Package com.bulletphysics.collision.dispatch

Source Code of com.bulletphysics.collision.dispatch.CompoundCollisionAlgorithm$CreateFunc

/*
* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
*
* 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.narrowphase.PersistentManifold;
import com.bulletphysics.collision.broadphase.CollisionAlgorithm;
import com.bulletphysics.collision.broadphase.CollisionAlgorithmConstructionInfo;
import com.bulletphysics.collision.broadphase.DispatcherInfo;
import com.bulletphysics.collision.shapes.CollisionShape;
import com.bulletphysics.collision.shapes.CompoundShape;
import com.bulletphysics.linearmath.Transform;
import com.bulletphysics.util.ObjectArrayList;
import com.bulletphysics.util.ObjectPool;
import cz.advel.stack.Stack;

/**
* CompoundCollisionAlgorithm supports collision between {@link CompoundShape}s and
* other collision shapes.
*
* @author jezek2
*/
public class CompoundCollisionAlgorithm extends CollisionAlgorithm {

  private final ObjectArrayList<CollisionAlgorithm> childCollisionAlgorithms = new ObjectArrayList<CollisionAlgorithm>();
  private boolean isSwapped;
 
  public void init(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, boolean isSwapped) {
    super.init(ci);
   
    this.isSwapped = isSwapped;

    CollisionObject colObj = isSwapped ? body1 : body0;
    CollisionObject otherObj = isSwapped ? body0 : body1;
    assert (colObj.getCollisionShape().isCompound());

    CompoundShape compoundShape = (CompoundShape) colObj.getCollisionShape();
    int numChildren = compoundShape.getNumChildShapes();
    int i;

    //childCollisionAlgorithms.resize(numChildren);
    for (i = 0; i < numChildren; i++) {
      CollisionShape tmpShape = colObj.getCollisionShape();
      CollisionShape childShape = compoundShape.getChildShape(i);
      colObj.internalSetTemporaryCollisionShape(childShape);
      childCollisionAlgorithms.add(ci.dispatcher1.findAlgorithm(colObj, otherObj));
      colObj.internalSetTemporaryCollisionShape(tmpShape);
    }
  }

  @Override
  public void destroy() {
    int numChildren = childCollisionAlgorithms.size();
    for (int i=0; i<numChildren; i++) {
      //childCollisionAlgorithms.get(i).destroy();
      dispatcher.freeCollisionAlgorithm(childCollisionAlgorithms.getQuick(i));
    }
    childCollisionAlgorithms.clear();
  }
 
  @Override
  public void processCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) {
    CollisionObject colObj = isSwapped ? body1 : body0;
    CollisionObject otherObj = isSwapped ? body0 : body1;

    assert (colObj.getCollisionShape().isCompound());
    CompoundShape compoundShape = (CompoundShape) colObj.getCollisionShape();

    // We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
    // If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
    // given Proxy0 and Proxy1, if both have a tree, Tree0 and Tree1, this means:
    // determine overlapping nodes of Proxy1 using Proxy0 AABB against Tree1
    // then use each overlapping node AABB against Tree0
    // and vise versa.

    Transform tmpTrans = Stack.alloc(Transform.class);
    Transform orgTrans = Stack.alloc(Transform.class);
    Transform childTrans = Stack.alloc(Transform.class);
    Transform orgInterpolationTrans = Stack.alloc(Transform.class);
    Transform newChildWorldTrans = Stack.alloc(Transform.class);

    int numChildren = childCollisionAlgorithms.size();
    int i;
    for (i = 0; i < numChildren; i++) {
      // temporarily exchange parent btCollisionShape with childShape, and recurse
      CollisionShape childShape = compoundShape.getChildShape(i);

      // backup
      colObj.getWorldTransform(orgTrans);
      colObj.getInterpolationWorldTransform(orgInterpolationTrans);

      compoundShape.getChildTransform(i, childTrans);
      newChildWorldTrans.mul(orgTrans, childTrans);
      colObj.setWorldTransform(newChildWorldTrans);
      colObj.setInterpolationWorldTransform(newChildWorldTrans);
     
