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