Package com.bulletphysics.collision.dispatch

Source Code of com.bulletphysics.collision.dispatch.ConvexConcaveCollisionAlgorithm$SwappedCreateFunc

/*
* 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.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<PersistentManifold> 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<ConvexConcaveCollisionAlgorithm> 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<ConvexConcaveCollisionAlgorithm> 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);
    }
  }
 
}
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