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-rw-r--r--thirdparty/bullet/BulletCollision/BroadphaseCollision/btDbvt.cpp5
-rw-r--r--thirdparty/bullet/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp4
-rw-r--r--thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.cpp1
-rw-r--r--thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.h12
-rw-r--r--thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp15
-rw-r--r--thirdparty/bullet/BulletCollision/CollisionShapes/btConvexPolyhedron.cpp6
-rw-r--r--thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp490
-rw-r--r--thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h34
-rw-r--r--thirdparty/bullet/BulletCollision/Gimpact/btGImpactBvhStructs.h23
-rw-r--r--thirdparty/bullet/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.cpp16
-rw-r--r--thirdparty/bullet/BulletCollision/Gimpact/btGImpactShape.h2
-rw-r--r--thirdparty/bullet/BulletCollision/Gimpact/gim_box_set.h23
-rw-r--r--thirdparty/bullet/BulletCollision/Gimpact/gim_pair.h28
-rw-r--r--thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btConvexCast.h12
-rw-r--r--thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.cpp2
-rw-r--r--thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h1
16 files changed, 599 insertions, 75 deletions
diff --git a/thirdparty/bullet/BulletCollision/BroadphaseCollision/btDbvt.cpp b/thirdparty/bullet/BulletCollision/BroadphaseCollision/btDbvt.cpp
index 37156fd589..166cb04c0b 100644
--- a/thirdparty/bullet/BulletCollision/BroadphaseCollision/btDbvt.cpp
+++ b/thirdparty/bullet/BulletCollision/BroadphaseCollision/btDbvt.cpp
@@ -37,7 +37,7 @@ static DBVT_INLINE int indexof(const btDbvtNode* node)
static DBVT_INLINE btDbvtVolume merge(const btDbvtVolume& a,
const btDbvtVolume& b)
{
-#if (DBVT_MERGE_IMPL == DBVT_IMPL_SSE)
+#ifdef BT_USE_SSE
ATTRIBUTE_ALIGNED16(char locals[sizeof(btDbvtAabbMm)]);
btDbvtVolume* ptr = (btDbvtVolume*)locals;
btDbvtVolume& res = *ptr;
@@ -80,6 +80,7 @@ static DBVT_INLINE void deletenode(btDbvt* pdbvt,
static void recursedeletenode(btDbvt* pdbvt,
btDbvtNode* node)
{
+ if (node == 0) return;
if (!node->isleaf())
{
recursedeletenode(pdbvt, node->childs[0]);
@@ -298,7 +299,7 @@ static int split(btDbvtNode** leaves,
static btDbvtVolume bounds(btDbvtNode** leaves,
int count)
{
-#if DBVT_MERGE_IMPL == DBVT_IMPL_SSE
+#ifdef BT_USE_SSE
ATTRIBUTE_ALIGNED16(char locals[sizeof(btDbvtVolume)]);
btDbvtVolume* ptr = (btDbvtVolume*)locals;
btDbvtVolume& volume = *ptr;
diff --git a/thirdparty/bullet/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp b/thirdparty/bullet/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp
index 166cf771fe..b7fe0a1f34 100644
--- a/thirdparty/bullet/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp
+++ b/thirdparty/bullet/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp
@@ -123,11 +123,11 @@ protected:
void btSimpleBroadphase::destroyProxy(btBroadphaseProxy* proxyOrg, btDispatcher* dispatcher)
{
+ m_pairCache->removeOverlappingPairsContainingProxy(proxyOrg, dispatcher);
+
btSimpleBroadphaseProxy* proxy0 = static_cast<btSimpleBroadphaseProxy*>(proxyOrg);
freeHandle(proxy0);
- m_pairCache->removeOverlappingPairsContainingProxy(proxyOrg, dispatcher);
-
//validate();
}
diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.cpp b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.cpp
index 98a02d0c45..b48d9301d7 100644
--- a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.cpp
+++ b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.cpp
@@ -43,6 +43,7 @@ btCollisionObject::btCollisionObject()
m_userObjectPointer(0),
m_userIndex2(-1),
m_userIndex(-1),
+ m_userIndex3(-1),
m_hitFraction(btScalar(1.)),
m_ccdSweptSphereRadius(btScalar(0.)),
m_ccdMotionThreshold(btScalar(0.)),
diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.h b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.h
index 56b3d89e56..85dc488c8c 100644
--- a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.h