      // the contactpoint is still projected back using the original inverted worldtrans
      CollisionShape tmpShape = colObj.getCollisionShape();
      colObj.internalSetTemporaryCollisionShape(childShape);
      childCollisionAlgorithms.getQuick(i).processCollision(colObj, otherObj, dispatchInfo, resultOut);
      // revert back
      colObj.internalSetTemporaryCollisionShape(tmpShape);
      colObj.setWorldTransform(orgTrans);
      colObj.setInterpolationWorldTransform(orgInterpolationTrans);
    }
  }

  @Override
  public float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) {
    CollisionObject colObj = isSwapped ? body1 : body0;
    CollisionObject otherObj = isSwapped ? body0 : body1;

    assert (colObj.getCollisionShape().isCompound());

    CompoundShape compoundShape = (CompoundShape) colObj.getCollisionShape();

    // We will use the OptimizedBVH, AABB tree to cull potential child-overlaps
    // If both proxies are Compound, we will deal with that directly, by performing sequential/parallel tree traversals
    // given Proxy0 and Proxy1, if both have a tree, Tree0 and Tree1, this means:
    // determine overlapping nodes of Proxy1 using Proxy0 AABB against Tree1
    // then use each overlapping node AABB against Tree0
    // and vise versa.

    Transform tmpTrans = Stack.alloc(Transform.class);
    Transform orgTrans = Stack.alloc(Transform.class);
    Transform childTrans = Stack.alloc(Transform.class);
    float hitFraction = 1f;

    int numChildren = childCollisionAlgorithms.size();
    int i;
    for (i = 0; i < numChildren; i++) {
      // temporarily exchange parent btCollisionShape with childShape, and recurse
      CollisionShape childShape = compoundShape.getChildShape(i);

      // backup
      colObj.getWorldTransform(orgTrans);

      compoundShape.getChildTransform(i, childTrans);
      //btTransform  newChildWorldTrans = orgTrans*childTrans ;
      tmpTrans.set(orgTrans);
      tmpTrans.mul(childTrans);
      colObj.setWorldTransform(tmpTrans);

      CollisionShape tmpShape = colObj.getCollisionShape();
      colObj.internalSetTemporaryCollisionShape(childShape);
      float frac = childCollisionAlgorithms.getQuick(i).calculateTimeOfImpact(colObj, otherObj, dispatchInfo, resultOut);
      if (frac < hitFraction) {
        hitFraction = frac;
      }
      // revert back
      colObj.internalSetTemporaryCollisionShape(tmpShape);
      colObj.setWorldTransform(orgTrans);
    }
    return hitFraction;
  }

  @Override
  public void getAllContactManifolds(ObjectArrayList<PersistentManifold> manifoldArray) {
    for (int i=0; i<childCollisionAlgorithms.size(); i++) {
      childCollisionAlgorithms.getQuick(i).getAllContactManifolds(manifoldArray);
    }
  }
 
  ////////////////////////////////////////////////////////////////////////////
 
  public static class CreateFunc extends CollisionAlgorithmCreateFunc {
    private final ObjectPool<CompoundCollisionAlgorithm> pool = ObjectPool.get(CompoundCollisionAlgorithm.class);

    @Override
    public CollisionAlgorithm createCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1) {
      CompoundCollisionAlgorithm algo = pool.get();
      algo.init(ci, body0, body1, false);
      return algo;
    }

    @Override
    public void releaseCollisionAlgorithm(CollisionAlgorithm algo) {
      pool.release((CompoundCollisionAlgorithm)algo);
    }
  };
 
  public static class SwappedCreateFunc extends CollisionAlgorithmCreateFunc {
    private final ObjectPool<CompoundCollisionAlgorithm> pool = ObjectPool.get(CompoundCollisionAlgorithm.class);

    @Override
    public CollisionAlgorithm createCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1) {
      CompoundCollisionAlgorithm algo = pool.get();
      algo.init(ci, body0, body1, true);
      return algo;
    }

    @Override
    public void releaseCollisionAlgorithm(CollisionAlgorithm algo) {
      pool.release((CompoundCollisionAlgorithm)algo);
    }
  };

}
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