use of com.bulletphysics.linearmath.Transform in project bdx by GoranM.
the class GameObject method transform.
public void transform(Matrix4f mat, boolean updateLocal) {
activate();
Transform t = new Transform();
t.set(mat);
Vector3f v = new Vector3f();
for (int i = 0; i < 3; ++i) {
t.basis.getColumn(i, v);
v.normalize();
t.basis.setColumn(i, v);
}
body.setWorldTransform(t);
// required for static objects:
body.getMotionState().setWorldTransform(t);
if (body.isInWorld() && body.isStaticOrKinematicObject()) {
scene.world.updateSingleAabb(body);
for (GameObject g : touchingObjects) g.activate();
}
//
updateChildTransforms();
if (parent != null && updateLocal) {
updateLocalTransform();
}
}
use of com.bulletphysics.linearmath.Transform in project bdx by GoranM.
the class Dbvt method collideTT.
public static void collideTT(Node root0, Transform xform0, Node root1, Transform xform1, ICollide policy) {
Stack stack = Stack.enter();
Transform xform = stack.allocTransform();
xform.inverse(xform0);
xform.mul(xform1);
collideTT(root0, root1, xform, policy);
stack.leave();
}
use of com.bulletphysics.linearmath.Transform in project bdx by GoranM.
the class CompoundCollisionAlgorithm method calculateTimeOfImpact.
@Override
public float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) {
Stack stack = Stack.enter();
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.allocTransform();
Transform orgTrans = stack.allocTransform();
Transform childTrans = stack.allocTransform();
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);
}
stack.leave();
return hitFraction;
}
use of com.bulletphysics.linearmath.Transform in project bdx by GoranM.
the class ConvexConcaveCollisionAlgorithm method calculateTimeOfImpact.
@Override
public float calculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) {
Stack stack = Stack.enter();
Vector3f tmp = stack.allocVector3f();
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.allocTransform()).origin, convexbody.getWorldTransform(stack.allocTransform()).origin);
float squareMot0 = tmp.lengthSquared();
if (squareMot0 < convexbody.getCcdSquareMotionThreshold()) {
stack.leave();
return 1f;
}
Transform tmpTrans = stack.allocTransform();
//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.allocTransform());
triInv.inverse();
Transform convexFromLocal = stack.allocTransform();
convexFromLocal.mul(triInv, convexbody.getWorldTransform(tmpTrans));
Transform convexToLocal = stack.allocTransform();
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);
// is this available?
float curHitFraction = 1f;
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);
stack.leave();
return raycastCallback.hitFraction;
}
}
stack.leave();
return 1f;
}
use of com.bulletphysics.linearmath.Transform in project bdx by GoranM.
the class ConvexTriangleCallback method processTriangle.
public void processTriangle(Vector3f[] triangle, int partId, int triangleIndex) {
// just for debugging purposes
//printf("triangle %d",m_triangleCount++);
// aabb filter is already applied!
ci.dispatcher1 = dispatcher;
CollisionObject ob = (CollisionObject) triBody;
// debug drawing of the overlapping triangles
if (dispatchInfoPtr != null && dispatchInfoPtr.debugDraw != null && dispatchInfoPtr.debugDraw.getDebugMode() > 0) {
Stack stack = Stack.enter();
Vector3f color = stack.allocVector3f();
color.set(255, 255, 0);
Transform tr = ob.getWorldTransform(stack.allocTransform());
Vector3f tmp1 = stack.allocVector3f();
Vector3f tmp2 = stack.allocVector3f();
tmp1.set(triangle[0]);
tr.transform(tmp1);
tmp2.set(triangle[1]);
tr.transform(tmp2);
dispatchInfoPtr.debugDraw.drawLine(tmp1, tmp2, color);
tmp1.set(triangle[1]);
tr.transform(tmp1);
tmp2.set(triangle[2]);
tr.transform(tmp2);
dispatchInfoPtr.debugDraw.drawLine(tmp1, tmp2, color);
tmp1.set(triangle[2]);
tr.transform(tmp1);
tmp2.set(triangle[0]);
tr.transform(tmp2);
dispatchInfoPtr.debugDraw.drawLine(tmp1, tmp2, color);
//btVector3 center = triangle[0] + triangle[1]+triangle[2];
//center *= btScalar(0.333333);
//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[0]),tr(center),color);
//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[1]),tr(center),color);
//m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[2]),tr(center),color);
stack.leave();
}
if (convexBody.getCollisionShape().isConvex()) {
tm.init(triangle[0], triangle[1], triangle[2]);
tm.setMargin(collisionMarginTriangle);
CollisionShape tmpShape = ob.getCollisionShape();
ob.internalSetTemporaryCollisionShape(tm);
CollisionAlgorithm colAlgo = ci.dispatcher1.findAlgorithm(convexBody, triBody, manifoldPtr);
// this should use the btDispatcher, so the actual registered algorithm is used
// btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody);
resultOut.setShapeIdentifiers(-1, -1, partId, triangleIndex);
//cvxcvxalgo.setShapeIdentifiers(-1,-1,partId,triangleIndex);
//cvxcvxalgo.processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
colAlgo.processCollision(convexBody, triBody, dispatchInfoPtr, resultOut);
//colAlgo.destroy();
ci.dispatcher1.freeCollisionAlgorithm(colAlgo);
ob.internalSetTemporaryCollisionShape(tmpShape);
}
}
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