| 1 | /* | 
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| 2 | Bullet Continuous Collision Detection and Physics Library | 
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| 3 | Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/ | 
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| 4 |  | 
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| 5 | This software is provided 'as-is', without any express or implied warranty. | 
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| 6 | In no event will the authors be held liable for any damages arising from the use of this software. | 
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| 7 | Permission is granted to anyone to use this software for any purpose,  | 
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| 8 | including commercial applications, and to alter it and redistribute it freely,  | 
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| 9 | subject to the following restrictions: | 
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| 10 |  | 
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| 11 | 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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| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | 
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| 13 | 3. This notice may not be removed or altered from any source distribution. | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | //#include <stdio.h> | 
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| 17 |  | 
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| 18 | #include "BulletCollision/CollisionShapes/btConvexShape.h" | 
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| 19 | #include "BulletCollision/CollisionShapes/btTriangleShape.h" | 
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| 20 | #include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h" | 
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| 21 | #include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h" | 
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| 22 | #include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h" | 
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| 23 | #include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h" | 
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| 24 | #include "btRaycastCallback.h" | 
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| 25 |  | 
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| 26 | btTriangleRaycastCallback::btTriangleRaycastCallback(const btVector3& from,const btVector3& to, unsigned int flags) | 
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| 27 |         : | 
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| 28 |         m_from(from), | 
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| 29 |         m_to(to), | 
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| 30 |    //@BP Mod | 
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| 31 |    m_flags(flags), | 
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| 32 |         m_hitFraction(btScalar(1.)) | 
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| 33 | { | 
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| 34 |  | 
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| 35 | } | 
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| 36 |  | 
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| 37 |  | 
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| 38 |  | 
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| 39 | void btTriangleRaycastCallback::processTriangle(btVector3* triangle,int partId, int triangleIndex) | 
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| 40 | { | 
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| 41 |         const btVector3 &vert0=triangle[0]; | 
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| 42 |         const btVector3 &vert1=triangle[1]; | 
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| 43 |         const btVector3 &vert2=triangle[2]; | 
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| 44 |  | 
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| 45 |         btVector3 v10; v10 = vert1 - vert0 ; | 
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| 46 |         btVector3 v20; v20 = vert2 - vert0 ; | 
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| 47 |  | 
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| 48 |         btVector3 triangleNormal; triangleNormal = v10.cross( v20 ); | 
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| 49 |          | 
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| 50 |         const btScalar dist = vert0.dot(triangleNormal); | 
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| 51 |         btScalar dist_a = triangleNormal.dot(m_from) ; | 
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| 52 |         dist_a-= dist; | 
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| 53 |         btScalar dist_b = triangleNormal.dot(m_to); | 
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| 54 |         dist_b -= dist; | 
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| 55 |  | 
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| 56 |         if ( dist_a * dist_b >= btScalar(0.0) ) | 
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| 57 |         { | 
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| 58 |                 return ; // same sign | 
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| 59 |         } | 
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| 60 |    //@BP Mod - Backface filtering | 
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| 61 |    if (((m_flags & kF_FilterBackfaces) != 0) && (dist_a > btScalar(0.0))) | 
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| 62 |    { | 
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| 63 |       // Backface, skip check | 
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| 64 |       return; | 
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| 65 |    } | 
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| 66 |          | 
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| 67 |         const btScalar proj_length=dist_a-dist_b; | 
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| 68 |         const btScalar distance = (dist_a)/(proj_length); | 
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| 69 |         // Now we have the intersection point on the plane, we'll see if it's inside the triangle | 
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| 70 |         // Add an epsilon as a tolerance for the raycast, | 
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| 71 |         // in case the ray hits exacly on the edge of the triangle. | 
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| 72 |         // It must be scaled for the triangle size. | 
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| 73 |          | 
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| 74 |         if(distance < m_hitFraction) | 
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| 75 |         { | 
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| 76 |                  | 
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| 77 |  | 
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| 78 |                 btScalar edge_tolerance =triangleNormal.length2();               | 
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| 79 |                 edge_tolerance *= btScalar(-0.0001); | 
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| 80 |                 btVector3 point; point.setInterpolate3( m_from, m_to, distance); | 
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| 81 |                 { | 
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| 82 |                         btVector3 v0p; v0p = vert0 - point; | 
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| 83 |                         btVector3 v1p; v1p = vert1 - point; | 
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| 84 |                         btVector3 cp0; cp0 = v0p.cross( v1p ); | 
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| 85 |  | 
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| 86 |                         if ( (btScalar)(cp0.dot(triangleNormal)) >=edge_tolerance)  | 
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| 87 |                         { | 
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| 88 |                                                  | 
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| 89 |  | 
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| 90 |                                 btVector3 v2p; v2p = vert2 -  point; | 
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| 91 |                                 btVector3 cp1; | 
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| 92 |                                 cp1 = v1p.cross( v2p); | 
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| 93 |                                 if ( (btScalar)(cp1.dot(triangleNormal)) >=edge_tolerance)  | 
