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/*
* Java port of Bullet (c) 2008 Martin Dvorak
*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
*
* 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.
*/
package com.bulletphysics.collision.dispatch;
import com.bulletphysics.collision.broadphase.CollisionAlgorithm;
import com.bulletphysics.collision.broadphase.CollisionAlgorithmConstructionInfo;
import com.bulletphysics.collision.broadphase.DispatcherInfo;
import com.bulletphysics.collision.narrowphase.ConvexCast.CastResult;
import com.bulletphysics.collision.narrowphase.PersistentManifold;
import com.bulletphysics.collision.narrowphase.SubsimplexConvexCast;
import com.bulletphysics.collision.narrowphase.VoronoiSimplexSolver;
import com.bulletphysics.collision.shapes.ConcaveShape;
import com.bulletphysics.collision.shapes.SphereShape;
import com.bulletphysics.collision.shapes.TriangleCallback;
import com.bulletphysics.collision.shapes.TriangleShape;
import com.bulletphysics.linearmath.Transform;
import com.bulletphysics.linearmath.VectorUtil;
import com.bulletphysics.util.ObjectArrayList;
import com.bulletphysics.util.ObjectPool;
import cz.advel.stack.Stack;
import javax.vecmath.Vector3f;
/**
* ConvexConcaveCollisionAlgorithm supports collision between convex shapes
* and (concave) trianges meshes.
*
* @author jezek2
*/
public class ConvexConcaveCollisionAlgorithm extends CollisionAlgorithm {
private boolean isSwapped;
private ConvexTriangleCallback btConvexTriangleCallback;
public void init(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, boolean isSwapped) {
super.init(ci);
this.isSwapped = isSwapped;
this.btConvexTriangleCallback = new ConvexTriangleCallback(dispatcher, body0, body1, isSwapped);
}
@Override
public void destroy() {
btConvexTriangleCallback.destroy();
}
@Override
public void processCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) {
CollisionObject convexBody = isSwapped ? body1 : body0;
CollisionObject triBody = isSwapped ? body0 : body1;
if (triBody.getCollisionShape().isConcave()) {
CollisionObject triOb = triBody;
ConcaveShape concaveShape = (ConcaveShape)triOb.getCollisionShape();
if (convexBody.getCollisionShape().isConvex()) {
float collisionMarginTriangle = concaveShape.getMargin();
resultOut.setPersistentManifold(btConvexTriangleCallback.manifoldPtr);
btConvexTriangleCallback.setTimeStepAndCounters(collisionMarginTriangle, dispatchInfo, resultOut);
// Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here.
//m_dispatcher->clearManifold(m_btConvexTriangleCallback.m_manifoldPtr);
btConvexTriangleCallback.manifoldPtr.setBodies(convexBody, triBody);
concaveShape.processAllTriangles(
btConvexTriangleCallback,
btConvexTriangleCallback.getAabbMin(Stack.alloc(Vector3f.class)),
btConvexTriangleCallback.getAabbMax(Stack.alloc(Vector3f.class)));
resultOut.refreshContactPoints();
}
}
}
@Override
public float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) {
Vector3f tmp = Stack.alloc(Vector3f.class);
CollisionObject convexbody = isSwapped ? body1 : body0;
CollisionObject triBody = isSwapped ? body0 : body1;
// quick approximation using raycast, todo: hook up to the continuous collision detection (one of the btConvexCast)
// only perform CCD above a certain threshold, this prevents blocking on the long run
// because object in a blocked ccd state (hitfraction<1) get their linear velocity halved each frame...
tmp.sub(convexbody.getInterpolationWorldTransform(Stack.alloc(Transform.class)).origin, convexbody.getWorldTransform(Stack.alloc(Transform.class)).origin);
float squareMot0 = tmp.lengthSquared();
if (squareMot0 < convexbody.getCcdSquareMotionThreshold()) {
return 1f;
}
Transform tmpTrans = Stack.alloc(Transform.class);
//const btVector3& from = convexbody->m_worldTransform.getOrigin();
//btVector3 to = convexbody->m_interpolationWorldTransform.getOrigin();
//todo: only do if the motion exceeds the 'radius'
Transform triInv = triBody.getWorldTransform(Stack.alloc(Transform.class));
triInv.inverse();
Transform convexFromLocal = Stack.alloc(Transform.class);
convexFromLocal.mul(triInv, convexbody.getWorldTransform(tmpTrans));
Transform convexToLocal = Stack.alloc(Transform.class);
convexToLocal.mul(triInv, convexbody.getInterpolationWorldTransform(tmpTrans));
if (triBody.getCollisionShape().isConcave()) {
Vector3f rayAabbMin = Stack.alloc(convexFromLocal.origin);
VectorUtil.setMin(rayAabbMin, convexToLocal.origin);
Vector3f rayAabbMax = Stack.alloc(convexFromLocal.origin);
VectorUtil.setMax(rayAabbMax, convexToLocal.origin);
float ccdRadius0 = convexbody.getCcdSweptSphereRadius();
tmp.set(ccdRadius0, ccdRadius0, ccdRadius0);
rayAabbMin.sub(tmp);
rayAabbMax.add(tmp);
float curHitFraction = 1f; // is this available?