+++ b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionObject.h
@@ -101,6 +101,8 @@ protected:
int m_userIndex;
+ int m_userIndex3;
+
///time of impact calculation
btScalar m_hitFraction;
@@ -526,6 +528,11 @@ public:
return m_userIndex2;
}
+ int getUserIndex3() const
+ {
+ return m_userIndex3;
+ }
+
///users can point to their objects, userPointer is not used by Bullet
void setUserPointer(void* userPointer)
{
@@ -543,6 +550,11 @@ public:
m_userIndex2 = index;
}
+ void setUserIndex3(int index)
+ {
+ m_userIndex3 = index;
+ }
+
int getUpdateRevisionInternal() const
{
return m_updateRevision;
diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp
index 782e9efaf1..71184f36ac 100644
--- a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp
+++ b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp
@@ -22,6 +22,7 @@ subject to the following restrictions:
#include "BulletCollision/CollisionShapes/btSphereShape.h" //for raycasting
#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h" //for raycasting
#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h" //for raycasting
+#include "BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h" //for raycasting
#include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h"
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
@@ -413,6 +414,20 @@ void btCollisionWorld::rayTestSingleInternal(const btTransform& rayFromTrans, co
rcb.m_hitFraction = resultCallback.m_closestHitFraction;
triangleMesh->performRaycast(&rcb, rayFromLocalScaled, rayToLocalScaled);
}
+ else if (((resultCallback.m_flags&btTriangleRaycastCallback::kF_DisableHeightfieldAccelerator)==0)
+ && collisionShape->getShapeType() == TERRAIN_SHAPE_PROXYTYPE
+ )
+ {
+ ///optimized version for btHeightfieldTerrainShape
+ btHeightfieldTerrainShape* heightField = (btHeightfieldTerrainShape*)collisionShape;
+ btTransform worldTocollisionObject = colObjWorldTransform.inverse();
+ btVector3 rayFromLocal = worldTocollisionObject * rayFromTrans.getOrigin();
+ btVector3 rayToLocal = worldTocollisionObject * rayToTrans.getOrigin();
+
+ BridgeTriangleRaycastCallback rcb(rayFromLocal, rayToLocal, &resultCallback, collisionObjectWrap->getCollisionObject(), heightField, colObjWorldTransform);
+ rcb.m_hitFraction = resultCallback.m_closestHitFraction;
+ heightField->performRaycast(&rcb, rayFromLocal, rayToLocal);
+ }
else
{
//generic (slower) case
diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btConvexPolyhedron.cpp b/thirdparty/bullet/BulletCollision/CollisionShapes/btConvexPolyhedron.cpp
index 65b669e1c0..9694f4ddb3 100644
--- a/thirdparty/bullet/BulletCollision/CollisionShapes/btConvexPolyhedron.cpp
+++ b/thirdparty/bullet/BulletCollision/CollisionShapes/btConvexPolyhedron.cpp
@@ -27,7 +27,7 @@ btConvexPolyhedron::~btConvexPolyhedron()
{
}
-inline bool IsAlmostZero(const btVector3& v)
+inline bool IsAlmostZero1(const btVector3& v)
{
if (btFabs(v.x()) > 1e-6 || btFabs(v.y()) > 1e-6 || btFabs(v.z()) > 1e-6) return false;
return true;
@@ -122,8 +122,8 @@ void btConvexPolyhedron::initialize()
for (int p = 0; p < m_uniqueEdges.size(); p++)
{
- if (IsAlmostZero(m_uniqueEdges[p] - edge) ||
- IsAlmostZero(m_uniqueEdges[p] + edge))
+ if (IsAlmostZero1(m_uniqueEdges[p] - edge) ||
+ IsAlmostZero1(m_uniqueEdges[p] + edge))
{
found = true;
break;
diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp
index c85ce2498e..34ec2d8c45 100644
--- a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp
+++ b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp
@@ -71,8 +71,13 @@ void btHeightfieldTerrainShape::initialize(
m_flipQuadEdges = flipQuadEdges;
m_useDiamondSubdivision = false;
m_useZigzagSubdivision = false;
+ m_flipTriangleWinding = false;
m_upAxis = upAxis;
m_localScaling.setValue(btScalar(1.), btScalar(1.), btScalar(1.));
+
+ m_vboundsChunkSize = 0;
+ m_vboundsGridWidth = 0;
+ m_vboundsGridLength = 0;
// determine min/max axis-aligned bounding box (aabb) values
switch (m_upAxis)
@@ -108,6 +113,7 @@ void btHeightfieldTerrainShape::initialize(
