfo.m_shapePart = partId;
								shapeInfo.m_triangleIndex = triangleIndex;
								
								CollisionWorld::LocalRayResult rayResult
								(m_collisionObject, 
									&shapeInfo,
									hitNormalLocal,
									hitFraction);
								
								return m_resultCallback->AddSingleResult(rayResult);
								
								
							}
	
						};


						BridgeTriangleRaycastCallback	rcb(rayFromLocal,rayToLocal,&resultCallback,collisionObject,triangleMesh);
						rcb.m_hitFraction = resultCallback.m_closestHitFraction;

						SimdVector3 rayAabbMinLocal = rayFromLocal;
						rayAabbMinLocal.setMin(rayToLocal);
						SimdVector3 rayAabbMaxLocal = rayFromLocal;
						rayAabbMaxLocal.setMax(rayToLocal);

						triangleMesh->ProcessAllTriangles(&rcb,rayAabbMinLocal,rayAabbMaxLocal);
											
					} else
					{
						//todo: use AABB tree or other BVH acceleration structure!
						if (collisionShape->IsCompound())
						{
							const CompoundShape* compoundShape = static_cast<const CompoundShape*>(collisionShape);
							int i=0;
							for (i=0;i<compoundShape->GetNumChildShapes();i++)
							{
								SimdTransform childTrans = compoundShape->GetChildTransform(i);
								const CollisionShape* childCollisionShape = compoundShape->GetChildShape(i);
								SimdTransform childWorldTrans = colObjWorldTransform * childTrans;
								RayTestSingle(rayFromTrans,rayToTrans,
									collisionObject,
									childCollisionShape,
									childWorldTrans,
									resultCallback);

							}


						}
					}
			}
}
Пример #2
0
void	btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const btTransform& rayFromTrans,const btTransform& rayToTrans,
					  btCollisionObject* collisionObject,
					  const btCollisionShape* collisionShape,
					  const btTransform& colObjWorldTransform,
					  RayResultCallback& resultCallback,short int collisionFilterMask)
{
	

	if (collisionShape->isConvex())
			{
				btConvexCast::CastResult castResult;
				castResult.m_fraction = btScalar(1.);//??

				btConvexShape* convexShape = (btConvexShape*) collisionShape;
				btVoronoiSimplexSolver	simplexSolver;
#define  USE_SUBSIMPLEX_CONVEX_CAST 1
#ifdef USE_SUBSIMPLEX_CONVEX_CAST
				btSubsimplexConvexCast convexCaster(castShape,convexShape,&simplexSolver);
#else
				//btGjkConvexCast	convexCaster(castShape,convexShape,&simplexSolver);
				//btContinuousConvexCollision convexCaster(castShape,convexShape,&simplexSolver,0);
#endif //#USE_SUBSIMPLEX_CONVEX_CAST
			
				if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,colObjWorldTransform,colObjWorldTransform,castResult))
				{
					//add hit
					if (castResult.m_normal.length2() > btScalar(0.0001))
					{
						
						if (castResult.m_fraction < resultCallback.m_closestHitFraction)
						{
#ifdef USE_SUBSIMPLEX_CONVEX_CAST
							//rotate normal into worldspace
							castResult.m_normal = rayFromTrans.getBasis() * castResult.m_normal;
#endif //USE_SUBSIMPLEX_CONVEX_CAST

							castResult.m_normal.normalize();
							btCollisionWorld::LocalRayResult localRayResult
								(
									collisionObject, 
									0,
									castResult.m_normal,
									castResult.m_fraction
								);

							bool normalInWorldSpace = true;
							resultCallback.AddSingleResult(localRayResult, normalInWorldSpace);

						}
					}
				}
			}
			else
			{
				
				if (collisionShape->isConcave())
					{

						btTriangleMeshShape* triangleMesh = (btTriangleMeshShape*)collisionShape;
						
						btTransform worldTocollisionObject = colObjWorldTransform.inverse();

						btVector3 rayFromLocal = worldTocollisionObject * rayFromTrans.getOrigin();
						btVector3 rayToLocal = worldTocollisionObject * rayToTrans.getOrigin();

						//ConvexCast::CastResult

						struct BridgeTriangleRaycastCallback : public btTriangleRaycastCallback 
						{
							btCollisionWorld::RayResultCallback* m_resultCallback;
							btCollisionObject*	m_collisionObject;
							btTriangleMeshShape*	m_triangleMesh;

							BridgeTriangleRaycastCallback( const btVector3& from,const btVector3& to,
								btCollisionWorld::RayResultCallback* resultCallback, btCollisionObject* collisionObject,btTriangleMeshShape*	triangleMesh):
								btTriangleRaycastCallback(from,to),
									m_resultCallback(resultCallback),
									m_collisionObject(collisionObject),
									m_triangleMesh(triangleMesh)
								{
								}


							virtual btScalar reportHit(const btVector3& hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex )
							{
								btCollisionWorld::LocalShapeInfo	shapeInfo;
								shapeInfo.m_shapePart = partId;
								shapeInfo.m_triangleIndex = triangleIndex;
								
								btCollisionWorld::LocalRayResult rayResult
								(m_collisionObject, 
									&shapeInfo,
									hitNormalLocal,
									hitFraction);
								
								bool	normalInWorldSpace = false;
								return m_resultCallback->AddSingleResult(rayResult,normalInWorldSpace);
								
								
							}
	
						};


						BridgeTriangleRaycastCallback	rcb(rayFromLocal,rayToLocal,&resultCallback,collisionObject,triangleMesh);
						rcb.m_hitFraction = resultCallback.m_closestHitFraction;

						btVector3 rayAabbMinLocal = rayFromLocal;
						rayAabbMinLocal.setMin(rayToLocal);
						btVector3 rayAabbMaxLocal = rayFromLocal;
						rayAabbMaxLocal.setMax(rayToLocal);

						triangleMesh->processAllTriangles(&rcb,rayAabbMinLocal,rayAabbMaxLocal);
											
					} else
					{
						//todo: use AABB tree or other BVH acceleration structure!
						if (collisionShape->isCompound())
						{
							const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(collisionShape);
							int i=0;
							for (i=0;i<compoundShape->getNumChildShapes();i++)
							{
								btTransform childTrans = compoundShape->getChildTransform(i);
								const btCollisionShape* childCollisionShape = compoundShape->getChildShape(i);
								btTransform childWorldTrans = colObjWorldTransform * childTrans;
								objectQuerySingle(castShape, rayFromTrans,rayToTrans,
									collisionObject,
									childCollisionShape,
									childWorldTrans,
									resultCallback, collisionFilterMask);

							}


						}
					}
			}
}