LocalTriangleSphereCastCallback raycastCallback = new LocalTriangleSphereCastCallback(convexFromLocal, convexToLocal, convexbody.getCcdSweptSphereRadius(), curHitFraction);
raycastCallback.hitFraction = convexbody.getHitFraction();
CollisionObject concavebody = triBody;
ConcaveShape triangleMesh = (ConcaveShape)concavebody.getCollisionShape();
if (triangleMesh != null) {
triangleMesh.processAllTriangles(raycastCallback, rayAabbMin, rayAabbMax);
}
if (raycastCallback.hitFraction < convexbody.getHitFraction()) {
convexbody.setHitFraction(raycastCallback.hitFraction);
return raycastCallback.hitFraction;
}
}
return 1f;
}
@Override
public void getAllContactManifolds(ObjectArrayList manifoldArray) {
if (btConvexTriangleCallback.manifoldPtr != null) {
manifoldArray.add(btConvexTriangleCallback.manifoldPtr);
}
}
public void clearCache() {
btConvexTriangleCallback.clearCache();
}
////////////////////////////////////////////////////////////////////////////
private static class LocalTriangleSphereCastCallback extends TriangleCallback {
public final Transform ccdSphereFromTrans = new Transform();
public final Transform ccdSphereToTrans = new Transform();
public final Transform meshTransform = new Transform();
public float ccdSphereRadius;
public float hitFraction;
private final Transform ident = new Transform();
public LocalTriangleSphereCastCallback(Transform from, Transform to, float ccdSphereRadius, float hitFraction) {
this.ccdSphereFromTrans.set(from);
this.ccdSphereToTrans.set(to);
this.ccdSphereRadius = ccdSphereRadius;
this.hitFraction = hitFraction;
// JAVA NOTE: moved here from processTriangle
ident.setIdentity();
}
public void processTriangle(Vector3f[] triangle, int partId, int triangleIndex) {
// do a swept sphere for now
//btTransform ident;
//ident.setIdentity();
CastResult castResult = new CastResult();
castResult.fraction = hitFraction;
SphereShape pointShape = new SphereShape(ccdSphereRadius);
TriangleShape triShape = new TriangleShape(triangle[0], triangle[1], triangle[2]);
VoronoiSimplexSolver simplexSolver = new VoronoiSimplexSolver();
SubsimplexConvexCast convexCaster = new SubsimplexConvexCast(pointShape, triShape, simplexSolver);
//GjkConvexCast convexCaster(&pointShape,convexShape,&simplexSolver);
//ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);
//local space?
if (convexCaster.calcTimeOfImpact(ccdSphereFromTrans, ccdSphereToTrans, ident, ident, castResult)) {
if (hitFraction > castResult.fraction) {
hitFraction = castResult.fraction;
}
}
}
}
////////////////////////////////////////////////////////////////////////////
public static class CreateFunc extends CollisionAlgorithmCreateFunc {
private final ObjectPool pool = ObjectPool.get(ConvexConcaveCollisionAlgorithm.class);
@Override
public CollisionAlgorithm createCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1) {
ConvexConcaveCollisionAlgorithm algo = pool.get();
algo.init(ci, body0, body1, false);
return algo;
}
@Override
public void releaseCollisionAlgorithm(CollisionAlgorithm algo) {
pool.release((ConvexConcaveCollisionAlgorithm)algo);
}
}
public static class SwappedCreateFunc extends CollisionAlgorithmCreateFunc {
private final ObjectPool pool = ObjectPool.get(ConvexConcaveCollisionAlgorithm.class);
@Override
public CollisionAlgorithm createCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1) {
ConvexConcaveCollisionAlgorithm algo = pool.get();
algo.init(ci, body0, body1, true);
return algo;
}
@Override
public void releaseCollisionAlgorithm(CollisionAlgorithm algo) {
pool.release((ConvexConcaveCollisionAlgorithm)algo);
}
}
}