btHeightfieldTerrainShape::~btHeightfieldTerrainShape()
{
+ clearAccelerator();
}
void btHeightfieldTerrainShape::getAabb(const btTransform& t, btVector3& aabbMin, btVector3& aabbMax) const
@@ -323,35 +329,44 @@ void btHeightfieldTerrainShape::processAllTriangles(btTriangleCallback* callback
}
}
+ // TODO If m_vboundsGrid is available, use it to determine if we really need to process this area
+
for (int j = startJ; j < endJ; j++)
{
for (int x = startX; x < endX; x++)
{
btVector3 vertices[3];
+ int indices[3] = { 0, 1, 2 };
+ if (m_flipTriangleWinding)
+ {
+ indices[0] = 2;
+ indices[2] = 0;
+ }
+
if (m_flipQuadEdges || (m_useDiamondSubdivision && !((j + x) & 1)) || (m_useZigzagSubdivision && !(j & 1)))
{
//first triangle
- getVertex(x, j, vertices[0]);
- getVertex(x, j + 1, vertices[1]);
- getVertex(x + 1, j + 1, vertices[2]);
+ getVertex(x, j, vertices[indices[0]]);
+ getVertex(x, j + 1, vertices[indices[1]]);
+ getVertex(x + 1, j + 1, vertices[indices[2]]);
callback->processTriangle(vertices, x, j);
//second triangle
// getVertex(x,j,vertices[0]);//already got this vertex before, thanks to Danny Chapman
- getVertex(x + 1, j + 1, vertices[1]);
- getVertex(x + 1, j, vertices[2]);
+ getVertex(x + 1, j + 1, vertices[indices[1]]);
+ getVertex(x + 1, j, vertices[indices[2]]);
callback->processTriangle(vertices, x, j);
}
else
{
//first triangle
- getVertex(x, j, vertices[0]);
- getVertex(x, j + 1, vertices[1]);
- getVertex(x + 1, j, vertices[2]);
+ getVertex(x, j, vertices[indices[0]]);
+ getVertex(x, j + 1, vertices[indices[1]]);
+ getVertex(x + 1, j, vertices[indices[2]]);
callback->processTriangle(vertices, x, j);
//second triangle
- getVertex(x + 1, j, vertices[0]);
+ getVertex(x + 1, j, vertices[indices[0]]);
//getVertex(x,j+1,vertices[1]);
- getVertex(x + 1, j + 1, vertices[2]);
+ getVertex(x + 1, j + 1, vertices[indices[2]]);
callback->processTriangle(vertices, x, j);
}
}
@@ -373,3 +388,458 @@ const btVector3& btHeightfieldTerrainShape::getLocalScaling() const
{
return m_localScaling;
}
+
+namespace
+{
+ struct GridRaycastState
+ {
+ int x; // Next quad coords
+ int z;
+ int prev_x; // Previous quad coords
+ int prev_z;
+ btScalar param; // Exit param for previous quad
+ btScalar prevParam; // Enter param for previous quad
+ btScalar maxDistanceFlat;
+ btScalar maxDistance3d;
+ };
+}
+
+// TODO Does it really need to take 3D vectors?
+/// Iterates through a virtual 2D grid of unit-sized square cells,
+/// and executes an action on each cell intersecting the given segment, ordered from begin to end.
+/// Initially inspired by http://www.cse.yorku.ca/~amana/research/grid.pdf
+template <typename Action_T>
+void gridRaycast(Action_T& quadAction, const btVector3& beginPos, const btVector3& endPos, int indices[3])
+{
+ GridRaycastState rs;
+ rs.maxDistance3d = beginPos.distance(endPos);
+ if (rs.maxDistance3d < 0.0001)
+ {
+ // Consider the ray is too small to hit anything
+ return;
+ }
+
+
+ btScalar rayDirectionFlatX = endPos[indices[0]] - beginPos[indices[0]];
+ btScalar rayDirectionFlatZ = endPos[indices[2]] - beginPos[indices[2]];
+ rs.maxDistanceFlat = btSqrt(rayDirectionFlatX * rayDirectionFlatX + rayDirectionFlatZ * rayDirectionFlatZ);
+
+ if (rs.maxDistanceFlat < 0.0001)
+ {
+ // Consider the ray vertical
+ rayDirectionFlatX = 0;
+ rayDirectionFlatZ = 0;
+ }
+ else
+ {
+ rayDirectionFlatX /= rs.maxDistanceFlat;
+ rayDirectionFlatZ /= rs.maxDistanceFlat;
+ }
+
+ const int xiStep = rayDirectionFlatX > 0 ? 1 : rayDirectionFlatX < 0 ? -1 : 0;
+ const int ziStep = rayDirectionFlatZ > 0 ? 1 : rayDirectionFlatZ < 0 ? -1 : 0;
+
+ const float infinite = 9999999;
+ const btScalar paramDeltaX = xiStep != 0 ? 1.f / btFabs(rayDirectionFlatX) : infinite;
+ const btScalar paramDeltaZ = ziStep != 0 ? 1.f / btFabs(rayDirectionFlatZ) : infinite;
+
+ // pos = param * dir
+ btScalar paramCrossX; // At which value of `param` we will cross a x-axis lane?
+ btScalar paramCrossZ; // At which value of `param` we will cross a z-axis lane?