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| 94 |                                 { | 
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| 95 |                                         btVector3 cp2; | 
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| 96 |                                         cp2 = v2p.cross(v0p); | 
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| 97 |                                          | 
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| 98 |                                         if ( (btScalar)(cp2.dot(triangleNormal)) >=edge_tolerance)  | 
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| 99 |                                         { | 
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| 100 |                   //@BP Mod | 
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| 101 |                   // Triangle normal isn't normalized | 
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| 102 |                                       triangleNormal.normalize(); | 
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| 103 |  | 
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| 104 |                   //@BP Mod - Allow for unflipped normal when raycasting against backfaces | 
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| 105 |                   if (((m_flags & kF_KeepUnflippedNormal) != 0) || (dist_a <= btScalar(0.0))) | 
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| 106 |                                                 { | 
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| 107 |                                                         m_hitFraction = reportHit(-triangleNormal,distance,partId,triangleIndex); | 
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| 108 |                                                 } | 
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| 109 |                                                 else | 
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| 110 |                                                 { | 
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| 111 |                      m_hitFraction = reportHit(triangleNormal,distance,partId,triangleIndex); | 
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| 112 |                                                 } | 
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| 113 |                                         } | 
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| 114 |                                 } | 
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| 115 |                         } | 
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| 116 |                 } | 
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| 117 |         } | 
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| 118 | } | 
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| 119 |  | 
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| 120 |  | 
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| 121 | btTriangleConvexcastCallback::btTriangleConvexcastCallback (const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld, const btScalar triangleCollisionMargin) | 
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| 122 | { | 
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| 123 |         m_convexShape = convexShape; | 
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| 124 |         m_convexShapeFrom = convexShapeFrom; | 
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| 125 |         m_convexShapeTo = convexShapeTo; | 
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| 126 |         m_triangleToWorld = triangleToWorld; | 
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| 127 |         m_hitFraction = 1.0; | 
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| 128 |     m_triangleCollisionMargin = triangleCollisionMargin; | 
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| 129 | } | 
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| 130 |  | 
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| 131 | void | 
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| 132 | btTriangleConvexcastCallback::processTriangle (btVector3* triangle, int partId, int triangleIndex) | 
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| 133 | { | 
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| 134 |         btTriangleShape triangleShape (triangle[0], triangle[1], triangle[2]); | 
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| 135 |     triangleShape.setMargin(m_triangleCollisionMargin); | 
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| 136 |  | 
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| 137 |         btVoronoiSimplexSolver  simplexSolver; | 
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| 138 |         btGjkEpaPenetrationDepthSolver  gjkEpaPenetrationSolver; | 
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| 139 |  | 
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| 140 | //#define  USE_SUBSIMPLEX_CONVEX_CAST 1 | 
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| 141 | //if you reenable USE_SUBSIMPLEX_CONVEX_CAST see commented out code below | 
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| 142 | #ifdef USE_SUBSIMPLEX_CONVEX_CAST | 
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| 143 |         btSubsimplexConvexCast convexCaster(m_convexShape, &triangleShape, &simplexSolver); | 
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| 144 | #else | 
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| 145 |         //btGjkConvexCast       convexCaster(m_convexShape,&triangleShape,&simplexSolver); | 
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| 146 |         btContinuousConvexCollision convexCaster(m_convexShape,&triangleShape,&simplexSolver,&gjkEpaPenetrationSolver); | 
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| 147 | #endif //#USE_SUBSIMPLEX_CONVEX_CAST | 
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| 148 |          | 
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| 149 |         btConvexCast::CastResult castResult; | 
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| 150 |         castResult.m_fraction = btScalar(1.); | 
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| 151 |         if (convexCaster.calcTimeOfImpact(m_convexShapeFrom,m_convexShapeTo,m_triangleToWorld, m_triangleToWorld, castResult)) | 
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| 152 |         { | 
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| 153 |                 //add hit | 
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| 154 |                 if (castResult.m_normal.length2() > btScalar(0.0001)) | 
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| 155 |                 {                                        | 
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| 156 |                         if (castResult.m_fraction < m_hitFraction) | 
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| 157 |                         { | 
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| 158 | /* btContinuousConvexCast's normal is already in world space */ | 
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| 159 | /* | 
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| 160 | #ifdef USE_SUBSIMPLEX_CONVEX_CAST | 
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| 161 |                                 //rotate normal into worldspace | 
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| 162 |                                 castResult.m_normal = m_convexShapeFrom.getBasis() * castResult.m_normal; | 
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| 163 | #endif //USE_SUBSIMPLEX_CONVEX_CAST | 
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| 164 | */ | 
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| 165 |                                 castResult.m_normal.normalize(); | 
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| 166 |  | 
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| 167 |                                 reportHit (castResult.m_normal, | 
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| 168 |                                                         castResult.m_hitPoint, | 
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| 169 |                                                         castResult.m_fraction, | 
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| 170 |                                                         partId, | 
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| 171 |                                                         triangleIndex); | 
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| 172 |                         } | 
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| 173 |                 } | 
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| 174 |         } | 
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| 175 | } | 
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