322 lines
11 KiB
C++
322 lines
11 KiB
C++
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/*
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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 "btConvexConcaveCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
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#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
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#include "BulletCollision/CollisionShapes/btConcaveShape.h"
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#include "BulletCollision/CollisionDispatch/btManifoldResult.h"
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#include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
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btConvexConcaveCollisionAlgorithm::btConvexConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1,bool isSwapped)
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: btActivatingCollisionAlgorithm(ci,body0,body1),
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m_isSwapped(isSwapped),
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m_btConvexTriangleCallback(ci.m_dispatcher1,body0,body1,isSwapped)
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{
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}
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btConvexConcaveCollisionAlgorithm::~btConvexConcaveCollisionAlgorithm()
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{
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}
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void btConvexConcaveCollisionAlgorithm::getAllContactManifolds(btManifoldArray& manifoldArray)
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{
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if (m_btConvexTriangleCallback.m_manifoldPtr)
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{
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manifoldArray.push_back(m_btConvexTriangleCallback.m_manifoldPtr);
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}
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}
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btConvexTriangleCallback::btConvexTriangleCallback(btDispatcher* dispatcher,btCollisionObject* body0,btCollisionObject* body1,bool isSwapped):
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m_dispatcher(dispatcher),
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m_dispatchInfoPtr(0)
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{
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m_convexBody = isSwapped? body1:body0;
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m_triBody = isSwapped? body0:body1;
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//
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// create the manifold from the dispatcher 'manifold pool'
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//
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m_manifoldPtr = m_dispatcher->getNewManifold(m_convexBody,m_triBody);
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clearCache();
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}
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btConvexTriangleCallback::~btConvexTriangleCallback()
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{
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clearCache();
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m_dispatcher->releaseManifold( m_manifoldPtr );
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}
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void btConvexTriangleCallback::clearCache()
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{
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m_dispatcher->clearManifold(m_manifoldPtr);
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}
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void btConvexTriangleCallback::processTriangle(btVector3* triangle,int partId, int triangleIndex)
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{
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//just for debugging purposes
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//printf("triangle %d",m_triangleCount++);
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//aabb filter is already applied!
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btCollisionAlgorithmConstructionInfo ci;
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ci.m_dispatcher1 = m_dispatcher;
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btCollisionObject* ob = static_cast<btCollisionObject*>(m_triBody);
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///debug drawing of the overlapping triangles
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if (m_dispatchInfoPtr && m_dispatchInfoPtr->m_debugDraw && (m_dispatchInfoPtr->m_debugDraw->getDebugMode() &btIDebugDraw::DBG_DrawWireframe ))
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{
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btVector3 color(1,1,0);
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btTransform& tr = ob->getWorldTransform();
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m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[0]),tr(triangle[1]),color);
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m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[1]),tr(triangle[2]),color);
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m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[2]),tr(triangle[0]),color);
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//btVector3 center = triangle[0] + triangle[1]+triangle[2];
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//center *= btScalar(0.333333);
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//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[0]),tr(center),color);
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//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[1]),tr(center),color);
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//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[2]),tr(center),color);
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}
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//btCollisionObject* colObj = static_cast<btCollisionObject*>(m_convexProxy->m_clientObject);
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if (m_convexBody->getCollisionShape()->isConvex())
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{
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btTriangleShape tm(triangle[0],triangle[1],triangle[2]);
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tm.setMargin(m_collisionMarginTriangle);
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btCollisionShape* tmpShape = ob->getCollisionShape();
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ob->internalSetTemporaryCollisionShape( &tm );
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btCollisionAlgorithm* colAlgo = ci.m_dispatcher1->findAlgorithm(m_convexBody,m_triBody,m_manifoldPtr);
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if (m_resultOut->getBody0Internal() == m_triBody)
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{
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m_resultOut->setShapeIdentifiersA(partId,triangleIndex);
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}
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else
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{
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m_resultOut->setShapeIdentifiersB(partId,triangleIndex);
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}
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colAlgo->processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
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colAlgo->~btCollisionAlgorithm();
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ci.m_dispatcher1->freeCollisionAlgorithm(colAlgo);
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ob->internalSetTemporaryCollisionShape( tmpShape);
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}
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}
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void btConvexTriangleCallback::setTimeStepAndCounters(btScalar collisionMarginTriangle,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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m_dispatchInfoPtr = &dispatchInfo;
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m_collisionMarginTriangle = collisionMarginTriangle;
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m_resultOut = resultOut;
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//recalc aabbs
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btTransform convexInTriangleSpace;
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convexInTriangleSpace = m_triBody->getWorldTransform().inverse() * m_convexBody->getWorldTransform();
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btCollisionShape* convexShape = static_cast<btCollisionShape*>(m_convexBody->getCollisionShape());
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//CollisionShape* triangleShape = static_cast<btCollisionShape*>(triBody->m_collisionShape);
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convexShape->getAabb(convexInTriangleSpace,m_aabbMin,m_aabbMax);
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btScalar extraMargin = collisionMarginTriangle;
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btVector3 extra(extraMargin,extraMargin,extraMargin);
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m_aabbMax += extra;
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m_aabbMin -= extra;
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}
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void btConvexConcaveCollisionAlgorithm::clearCache()
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{
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m_btConvexTriangleCallback.clearCache();
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}
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void btConvexConcaveCollisionAlgorithm::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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btCollisionObject* convexBody = m_isSwapped ? body1 : body0;
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btCollisionObject* triBody = m_isSwapped ? body0 : body1;
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if (triBody->getCollisionShape()->isConcave())
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{
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btCollisionObject* triOb = triBody;
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btConcaveShape* concaveShape = static_cast<btConcaveShape*>( triOb->getCollisionShape());
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if (convexBody->getCollisionShape()->isConvex())
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{
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btScalar collisionMarginTriangle = concaveShape->getMargin();
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resultOut->setPersistentManifold(m_btConvexTriangleCallback.m_manifoldPtr);
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m_btConvexTriangleCallback.setTimeStepAndCounters(collisionMarginTriangle,dispatchInfo,resultOut);
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//Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here.
