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diff --git a/thirdparty/bullet/src/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.cpp b/thirdparty/bullet/src/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.cpp
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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+
+#include "btContinuousConvexCollision.h"
+#include "BulletCollision/CollisionShapes/btConvexShape.h"
+#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h"
+#include "LinearMath/btTransformUtil.h"
+#include "BulletCollision/CollisionShapes/btSphereShape.h"
+
+#include "btGjkPairDetector.h"
+#include "btPointCollector.h"
+#include "BulletCollision/CollisionShapes/btStaticPlaneShape.h"
+
+
+
+btContinuousConvexCollision::btContinuousConvexCollision ( const btConvexShape* convexA,const btConvexShape* convexB,btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* penetrationDepthSolver)
+:m_simplexSolver(simplexSolver),
+m_penetrationDepthSolver(penetrationDepthSolver),
+m_convexA(convexA),m_convexB1(convexB),m_planeShape(0)
+{
+}
+
+
+btContinuousConvexCollision::btContinuousConvexCollision( const btConvexShape* convexA,const btStaticPlaneShape* plane)
+:m_simplexSolver(0),
+m_penetrationDepthSolver(0),
+m_convexA(convexA),m_convexB1(0),m_planeShape(plane)
+{
+}
+
+
+/// This maximum should not be necessary. It allows for untested/degenerate cases in production code.
+/// You don't want your game ever to lock-up.
+#define MAX_ITERATIONS 64
+
+void btContinuousConvexCollision::computeClosestPoints( const btTransform& transA, const btTransform& transB,btPointCollector& pointCollector)
+{
+ if (m_convexB1)
+ {
+ m_simplexSolver->reset();
+ btGjkPairDetector gjk(m_convexA,m_convexB1,m_convexA->getShapeType(),m_convexB1->getShapeType(),m_convexA->getMargin(),m_convexB1->getMargin(),m_simplexSolver,m_penetrationDepthSolver);
+ btGjkPairDetector::ClosestPointInput input;
+ input.m_transformA = transA;
+ input.m_transformB = transB;
+ gjk.getClosestPoints(input,pointCollector,0);
+ } else
+ {
+ //convex versus plane
+ const btConvexShape* convexShape = m_convexA;
+ const btStaticPlaneShape* planeShape = m_planeShape;
+
+ const btVector3& planeNormal = planeShape->getPlaneNormal();
+ const btScalar& planeConstant = planeShape->getPlaneConstant();
+
+ btTransform convexWorldTransform = transA;
+ btTransform convexInPlaneTrans;
+ convexInPlaneTrans= transB.inverse() * convexWorldTransform;
+ btTransform planeInConvex;
+ planeInConvex= convexWorldTransform.inverse() * transB;
+
+ btVector3 vtx = convexShape->localGetSupportingVertex(planeInConvex.getBasis()*-planeNormal);
+
+ btVector3 vtxInPlane = convexInPlaneTrans(vtx);
+ btScalar distance = (planeNormal.dot(vtxInPlane) - planeConstant);
+
+ btVector3 vtxInPlaneProjected = vtxInPlane - distance*planeNormal;
+ btVector3 vtxInPlaneWorld = transB * vtxInPlaneProjected;
+ btVector3 normalOnSurfaceB = transB.getBasis() * planeNormal;
+
+ pointCollector.addContactPoint(
+ normalOnSurfaceB,
+ vtxInPlaneWorld,
+ distance);
+ }
+}
+
+bool btContinuousConvexCollision::calcTimeOfImpact(
+ const btTransform& fromA,
+ const btTransform& toA,
+ const btTransform& fromB,
+ const btTransform& toB,
+ CastResult& result)
+{
+
+
+ /// compute linear and angular velocity for this interval, to interpolate
+ btVector3 linVelA,angVelA,linVelB,angVelB;
