e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
171 lines
6.6 KiB
C++
171 lines
6.6 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2008 Erwin Coumans http://bulletphysics.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "btGhostObject.h"
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#include "btCollisionWorld.h"
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "LinearMath/btAabbUtil2.h"
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btGhostObject::btGhostObject()
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{
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m_internalType = CO_GHOST_OBJECT;
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}
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btGhostObject::~btGhostObject()
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{
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///btGhostObject should have been removed from the world, so no overlapping objects
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btAssert(!m_overlappingObjects.size());
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}
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void btGhostObject::addOverlappingObjectInternal(btBroadphaseProxy* otherProxy,btBroadphaseProxy* thisProxy)
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{
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btCollisionObject* otherObject = (btCollisionObject*)otherProxy->m_clientObject;
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btAssert(otherObject);
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///if this linearSearch becomes too slow (too many overlapping objects) we should add a more appropriate data structure
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int index = m_overlappingObjects.findLinearSearch(otherObject);
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if (index==m_overlappingObjects.size())
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{
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//not found
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m_overlappingObjects.push_back(otherObject);
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}
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}
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void btGhostObject::removeOverlappingObjectInternal(btBroadphaseProxy* otherProxy,btDispatcher* dispatcher,btBroadphaseProxy* thisProxy)
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{
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btCollisionObject* otherObject = (btCollisionObject*)otherProxy->m_clientObject;
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btAssert(otherObject);
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int index = m_overlappingObjects.findLinearSearch(otherObject);
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if (index<m_overlappingObjects.size())
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{
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m_overlappingObjects[index] = m_overlappingObjects[m_overlappingObjects.size()-1];
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m_overlappingObjects.pop_back();
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}
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}
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btPairCachingGhostObject::btPairCachingGhostObject()
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{
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m_hashPairCache = new (btAlignedAlloc(sizeof(btHashedOverlappingPairCache),16)) btHashedOverlappingPairCache();
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}
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btPairCachingGhostObject::~btPairCachingGhostObject()
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{
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m_hashPairCache->~btHashedOverlappingPairCache();
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btAlignedFree( m_hashPairCache );
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}
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void btPairCachingGhostObject::addOverlappingObjectInternal(btBroadphaseProxy* otherProxy,btBroadphaseProxy* thisProxy)
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{
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btBroadphaseProxy*actualThisProxy = thisProxy ? thisProxy : getBroadphaseHandle();
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btAssert(actualThisProxy);
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btCollisionObject* otherObject = (btCollisionObject*)otherProxy->m_clientObject;
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btAssert(otherObject);
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int index = m_overlappingObjects.findLinearSearch(otherObject);
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if (index==m_overlappingObjects.size())
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{
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m_overlappingObjects.push_back(otherObject);
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m_hashPairCache->addOverlappingPair(actualThisProxy,otherProxy);
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}
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}
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void btPairCachingGhostObject::removeOverlappingObjectInternal(btBroadphaseProxy* otherProxy,btDispatcher* dispatcher,btBroadphaseProxy* thisProxy1)
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{
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btCollisionObject* otherObject = (btCollisionObject*)otherProxy->m_clientObject;
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btBroadphaseProxy* actualThisProxy = thisProxy1 ? thisProxy1 : getBroadphaseHandle();
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btAssert(actualThisProxy);
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btAssert(otherObject);
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int index = m_overlappingObjects.findLinearSearch(otherObject);
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if (index<m_overlappingObjects.size())
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{
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m_overlappingObjects[index] = m_overlappingObjects[m_overlappingObjects.size()-1];
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m_overlappingObjects.pop_back();
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m_hashPairCache->removeOverlappingPair(actualThisProxy,otherProxy,dispatcher);
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}
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}
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void btGhostObject::convexSweepTest(const btConvexShape* castShape, const btTransform& convexFromWorld, const btTransform& convexToWorld, btCollisionWorld::ConvexResultCallback& resultCallback, btScalar allowedCcdPenetration) const
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{
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btTransform convexFromTrans,convexToTrans;
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convexFromTrans = convexFromWorld;
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convexToTrans = convexToWorld;
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btVector3 castShapeAabbMin, castShapeAabbMax;
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/* Compute AABB that encompasses angular movement */
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{
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btVector3 linVel, angVel;
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btTransformUtil::calculateVelocity (convexFromTrans, convexToTrans, 1.0, linVel, angVel);
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btTransform R;
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R.setIdentity ();
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R.setRotation (convexFromTrans.getRotation());
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castShape->calculateTemporalAabb (R, linVel, angVel, 1.0, castShapeAabbMin, castShapeAabbMax);
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}
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/// go over all objects, and if the ray intersects their aabb + cast shape aabb,
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// do a ray-shape query using convexCaster (CCD)
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int i;
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for (i=0;i<m_overlappingObjects.size();i++)
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{
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btCollisionObject* collisionObject= m_overlappingObjects[i];
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//only perform raycast if filterMask matches
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if(resultCallback.needsCollision(collisionObject->getBroadphaseHandle())) {
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//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
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btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
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AabbExpand (collisionObjectAabbMin, collisionObjectAabbMax, castShapeAabbMin, castShapeAabbMax);
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btScalar hitLambda = btScalar(1.); //could use resultCallback.m_closestHitFraction, but needs testing
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btVector3 hitNormal;
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if (btRayAabb(convexFromWorld.getOrigin(),convexToWorld.getOrigin(),collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,hitNormal))
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{
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btCollisionWorld::objectQuerySingle(castShape, convexFromTrans,convexToTrans,
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collisionObject,
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collisionObject->getCollisionShape(),
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collisionObject->getWorldTransform(),
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resultCallback,
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allowedCcdPenetration);
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}
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}
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}
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}
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void btGhostObject::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, btCollisionWorld::RayResultCallback& resultCallback) const
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{
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btTransform rayFromTrans;
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rayFromTrans.setIdentity();
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rayFromTrans.setOrigin(rayFromWorld);
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btTransform rayToTrans;
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rayToTrans.setIdentity();
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rayToTrans.setOrigin(rayToWorld);
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int i;
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for (i=0;i<m_overlappingObjects.size();i++)
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{
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btCollisionObject* collisionObject= m_overlappingObjects[i];
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//only perform raycast if filterMask matches
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if(resultCallback.needsCollision(collisionObject->getBroadphaseHandle()))
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{
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btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans,
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collisionObject,
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collisionObject->getCollisionShape(),
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collisionObject->getWorldTransform(),
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resultCallback);
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}
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}
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}
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