+
+ // paramCrossX and paramCrossZ are initialized as being the first cross
+ // X initialization
+ if (xiStep != 0)
+ {
+ if (xiStep == 1)
+ {
+ paramCrossX = (ceil(beginPos[indices[0]]) - beginPos[indices[0]]) * paramDeltaX;
+ }
+ else
+ {
+ paramCrossX = (beginPos[indices[0]] - floor(beginPos[indices[0]])) * paramDeltaX;
+ }
+ }
+ else
+ {
+ paramCrossX = infinite; // Will never cross on X
+ }
+
+ // Z initialization
+ if (ziStep != 0)
+ {
+ if (ziStep == 1)
+ {
+ paramCrossZ = (ceil(beginPos[indices[2]]) - beginPos[indices[2]]) * paramDeltaZ;
+ }
+ else
+ {
+ paramCrossZ = (beginPos[indices[2]] - floor(beginPos[indices[2]])) * paramDeltaZ;
+ }
+ }
+ else
+ {
+ paramCrossZ = infinite; // Will never cross on Z
+ }
+
+ rs.x = static_cast<int>(floor(beginPos[indices[0]]));
+ rs.z = static_cast<int>(floor(beginPos[indices[2]]));
+
+ // Workaround cases where the ray starts at an integer position
+ if (paramCrossX == 0.0)
+ {
+ paramCrossX += paramDeltaX;
+ // If going backwards, we should ignore the position we would get by the above flooring,
+ // because the ray is not heading in that direction
+ if (xiStep == -1)
+ {
+ rs.x -= 1;
+ }
+ }
+
+ if (paramCrossZ == 0.0)
+ {
+ paramCrossZ += paramDeltaZ;
+ if (ziStep == -1)
+ rs.z -= 1;
+ }
+
+ rs.prev_x = rs.x;
+ rs.prev_z = rs.z;
+ rs.param = 0;
+
+ while (true)
+ {
+ rs.prev_x = rs.x;
+ rs.prev_z = rs.z;
+ rs.prevParam = rs.param;
+
+ if (paramCrossX < paramCrossZ)
+ {
+ // X lane
+ rs.x += xiStep;
+ // Assign before advancing the param,
+ // to be in sync with the initialization step
+ rs.param = paramCrossX;
+ paramCrossX += paramDeltaX;
+ }
+ else
+ {
+ // Z lane
+ rs.z += ziStep;
+ rs.param = paramCrossZ;
+ paramCrossZ += paramDeltaZ;
+ }
+
+ if (rs.param > rs.maxDistanceFlat)
+ {
+ rs.param = rs.maxDistanceFlat;
+ quadAction(rs);
+ break;
+ }
+ else
+ {
+ quadAction(rs);
+ }
+ }
+}
+
+struct ProcessTrianglesAction
+{
+ const btHeightfieldTerrainShape* shape;
+ bool flipQuadEdges;
+ bool useDiamondSubdivision;
+ int width;
+ int length;
+ btTriangleCallback* callback;
+
+ void exec(int x, int z) const
+ {
+ if (x < 0 || z < 0 || x >= width || z >= length)
+ {
+ return;
+ }
+
+ btVector3 vertices[3];
+
+ // TODO Since this is for raycasts, we could greatly benefit from an early exit on the first hit
+
+ // Check quad
+ if (flipQuadEdges || (useDiamondSubdivision && (((z + x) & 1) > 0)))
+ {
+ // First triangle
+ shape->getVertex(x, z, vertices[0]);
+ shape->getVertex(x + 1, z, vertices[1]);
+ shape->getVertex(x + 1, z + 1, vertices[2]);
+ callback->processTriangle(vertices, x, z);
+
+ // Second triangle
+ shape->getVertex(x, z, vertices[0]);
+ shape->getVertex(x + 1, z + 1, vertices[1]);
+ shape->getVertex(x, z + 1, vertices[2]);
+ callback->processTriangle(vertices, x, z);
+ }
+ else
+ {
+ // First triangle
+ shape->getVertex(x, z, vertices[0]);
+ shape->getVertex(x, z + 1, vertices[1]);
+ shape->getVertex(x + 1, z, vertices[2]);
+ callback->processTriangle(vertices, x, z);
+
+ // Second triangle
+ shape->getVertex(x + 1, z, vertices[0]);
+ shape->getVertex(x, z + 1, vertices[1]);
+ shape->getVertex(x + 1, z + 1, vertices[2]);
+ callback->processTriangle(vertices, x, z);
+ }
+ }
+
+ void operator()(const GridRaycastState& bs) const
+ {
+ exec(bs.prev_x, bs.prev_z);
+ }
+};
+
+struct ProcessVBoundsAction
+{
+ const btAlignedObjectArray<btHeightfieldTerrainShape::Range>& vbounds;
+ int width;
+ int length;
+ int chunkSize;
+
+ btVector3 rayBegin;
+ btVector3 rayEnd;
+ btVector3 rayDir;
+
+ int* m_indices;
+ ProcessTrianglesAction processTriangles;
+
+ ProcessVBoundsAction(const btAlignedObjectArray<btHeightfieldTerrainShape::Range>& bnd, int* indices)
+ : vbounds(bnd),
+ m_indices(indices)
+ {
+ }
+ void operator()(const GridRaycastState& rs) const
+ {
+ int x = rs.prev_x;
+ int z = rs.prev_z;
+
+ if (x < 0 || z < 0 || x >= width || z >= length)