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//m_dispatcher->clearManifold(m_btConvexTriangleCallback.m_manifoldPtr);
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m_btConvexTriangleCallback.m_manifoldPtr->setBodies(convexBody,triBody);
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concaveShape->processAllTriangles( &m_btConvexTriangleCallback,m_btConvexTriangleCallback.getAabbMin(),m_btConvexTriangleCallback.getAabbMax());
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resultOut->refreshContactPoints();
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}
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}
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}
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btScalar btConvexConcaveCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
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{
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(void)resultOut;
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(void)dispatchInfo;
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btCollisionObject* convexbody = m_isSwapped ? body1 : body0;
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btCollisionObject* triBody = m_isSwapped ? body0 : body1;
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//quick approximation using raycast, todo: hook up to the continuous collision detection (one of the btConvexCast)
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//only perform CCD above a certain threshold, this prevents blocking on the long run
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//because object in a blocked ccd state (hitfraction<1) get their linear velocity halved each frame...
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btScalar squareMot0 = (convexbody->getInterpolationWorldTransform().getOrigin() - convexbody->getWorldTransform().getOrigin()).length2();
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if (squareMot0 < convexbody->getCcdSquareMotionThreshold())
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{
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return btScalar(1.);
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}
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//const btVector3& from = convexbody->m_worldTransform.getOrigin();
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//btVector3 to = convexbody->m_interpolationWorldTransform.getOrigin();
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//todo: only do if the motion exceeds the 'radius'
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btTransform triInv = triBody->getWorldTransform().inverse();
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btTransform convexFromLocal = triInv * convexbody->getWorldTransform();
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btTransform convexToLocal = triInv * convexbody->getInterpolationWorldTransform();
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struct LocalTriangleSphereCastCallback : public btTriangleCallback
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{
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btTransform m_ccdSphereFromTrans;
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btTransform m_ccdSphereToTrans;
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btTransform m_meshTransform;
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btScalar m_ccdSphereRadius;
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btScalar m_hitFraction;
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LocalTriangleSphereCastCallback(const btTransform& from,const btTransform& to,btScalar ccdSphereRadius,btScalar hitFraction)
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:m_ccdSphereFromTrans(from),
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m_ccdSphereToTrans(to),
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m_ccdSphereRadius(ccdSphereRadius),
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m_hitFraction(hitFraction)
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{
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}
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virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex)
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{
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(void)partId;
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(void)triangleIndex;
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//do a swept sphere for now
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btTransform ident;
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ident.setIdentity();
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btConvexCast::CastResult castResult;
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castResult.m_fraction = m_hitFraction;
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btSphereShape pointShape(m_ccdSphereRadius);
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btTriangleShape triShape(triangle[0],triangle[1],triangle[2]);
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btVoronoiSimplexSolver simplexSolver;
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btSubsimplexConvexCast convexCaster(&pointShape,&triShape,&simplexSolver);
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//GjkConvexCast convexCaster(&pointShape,convexShape,&simplexSolver);
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//ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);
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//local space?
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if (convexCaster.calcTimeOfImpact(m_ccdSphereFromTrans,m_ccdSphereToTrans,
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ident,ident,castResult))
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{
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if (m_hitFraction > castResult.m_fraction)
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m_hitFraction = castResult.m_fraction;
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}
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}
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};
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if (triBody->getCollisionShape()->isConcave())
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{
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btVector3 rayAabbMin = convexFromLocal.getOrigin();
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rayAabbMin.setMin(convexToLocal.getOrigin());
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btVector3 rayAabbMax = convexFromLocal.getOrigin();
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rayAabbMax.setMax(convexToLocal.getOrigin());
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btScalar ccdRadius0 = convexbody->getCcdSweptSphereRadius();
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rayAabbMin -= btVector3(ccdRadius0,ccdRadius0,ccdRadius0);
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rayAabbMax += btVector3(ccdRadius0,ccdRadius0,ccdRadius0);
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btScalar curHitFraction = btScalar(1.); //is this available?
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LocalTriangleSphereCastCallback raycastCallback(convexFromLocal,convexToLocal,
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convexbody->getCcdSweptSphereRadius(),curHitFraction);
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raycastCallback.m_hitFraction = convexbody->getHitFraction();
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btCollisionObject* concavebody = triBody;
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btConcaveShape* triangleMesh = (btConcaveShape*) concavebody->getCollisionShape();
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if (triangleMesh)
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{
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triangleMesh->processAllTriangles(&raycastCallback,rayAabbMin,rayAabbMax);
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}
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if (raycastCallback.m_hitFraction < convexbody->getHitFraction())
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{
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convexbody->setHitFraction( raycastCallback.m_hitFraction);
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return raycastCallback.m_hitFraction;
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}
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}
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return btScalar(1.);
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}
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