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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 <stdio.h>
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
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#include "btRaycastCallback.h"
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btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const btVector3& to, unsigned int flags)
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:
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m_from(from),
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m_to(to),
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//@BP Mod
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m_flags(flags),
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m_hitFraction(btScalar(1.))
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{
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}
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void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId, int triangleIndex)
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{
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const btVector3 &vert0=triangle[0];
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const btVector3 &vert1=triangle[1];
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const btVector3 &vert2=triangle[2];
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btVector3 v10; v10 = vert1 - vert0 ;
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btVector3 v20; v20 = vert2 - vert0 ;
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btVector3 triangleNormal; triangleNormal = v10.cross( v20 );
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const btScalar dist = vert0.dot(triangleNormal);
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btScalar dist_a = triangleNormal.dot(m_from) ;
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dist_a-= dist;
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btScalar dist_b = triangleNormal.dot(m_to);
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dist_b -= dist;
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if ( dist_a * dist_b >= btScalar(0.0) )
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{
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return ; // same sign
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}
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if (((m_flags & kF_FilterBackfaces) != 0) && (dist_a <= btScalar(0.0)))
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{
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// Backface, skip check
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return;
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}
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const btScalar proj_length=dist_a-dist_b;
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const btScalar distance = (dist_a)/(proj_length);
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// Now we have the intersection point on the plane, we'll see if it's inside the triangle
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// Add an epsilon as a tolerance for the raycast,
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// in case the ray hits exacly on the edge of the triangle.
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// It must be scaled for the triangle size.
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if(distance < m_hitFraction)
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{
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btScalar edge_tolerance =triangleNormal.length2();
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edge_tolerance *= btScalar(-0.0001);
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btVector3 point; point.setInterpolate3( m_from, m_to, distance);
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{
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btVector3 v0p; v0p = vert0 - point;
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btVector3 v1p; v1p = vert1 - point;
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btVector3 cp0; cp0 = v0p.cross( v1p );
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if ( (btScalar)(cp0.dot(triangleNormal)) >=edge_tolerance)
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{
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btVector3 v2p; v2p = vert2 - point;
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btVector3 cp1;
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cp1 = v1p.cross( v2p);
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if ( (btScalar)(cp1.dot(triangleNormal)) >=edge_tolerance)
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{
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btVector3 cp2;
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cp2 = v2p.cross(v0p);
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if ( (btScalar)(cp2.dot(triangleNormal)) >=edge_tolerance)
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{
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//@BP Mod
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// Triangle normal isn't normalized
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triangleNormal.normalize();
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//@BP Mod - Allow for unflipped normal when raycasting against backfaces
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if (((m_flags & kF_KeepUnflippedNormal) == 0) && (dist_a <= btScalar(0.0)))
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{
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m_hitFraction = reportHit(-triangleNormal,distance,partId,triangleIndex);
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}
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else
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{
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m_hitFraction = reportHit(triangleNormal,distance,partId,triangleIndex);
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}
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}
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}
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}
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}
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}
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}
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btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld, const btScalar triangleCollisionMargin)
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{
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m_convexShape = convexShape;
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m_convexShapeFrom = convexShapeFrom;
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m_convexShapeTo = convexShapeTo;
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m_triangleToWorld = triangleToWorld;
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m_hitFraction = 1.0f;
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m_triangleCollisionMargin = triangleCollisionMargin;
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m_allowedPenetration = 0.f;
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}
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void
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btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId, int triangleIndex)
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{
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btTriangleShape triangleShape (triangle[0], triangle[1], triangle[2]);
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triangleShape.setMargin(m_triangleCollisionMargin);
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btVoronoiSimplexSolver simplexSolver;
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btGjkEpaPenetrationDepthSolver gjkEpaPenetrationSolver;
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//#define USE_SUBSIMPLEX_CONVEX_CAST 1
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//if you reenable USE_SUBSIMPLEX_CONVEX_CAST see commented out code below
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#ifdef USE_SUBSIMPLEX_CONVEX_CAST
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btSubsimplexConvexCast convexCaster(m_convexShape, &triangleShape, &simplexSolver);
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#else
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//btGjkConvexCast convexCaster(m_convexShape,&triangleShape,&simplexSolver);
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btContinuousConvexCollision convexCaster(m_convexShape,&triangleShape,&simplexSolver,&gjkEpaPenetrationSolver);
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#endif //#USE_SUBSIMPLEX_CONVEX_CAST
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btConvexCast::CastResult castResult;
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castResult.m_fraction = btScalar(1.);
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castResult.m_allowedPenetration = m_allowedPenetration;
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if (convexCaster.calcTimeOfImpact(m_convexShapeFrom,m_convexShapeTo,m_triangleToWorld, m_triangleToWorld, castResult))
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{
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//add hit
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if (castResult.m_normal.length2() > btScalar(0.0001))
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{
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if (castResult.m_fraction < m_hitFraction)
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{
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/* btContinuousConvexCast's normal is already in world space */
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/*
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#ifdef USE_SUBSIMPLEX_CONVEX_CAST
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//rotate normal into worldspace
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castResult.m_normal = m_convexShapeFrom.getBasis() * castResult.m_normal;
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#endif //USE_SUBSIMPLEX_CONVEX_CAST
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*/
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castResult.m_normal.normalize();
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reportHit (castResult.m_normal,
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castResult.m_hitPoint,
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castResult.m_fraction,
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partId,
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triangleIndex);
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}
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}
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}
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}
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