+ {
+ return;
+ }
+
+ const btHeightfieldTerrainShape::Range chunk = vbounds[x + z * width];
+
+ btVector3 enterPos;
+ btVector3 exitPos;
+
+ if (rs.maxDistanceFlat > 0.0001)
+ {
+ btScalar flatTo3d = chunkSize * rs.maxDistance3d / rs.maxDistanceFlat;
+ btScalar enterParam3d = rs.prevParam * flatTo3d;
+ btScalar exitParam3d = rs.param * flatTo3d;
+ enterPos = rayBegin + rayDir * enterParam3d;
+ exitPos = rayBegin + rayDir * exitParam3d;
+
+ // We did enter the flat projection of the AABB,
+ // but we have to check if we intersect it on the vertical axis
+ if (enterPos[1] > chunk.max && exitPos[m_indices[1]] > chunk.max)
+ {
+ return;
+ }
+ if (enterPos[1] < chunk.min && exitPos[m_indices[1]] < chunk.min)
+ {
+ return;
+ }
+ }
+ else
+ {
+ // Consider the ray vertical
+ // (though we shouldn't reach this often because there is an early check up-front)
+ enterPos = rayBegin;
+ exitPos = rayEnd;
+ }
+
+ gridRaycast(processTriangles, enterPos, exitPos, m_indices);
+ // Note: it could be possible to have more than one grid at different levels,
+ // to do this there would be a branch using a pointer to another ProcessVBoundsAction
+ }
+};
+
+// TODO How do I interrupt the ray when there is a hit? `callback` does not return any result
+/// Performs a raycast using a hierarchical Bresenham algorithm.
+/// Does not allocate any memory by itself.
+void btHeightfieldTerrainShape::performRaycast(btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget) const
+{
+ // Transform to cell-local
+ btVector3 beginPos = raySource / m_localScaling;
+ btVector3 endPos = rayTarget / m_localScaling;
+ beginPos += m_localOrigin;
+ endPos += m_localOrigin;
+
+ ProcessTrianglesAction processTriangles;
+ processTriangles.shape = this;
+ processTriangles.flipQuadEdges = m_flipQuadEdges;
+ processTriangles.useDiamondSubdivision = m_useDiamondSubdivision;
+ processTriangles.callback = callback;
+ processTriangles.width = m_heightStickWidth - 1;
+ processTriangles.length = m_heightStickLength - 1;
+
+ // TODO Transform vectors to account for m_upAxis
+ int indices[3] = { 0, 1, 2 };
+ if (m_upAxis == 2)
+ {
+ indices[1] = 2;
+ indices[2] = 1;
+ }
+ int iBeginX = static_cast<int>(floor(beginPos[indices[0]]));
+ int iBeginZ = static_cast<int>(floor(beginPos[indices[2]]));
+ int iEndX = static_cast<int>(floor(endPos[indices[0]]));
+ int iEndZ = static_cast<int>(floor(endPos[indices[2]]));
+
+ if (iBeginX == iEndX && iBeginZ == iEndZ)
+ {
+ // The ray will never cross quads within the plane,
+ // so directly process triangles within one quad
+ // (typically, vertical rays should end up here)
+ processTriangles.exec(iBeginX, iEndZ);
+ return;
+ }
+
+
+
+ if (m_vboundsGrid.size()==0)
+ {
+ // Process all quads intersecting the flat projection of the ray
+ gridRaycast(processTriangles, beginPos, endPos, &indices[0]);
+ }
+ else
+ {
+ btVector3 rayDiff = endPos - beginPos;
+ btScalar flatDistance2 = rayDiff[indices[0]] * rayDiff[indices[0]] + rayDiff[indices[2]] * rayDiff[indices[2]];
+ if (flatDistance2 < m_vboundsChunkSize * m_vboundsChunkSize)
+ {
+ // Don't use chunks, the ray is too short in the plane
+ gridRaycast(processTriangles, beginPos, endPos, &indices[0]);
+ }
+
+ ProcessVBoundsAction processVBounds(m_vboundsGrid, &indices[0]);
+ processVBounds.width = m_vboundsGridWidth;
+ processVBounds.length = m_vboundsGridLength;
+ processVBounds.rayBegin = beginPos;
+ processVBounds.rayEnd = endPos;
+ processVBounds.rayDir = rayDiff.normalized();
+ processVBounds.processTriangles = processTriangles;
+ processVBounds.chunkSize = m_vboundsChunkSize;
+ // The ray is long, run raycast on a higher-level grid
+ gridRaycast(processVBounds, beginPos / m_vboundsChunkSize, endPos / m_vboundsChunkSize, indices);
+ }
+}
+
+/// Builds a grid data structure storing the min and max heights of the terrain in chunks.
