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https://github.com/bulletphysics/bullet3
synced 2025-01-10 17:30:12 +00:00
apply patch to allow soft body rayTest. Minor change in patch: test for current hitfraction, so only report hits closer than current closest hit fraction.
Thanks to Benoit Bolsee for the patch, see Issue 311 http://code.google.com/p/bullet/issues/detail?id=311
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@ -150,6 +150,12 @@ BT_DECLARE_ALIGNED_ALLOCATOR();
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{
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return (proxyType == COMPOUND_SHAPE_PROXYTYPE);
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}
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static SIMD_FORCE_INLINE bool isSoftBody(int proxyType)
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{
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return (proxyType == SOFTBODY_SHAPE_PROXYTYPE);
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}
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static SIMD_FORCE_INLINE bool isInfinite(int proxyType)
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{
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return (proxyType == STATIC_PLANE_PROXYTYPE);
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@ -363,7 +363,7 @@ public:
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/// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
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/// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
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void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
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virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
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// convexTest performs a swept convex cast on all objects in the btCollisionWorld, and calls the resultCallback
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// This allows for several queries: first hit, all hits, any hit, dependent on the value return by the callback.
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@ -80,6 +80,11 @@ public:
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return btBroadphaseProxy::isCompound(getShapeType());
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}
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SIMD_FORCE_INLINE bool isSoftBody() const
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{
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return btBroadphaseProxy::isSoftBody(getShapeType());
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}
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///isInfinite is used to catch simulation error (aabb check)
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SIMD_FORCE_INLINE bool isInfinite() const
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{
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@ -149,3 +149,144 @@ void btSoftRigidDynamicsWorld::debugDrawWorld()
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}
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}
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}
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struct btSoftSingleRayCallback : public btBroadphaseRayCallback
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{
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btVector3 m_rayFromWorld;
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btVector3 m_rayToWorld;
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btTransform m_rayFromTrans;
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btTransform m_rayToTrans;
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btVector3 m_hitNormal;
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const btSoftRigidDynamicsWorld* m_world;
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btCollisionWorld::RayResultCallback& m_resultCallback;
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btSoftSingleRayCallback(const btVector3& rayFromWorld,const btVector3& rayToWorld,const btSoftRigidDynamicsWorld* world,btCollisionWorld::RayResultCallback& resultCallback)
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:m_rayFromWorld(rayFromWorld),
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m_rayToWorld(rayToWorld),
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m_world(world),
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m_resultCallback(resultCallback)
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{
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m_rayFromTrans.setIdentity();
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m_rayFromTrans.setOrigin(m_rayFromWorld);
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m_rayToTrans.setIdentity();
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m_rayToTrans.setOrigin(m_rayToWorld);
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btVector3 rayDir = (rayToWorld-rayFromWorld);
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rayDir.normalize ();
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///what about division by zero? --> just set rayDirection[i] to INF/1e30
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m_rayDirectionInverse[0] = rayDir[0] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[0];
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m_rayDirectionInverse[1] = rayDir[1] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[1];
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m_rayDirectionInverse[2] = rayDir[2] == btScalar(0.0) ? btScalar(1e30) : btScalar(1.0) / rayDir[2];
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m_signs[0] = m_rayDirectionInverse[0] < 0.0;
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m_signs[1] = m_rayDirectionInverse[1] < 0.0;
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m_signs[2] = m_rayDirectionInverse[2] < 0.0;
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m_lambda_max = rayDir.dot(m_rayToWorld-m_rayFromWorld);
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}
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virtual bool process(const btBroadphaseProxy* proxy)
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{
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///terminate further ray tests, once the closestHitFraction reached zero
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if (m_resultCallback.m_closestHitFraction == btScalar(0.f))
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return false;
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btCollisionObject* collisionObject = (btCollisionObject*)proxy->m_clientObject;
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//only perform raycast if filterMask matches
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if(m_resultCallback.needsCollision(collisionObject->getBroadphaseHandle()))
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{
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//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
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//btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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#if 0
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#ifdef RECALCULATE_AABB
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btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
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#else
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//getBroadphase()->getAabb(collisionObject->getBroadphaseHandle(),collisionObjectAabbMin,collisionObjectAabbMax);
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const btVector3& collisionObjectAabbMin = collisionObject->getBroadphaseHandle()->m_aabbMin;
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const btVector3& collisionObjectAabbMax = collisionObject->getBroadphaseHandle()->m_aabbMax;
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#endif
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#endif
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//btScalar hitLambda = m_resultCallback.m_closestHitFraction;
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//culling already done by broadphase
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//if (btRayAabb(m_rayFromWorld,m_rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,m_hitNormal))
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{
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m_world->rayTestSingle(m_rayFromTrans,m_rayToTrans,
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collisionObject,
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collisionObject->getCollisionShape(),
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collisionObject->getWorldTransform(),
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m_resultCallback);
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}
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}
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return true;
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}
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};
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void btSoftRigidDynamicsWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const
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{
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BT_PROFILE("rayTest");
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/// use the broadphase to accelerate the search for objects, based on their aabb
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/// and for each object with ray-aabb overlap, perform an exact ray test
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btSoftSingleRayCallback rayCB(rayFromWorld,rayToWorld,this,resultCallback);
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#ifndef USE_BRUTEFORCE_RAYBROADPHASE
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m_broadphasePairCache->rayTest(rayFromWorld,rayToWorld,rayCB);
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#else
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for (int i=0;i<this->getNumCollisionObjects();i++)
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{
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rayCB.process(m_collisionObjects[i]->getBroadphaseHandle());
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}
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#endif //USE_BRUTEFORCE_RAYBROADPHASE
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}
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void btSoftRigidDynamicsWorld::rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback)
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{
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if (collisionShape->isSoftBody()) {
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btSoftBody* softBody = btSoftBody::upcast(collisionObject);
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if (softBody) {
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btSoftBody::sRayCast softResult;
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if (softBody->rayTest(rayFromTrans.getOrigin(), rayToTrans.getOrigin(), softResult))
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{
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if (softResult.fraction<= resultCallback.m_closestHitFraction)
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{
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btCollisionWorld::LocalShapeInfo shapeInfo;
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shapeInfo.m_shapePart = 0;
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shapeInfo.m_triangleIndex = softResult.index;
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// get the normal
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btVector3 normal = softBody->m_faces[softResult.index].m_normal;
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btVector3 rayDir = rayToTrans.getOrigin() - rayFromTrans.getOrigin();
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if (normal.dot(rayDir) > 0) {
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// normal always point toward origin of the ray
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normal = -normal;
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}
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btCollisionWorld::LocalRayResult rayResult
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(collisionObject,
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&shapeInfo,
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normal,
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softResult.fraction);
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bool normalInWorldSpace = true;
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resultCallback.addSingleResult(rayResult,normalInWorldSpace);
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}
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}
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}
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}
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else {
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btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans,collisionObject,collisionShape,colObjWorldTransform,resultCallback);
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}
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}
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@ -80,6 +80,18 @@ public:
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return m_softBodies;
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}
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virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
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/// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
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/// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
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/// This allows more customization.
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static void rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback);
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};
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#endif //BT_SOFT_RIGID_DYNAMICS_WORLD_H
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