+ btTransformUtil::calculateVelocity(fromA,toA,btScalar(1.),linVelA,angVelA);
+ btTransformUtil::calculateVelocity(fromB,toB,btScalar(1.),linVelB,angVelB);
+
+
+ btScalar boundingRadiusA = m_convexA->getAngularMotionDisc();
+ btScalar boundingRadiusB = m_convexB1?m_convexB1->getAngularMotionDisc():0.f;
+
+ btScalar maxAngularProjectedVelocity = angVelA.length() * boundingRadiusA + angVelB.length() * boundingRadiusB;
+ btVector3 relLinVel = (linVelB-linVelA);
+
+ btScalar relLinVelocLength = (linVelB-linVelA).length();
+
+ if ((relLinVelocLength+maxAngularProjectedVelocity) == 0.f)
+ return false;
+
+
+
+ btScalar lambda = btScalar(0.);
+ btVector3 v(1,0,0);
+
+ int maxIter = MAX_ITERATIONS;
+
+ btVector3 n;
+ n.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
+ bool hasResult = false;
+ btVector3 c;
+
+ btScalar lastLambda = lambda;
+ //btScalar epsilon = btScalar(0.001);
+
+ int numIter = 0;
+ //first solution, using GJK
+
+
+ btScalar radius = 0.001f;
+// result.drawCoordSystem(sphereTr);
+
+ btPointCollector pointCollector1;
+
+ {
+
+ computeClosestPoints(fromA,fromB,pointCollector1);
+
+ hasResult = pointCollector1.m_hasResult;
+ c = pointCollector1.m_pointInWorld;
+ }
+
+ if (hasResult)
+ {
+ btScalar dist;
+ dist = pointCollector1.m_distance + result.m_allowedPenetration;
+ n = pointCollector1.m_normalOnBInWorld;
+ btScalar projectedLinearVelocity = relLinVel.dot(n);
+ if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=SIMD_EPSILON)
+ return false;
+
+ //not close enough
+ while (dist > radius)
+ {
+ if (result.m_debugDrawer)
+ {
+ result.m_debugDrawer->drawSphere(c,0.2f,btVector3(1,1,1));
+ }
+ btScalar dLambda = btScalar(0.);
+
+ projectedLinearVelocity = relLinVel.dot(n);
+
+
+ //don't report time of impact for motion away from the contact normal (or causes minor penetration)
+ if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=SIMD_EPSILON)
+ return false;
+
+ dLambda = dist / (projectedLinearVelocity+ maxAngularProjectedVelocity);
+
+
+
+ lambda = lambda + dLambda;
+
+ if (lambda > btScalar(1.))
+ return false;
+
+ if (lambda < btScalar(0.))
+ return false;
+
+
+ //todo: next check with relative epsilon
+ if (lambda <= lastLambda)
+ {
+ return false;
+ //n.setValue(0,0,0);
+ break;
+ }
+ lastLambda = lambda;
+
+
+
+ //interpolate to next lambda
+ btTransform interpolatedTransA,interpolatedTransB,relativeTrans;
+
+ btTransformUtil::integrateTransform(fromA,linVelA,angVelA,lambda,interpolatedTransA);
+ btTransformUtil::integrateTransform(fromB,linVelB,angVelB,lambda,interpolatedTransB);
+ relativeTrans = interpolatedTransB.inverseTimes(interpolatedTransA);
+
+ if (result.m_debugDrawer)
+ {
+ result.m_debugDrawer->drawSphere(interpolatedTransA.getOrigin(),0.2f,btVector3(1,0,0));
+ }
+
+ result.DebugDraw( lambda );
+
+ btPointCollector pointCollector;
+ computeClosestPoints(interpolatedTransA,interpolatedTransB,pointCollector);
+
+ if (pointCollector.m_hasResult)
+ {
+ dist = pointCollector.m_distance+result.m_allowedPenetration;
+ c = pointCollector.m_pointInWorld;
+ n = pointCollector.m_normalOnBInWorld;
+ } else
+ {
+ result.reportFailure(-1, numIter);
+ return false;
+ }
+
+ numIter++;
+ if (numIter > maxIter)
+ {
+ result.reportFailure(-2, numIter);
+ return false;
+ }
+ }
+
+ result.m_fraction = lambda;
+ result.m_normal = n;
+ result.m_hitPoint = c;
+ return true;
+ }
+
+ return false;
+
+}
+