+/// if chunkSize is zero, that accelerator is removed.
+/// If you modify the heights, you need to rebuild this accelerator.
+void btHeightfieldTerrainShape::buildAccelerator(int chunkSize)
+{
+ if (chunkSize <= 0)
+ {
+ clearAccelerator();
+ return;
+ }
+
+ m_vboundsChunkSize = chunkSize;
+ int nChunksX = m_heightStickWidth / chunkSize;
+ int nChunksZ = m_heightStickLength / chunkSize;
+
+ if (m_heightStickWidth % chunkSize > 0)
+ {
+ ++nChunksX; // In case terrain size isn't dividable by chunk size
+ }
+ if (m_heightStickLength % chunkSize > 0)
+ {
+ ++nChunksZ;
+ }
+
+ if (m_vboundsGridWidth != nChunksX || m_vboundsGridLength != nChunksZ)
+ {
+ clearAccelerator();
+ m_vboundsGridWidth = nChunksX;
+ m_vboundsGridLength = nChunksZ;
+ }
+
+ if (nChunksX == 0 || nChunksZ == 0)
+ {
+ return;
+ }
+
+ // This data structure is only reallocated if the required size changed
+ m_vboundsGrid.resize(nChunksX * nChunksZ);
+
+ // Compute min and max height for all chunks
+ for (int cz = 0; cz < nChunksZ; ++cz)
+ {
+ int z0 = cz * chunkSize;
+
+ for (int cx = 0; cx < nChunksX; ++cx)
+ {
+ int x0 = cx * chunkSize;
+
+ Range r;
+
+ r.min = getRawHeightFieldValue(x0, z0);
+ r.max = r.min;
+
+ // Compute min and max height for this chunk.
+ // We have to include one extra cell to account for neighbors.
+ // Here is why:
+ // Say we have a flat terrain, and a plateau that fits a chunk perfectly.
+ //
+ // Left Right
+ // 0---0---0---1---1---1
+ // | | | | | |
+ // 0---0---0---1---1---1
+ // | | | | | |
+ // 0---0---0---1---1---1
+ // x
+ //
+ // If the AABB for the Left chunk did not share vertices with the Right,
+ // then we would fail collision tests at x due to a gap.
+ //
+ for (int z = z0; z < z0 + chunkSize + 1; ++z)
+ {
+ if (z >= m_heightStickLength)
+ {
+ continue;
+ }
+
+ for (int x = x0; x < x0 + chunkSize + 1; ++x)
+ {
+ if (x >= m_heightStickWidth)
+ {
+ continue;
+ }
+
+ btScalar height = getRawHeightFieldValue(x, z);
+
+ if (height < r.min)
+ {
+ r.min = height;
+ }
+ else if (height > r.max)
+ {
+ r.max = height;
+ }
+ }
+ }
+
+ m_vboundsGrid[cx + cz * nChunksX] = r;
+ }
+ }
+}
+
+void btHeightfieldTerrainShape::clearAccelerator()
+{
+ m_vboundsGrid.clear();
+} \ No newline at end of file
diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h
index 8a50a57e31..43e1d25e3d 100644
--- a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h
+++ b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h
@@ -17,6 +17,7 @@ subject to the following restrictions:
#define BT_HEIGHTFIELD_TERRAIN_SHAPE_H
#include "btConcaveShape.h"
+#include "LinearMath/btAlignedObjectArray.h"
///btHeightfieldTerrainShape simulates a 2D heightfield terrain
/**
@@ -71,6 +72,13 @@ subject to the following restrictions:
ATTRIBUTE_ALIGNED16(class)
btHeightfieldTerrainShape : public btConcaveShape
{
+public:
+ struct Range
+ {
+ btScalar min;
+ btScalar max;
+ };
+
protected:
btVector3 m_localAabbMin;
btVector3 m_localAabbMax;
@@ -95,14 +103,19 @@ protected:
bool m_flipQuadEdges;
bool m_useDiamondSubdivision;
bool m_useZigzagSubdivision;
-
+ bool m_flipTriangleWinding;
int m_upAxis;
btVector3 m_localScaling;
+ // Accelerator
+ btAlignedObjectArray<Range> m_vboundsGrid;
+ int m_vboundsGridWidth;
+ int m_vboundsGridLength;
+ int m_vboundsChunkSize;
+
virtual btScalar getRawHeightFieldValue(int x, int y) const;
void quantizeWithClamp(int* out, const btVector3& point, int isMax) const;
- void getVertex(int x, int y, btVector3& vertex) const;
/// protected initialization
/**
@@ -145,6 +158,10 @@ public:
///could help compatibility with Ogre heightfields. See https://code.google.com/p/bullet/issues/detail?id=625
void setUseZigzagSubdivision(bool useZigzagSubdivision = true) { m_useZigzagSubdivision = useZigzagSubdivision; }
