177 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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 "btGjkConvexCast.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "btGjkPairDetector.h"
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#include "btPointCollector.h"
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#include "LinearMath/btTransformUtil.h"
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#ifdef BT_USE_DOUBLE_PRECISION
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#define MAX_ITERATIONS 64
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#else
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#define MAX_ITERATIONS 32
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#endif
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btGjkConvexCast::btGjkConvexCast(const btConvexShape* convexA,const btConvexShape* convexB,btSimplexSolverInterface* simplexSolver)
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:m_simplexSolver(simplexSolver),
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m_convexA(convexA),
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m_convexB(convexB)
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{
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}
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bool	btGjkConvexCast::calcTimeOfImpact(
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					const btTransform& fromA,
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					const btTransform& toA,
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					const btTransform& fromB,
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					const btTransform& toB,
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					CastResult& result)
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{
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	m_simplexSolver->reset();
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	/// compute linear velocity for this interval, to interpolate
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	//assume no rotation/angular velocity, assert here?
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	btVector3 linVelA,linVelB;
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	linVelA = toA.getOrigin()-fromA.getOrigin();
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	linVelB = toB.getOrigin()-fromB.getOrigin();
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	btScalar radius = btScalar(0.001);
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	btScalar lambda = btScalar(0.);
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	btVector3 v(1,0,0);
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	int maxIter = MAX_ITERATIONS;
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	btVector3 n;
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	n.setValue(btScalar(0.),btScalar(0.),btScalar(0.));
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	bool hasResult = false;
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	btVector3 c;
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	btVector3 r = (linVelA-linVelB);
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	btScalar lastLambda = lambda;
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	//btScalar epsilon = btScalar(0.001);
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	int numIter = 0;
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	//first solution, using GJK
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	btTransform identityTrans;
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	identityTrans.setIdentity();
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//	result.drawCoordSystem(sphereTr);
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	btPointCollector	pointCollector;
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	btGjkPairDetector gjk(m_convexA,m_convexB,m_simplexSolver,0);//m_penetrationDepthSolver);		
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	btGjkPairDetector::ClosestPointInput input;
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	//we don't use margins during CCD
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	//	gjk.setIgnoreMargin(true);
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	input.m_transformA = fromA;
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	input.m_transformB = fromB;
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	gjk.getClosestPoints(input,pointCollector,0);
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	hasResult = pointCollector.m_hasResult;
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	c = pointCollector.m_pointInWorld;
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	if (hasResult)
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	{
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		btScalar dist;
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		dist = pointCollector.m_distance;
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		n = pointCollector.m_normalOnBInWorld;
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		//not close enough
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		while (dist > radius)
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		{
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			numIter++;
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			if (numIter > maxIter)
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			{
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				return false; //todo: report a failure
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			}
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			btScalar dLambda = btScalar(0.);
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			btScalar projectedLinearVelocity = r.dot(n);
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			dLambda = dist / (projectedLinearVelocity);
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			lambda = lambda - dLambda;
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			if (lambda > btScalar(1.))
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				return false;
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			if (lambda < btScalar(0.))
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				return false;
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			//todo: next check with relative epsilon
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			if (lambda <= lastLambda)
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			{
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				return false;
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				//n.setValue(0,0,0);
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				break;
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			}
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			lastLambda = lambda;
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			//interpolate to next lambda
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			result.DebugDraw( lambda );
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			input.m_transformA.getOrigin().setInterpolate3(fromA.getOrigin(),toA.getOrigin(),lambda);
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			input.m_transformB.getOrigin().setInterpolate3(fromB.getOrigin(),toB.getOrigin(),lambda);
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			gjk.getClosestPoints(input,pointCollector,0);
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			if (pointCollector.m_hasResult)
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			{
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				if (pointCollector.m_distance < btScalar(0.))
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				{
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					result.m_fraction = lastLambda;
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					n = pointCollector.m_normalOnBInWorld;
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					result.m_normal=n;
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					result.m_hitPoint = pointCollector.m_pointInWorld;
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					return true;
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				}
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				c = pointCollector.m_pointInWorld;		
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				n = pointCollector.m_normalOnBInWorld;
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				dist = pointCollector.m_distance;
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			} else
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			{
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				//??
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				return false;
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			}
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		}
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		//is n normalized?
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		//don't report time of impact for motion away from the contact normal (or causes minor penetration)
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		if (n.dot(r)>=-result.m_allowedPenetration)
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			return false;
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		result.m_fraction = lambda;
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		result.m_normal = n;
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		result.m_hitPoint = c;
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		return true;
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	}
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	return false;
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}
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