+ void setFlipTriangleWinding(bool flipTriangleWinding)
+ {
+ m_flipTriangleWinding = flipTriangleWinding;
+ }
virtual void getAabb(const btTransform& t, btVector3& aabbMin, btVector3& aabbMax) const;
virtual void processAllTriangles(btTriangleCallback * callback, const btVector3& aabbMin, const btVector3& aabbMax) const;
@@ -155,8 +172,19 @@ public:
virtual const btVector3& getLocalScaling() const;
+ void getVertex(int x, int y, btVector3& vertex) const;
+
+ void performRaycast(btTriangleCallback * callback, const btVector3& raySource, const btVector3& rayTarget) const;
+
+ void buildAccelerator(int chunkSize = 16);
+ void clearAccelerator();
+
+ int getUpAxis() const
+ {
+ return m_upAxis;
+ }
//debugging
virtual const char* getName() const { return "HEIGHTFIELD"; }
};
-#endif //BT_HEIGHTFIELD_TERRAIN_SHAPE_H
+#endif //BT_HEIGHTFIELD_TERRAIN_SHAPE_H \ No newline at end of file
diff --git a/thirdparty/bullet/BulletCollision/Gimpact/btGImpactBvhStructs.h b/thirdparty/bullet/BulletCollision/Gimpact/btGImpactBvhStructs.h
index 54888c6757..8f78c234b4 100644
--- a/thirdparty/bullet/BulletCollision/Gimpact/btGImpactBvhStructs.h
+++ b/thirdparty/bullet/BulletCollision/Gimpact/btGImpactBvhStructs.h
@@ -28,28 +28,7 @@ subject to the following restrictions:
#include "btBoxCollision.h"
#include "btTriangleShapeEx.h"
-
-//! Overlapping pair
-struct GIM_PAIR
-{
- int m_index1;
- int m_index2;
- GIM_PAIR()
- {
- }
-
- GIM_PAIR(const GIM_PAIR& p)
- {
- m_index1 = p.m_index1;
- m_index2 = p.m_index2;
- }
-
- GIM_PAIR(int index1, int index2)
- {
- m_index1 = index1;
- m_index2 = index2;
- }
-};
+#include "gim_pair.h" //for GIM_PAIR
///GIM_BVH_DATA is an internal GIMPACT collision structure to contain axis aligned bounding box
struct GIM_BVH_DATA
diff --git a/thirdparty/bullet/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.cpp b/thirdparty/bullet/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.cpp
index 3d8ab9f520..73e3db1010 100644
--- a/thirdparty/bullet/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.cpp
+++ b/thirdparty/bullet/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.cpp
@@ -18,7 +18,7 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
/*
-Author: Francisco Len Nßjera
+Author: Francisco Leon Najera
Concave-Concave Collision
*/
@@ -590,14 +590,16 @@ void btGImpactCollisionAlgorithm::gimpact_vs_shape(const btCollisionObjectWrappe
}
btCollisionObjectWrapper ob0(body0Wrap, colshape0, body0Wrap->getCollisionObject(), body0Wrap->getWorldTransform(), m_part0, m_triface0);
- const btCollisionObjectWrapper* prevObj0 = m_resultOut->getBody0Wrap();
+ const btCollisionObjectWrapper* prevObj;
if (m_resultOut->getBody0Wrap()->getCollisionObject() == ob0.getCollisionObject())
{
+ prevObj = m_resultOut->getBody0Wrap();
m_resultOut->setBody0Wrap(&ob0);
}
else
{
+ prevObj = m_resultOut->getBody1Wrap();
m_resultOut->setBody1Wrap(&ob0);
}
@@ -610,7 +612,15 @@ void btGImpactCollisionAlgorithm::gimpact_vs_shape(const btCollisionObjectWrappe
{
shape_vs_shape_collision(&ob0, body1Wrap, colshape0, shape1);
}
- m_resultOut->setBody0Wrap(prevObj0);
+
+ if (m_resultOut->getBody0Wrap()->getCollisionObject() == ob0.getCollisionObject())
+ {
+ m_resultOut->setBody0Wrap(prevObj);
+ }
+ else
+ {
+ m_resultOut->setBody1Wrap(prevObj);
+ }
}
shape0->unlockChildShapes();
diff --git a/thirdparty/bullet/BulletCollision/Gimpact/btGImpactShape.h b/thirdparty/bullet/BulletCollision/Gimpact/btGImpactShape.h
index 5b85e87041..eb33ce05e2 100644
--- a/thirdparty/bullet/BulletCollision/Gimpact/btGImpactShape.h
+++ b/thirdparty/bullet/BulletCollision/Gimpact/btGImpactShape.h
@@ -1,5 +1,5 @@
/*! \file btGImpactShape.h
-\author Francisco Len Nßjera
+\author Francisco Leon Najera
*/
/*
This source file is part of GIMPACT Library.
diff --git a/thirdparty/bullet/BulletCollision/Gimpact/gim_box_set.h b/thirdparty/bullet/BulletCollision/Gimpact/gim_box_set.h
index 0522007e4f..afc591dac0 100644
--- a/thirdparty/bullet/BulletCollision/Gimpact/gim_box_set.h
+++ b/thirdparty/bullet/BulletCollision/Gimpact/gim_box_set.h
@@ -37,28 +37,7 @@ email: projectileman@yahoo.com
#include "gim_radixsort.h"
#include "gim_box_collision.h"
#include "gim_tri_collision.h"
-
-//! Overlapping pair
-struct GIM_PAIR
-{
- GUINT m_index1;
- GUINT m_index2;
- GIM_PAIR()
- {
- }
-
- GIM_PAIR(const GIM_PAIR& p)
- {
- m_index1 = p.m_index1;
- m_index2 = p.m_index2;
- }
-
- GIM_PAIR(GUINT index1, GUINT index2)
- {
- m_index1 = index1;
- m_index2 = index2;
- }
-};
+#include "gim_pair.h"
//! A pairset array
class gim_pair_set : public gim_array<GIM_PAIR>
diff --git a/thirdparty/bullet/BulletCollision/Gimpact/gim_pair.h b/thirdparty/bullet/BulletCollision/Gimpact/gim_pair.h
new file mode 100644
index 0000000000..56c185a5dc
--- /dev/null
+++ b/thirdparty/bullet/BulletCollision/Gimpact/gim_pair.h
@@ -0,0 +1,28 @@
+#ifndef GIM_PAIR_H
+#define GIM_PAIR_H
+
+
+//! Overlapping pair
+struct GIM_PAIR
+{
+ int m_index1;
+ int m_index2;
+ GIM_PAIR()
+ {
+ }
+
+ GIM_PAIR(const GIM_PAIR& p)
+ {
+ m_index1 = p.m_index1;
+ m_index2 = p.m_index2;
+ }
+
+ GIM_PAIR(int index1, int index2)
+ {
+ m_index1 = index1;
+ m_index2 = index2;
+ }
+};
+
+#endif //GIM_PAIR_H
+
diff --git a/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btConvexCast.h b/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btConvexCast.h
index 76f54699c5..77b19be599 100644
--- a/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btConvexCast.h
+++ b/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btConvexCast.h
@@ -23,11 +23,11 @@ class btMinkowskiSumShape;
#include "LinearMath/btIDebugDraw.h"
#ifdef BT_USE_DOUBLE_PRECISION
-#define MAX_ITERATIONS 64
-#define MAX_EPSILON (SIMD_EPSILON * 10)
+#define MAX_CONVEX_CAST_ITERATIONS 64
+#define MAX_CONVEX_CAST_EPSILON (SIMD_EPSILON * 10)
#else
-#define MAX_ITERATIONS 32
-#define MAX_EPSILON btScalar(0.0001)
+#define MAX_CONVEX_CAST_ITERATIONS 32
+#define MAX_CONVEX_CAST_EPSILON btScalar(0.0001)
#endif
///Typically the conservative advancement reaches solution in a few iterations, clip it to 32 for degenerate cases.
///See discussion about this here http://continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=565
@@ -58,8 +58,8 @@ public:
: m_fraction(btScalar(BT_LARGE_FLOAT)),
m_debugDrawer(0),
m_allowedPenetration(btScalar(0)),
- m_subSimplexCastMaxIterations(MAX_ITERATIONS),
- m_subSimplexCastEpsilon(MAX_EPSILON)
+ m_subSimplexCastMaxIterations(MAX_CONVEX_CAST_ITERATIONS),
+ m_subSimplexCastEpsilon(MAX_CONVEX_CAST_EPSILON)
{
}
diff --git a/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.cpp b/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.cpp
index 803f6e0671..4339b2ea75 100644
--- a/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.cpp
+++ b/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.cpp
@@ -1,4 +1,4 @@
-/*
+/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
diff --git a/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h b/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
index 2b2dfabec2..2d0df718a2 100644
--- a/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
+++ b/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
@@ -37,6 +37,7 @@ public:
///SubSimplexConvexCastRaytest is the default, even if kF_None is set.
kF_UseSubSimplexConvexCastRaytest = 1 << 2, // Uses an approximate but faster ray versus convex intersection algorithm
kF_UseGjkConvexCastRaytest = 1 << 3,
+ kF_DisableHeightfieldAccelerator = 1 << 4, //don't use the heightfield raycast accelerator. See https://github.com/bulletphysics/bullet3/pull/2062
kF_Terminator = 0xFFFFFFFF
};
unsigned int m_flags;