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Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/

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.

#include "btContinuousConvexCollision.h"
#include "BulletCollision/CollisionShapes/btConvexShape.h"
#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h"
#include "LinearMath/btTransformUtil.h"
#include "BulletCollision/CollisionShapes/btSphereShape.h"

#include "btGjkPairDetector.h"
#include "btPointCollector.h"

btContinuousConvexCollision::btContinuousConvexCollision ( const btConvexShape*     convexA,const btConvexShape*  convexB,btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* penetrationDepthSolver)

/// This maximum should not be necessary. It allows for untested/degenerate cases in production code.
/// You don't want your game ever to lock-up.

00039 bool  btContinuousConvexCollision::calcTimeOfImpact(
                        const btTransform& fromA,
                        const btTransform& toA,
                        const btTransform& fromB,
                        const btTransform& toB,
                        CastResult& result)


      /// compute linear and angular velocity for this interval, to interpolate
      btVector3 linVelA,angVelA,linVelB,angVelB;

      btScalar boundingRadiusA = m_convexA->getAngularMotionDisc();
      btScalar boundingRadiusB = m_convexB->getAngularMotionDisc();

      btScalar maxAngularProjectedVelocity = angVelA.length() * boundingRadiusA + angVelB.length() * boundingRadiusB;
      btVector3 relLinVel = (linVelB-linVelA);

      btScalar relLinVelocLength = (linVelB-linVelA).length();
      if ((relLinVelocLength+maxAngularProjectedVelocity) == 0.f)
            return false;

      btScalar radius = btScalar(0.001);

      btScalar lambda = btScalar(0.);
      btVector3 v(1,0,0);

      int maxIter = MAX_ITERATIONS;

      btVector3 n;
      bool hasResult = false;
      btVector3 c;

      btScalar lastLambda = lambda;
      //btScalar epsilon = btScalar(0.001);

      int numIter = 0;
      //first solution, using GJK

      btTransform identityTrans;

      btSphereShape     raySphere(btScalar(0.0));

//    result.drawCoordSystem(sphereTr);

      btPointCollector  pointCollector1;

            btGjkPairDetector gjk(m_convexA,m_convexB,m_simplexSolver,m_penetrationDepthSolver);            
            btGjkPairDetector::ClosestPointInput input;
            //we don't use margins during CCD
      //    gjk.setIgnoreMargin(true);

            input.m_transformA = fromA;
            input.m_transformB = fromB;

            hasResult = pointCollector1.m_hasResult;
            c = pointCollector1.m_pointInWorld;

      if (hasResult)
            btScalar dist;
            dist = pointCollector1.m_distance;
            n = pointCollector1.m_normalOnBInWorld;

            btScalar projectedLinearVelocity = relLinVel.dot(n);
            //not close enough
            while (dist > radius)
                  if (numIter > maxIter)
                        return false; //todo: report a failure
                  btScalar dLambda = btScalar(0.);

                  projectedLinearVelocity = relLinVel.dot(n);

                  //calculate safe moving fraction from distance / (linear+rotational velocity)
                  //btScalar clippedDist  = GEN_min(angularConservativeRadius,dist);
                  //btScalar clippedDist  = dist;
                  dLambda = dist / (projectedLinearVelocity+ maxAngularProjectedVelocity);

                  lambda = lambda + dLambda;

                  if (lambda > btScalar(1.))
                        return false;

                  if (lambda < btScalar(0.))
                        return false;

                  //todo: next check with relative epsilon
                  if (lambda <= lastLambda)
                        return false;
                  lastLambda = lambda;


                  //interpolate to next lambda
                  btTransform interpolatedTransA,interpolatedTransB,relativeTrans;

                  relativeTrans = interpolatedTransB.inverseTimes(interpolatedTransA);

                  result.DebugDraw( lambda );

                  btPointCollector  pointCollector;
                  btGjkPairDetector gjk(m_convexA,m_convexB,m_simplexSolver,m_penetrationDepthSolver);
                  btGjkPairDetector::ClosestPointInput input;
                  input.m_transformA = interpolatedTransA;
                  input.m_transformB = interpolatedTransB;
                  if (pointCollector.m_hasResult)
                        if (pointCollector.m_distance < btScalar(0.))
                              //degenerate ?!
                              result.m_fraction = lastLambda;
                              n = pointCollector.m_normalOnBInWorld;
                              result.m_normal=n;//.setValue(1,1,1);// = n;
                              result.m_hitPoint = pointCollector.m_pointInWorld;
                              return true;
                        c = pointCollector.m_pointInWorld;        
                        n = pointCollector.m_normalOnBInWorld;
                        dist = pointCollector.m_distance;
                  } else
                        return false;


            //don't report time of impact for motion away from the contact normal (or causes minor penetration)
            if ((projectedLinearVelocity+ maxAngularProjectedVelocity)<=result.m_allowedPenetration)//SIMD_EPSILON)
                  return false;

            result.m_fraction = lambda;
            result.m_normal = n;
            result.m_hitPoint = c;
            return true;

      return false;

      //if movement away from normal, discard result
      btVector3 move = transBLocalTo.getOrigin() - transBLocalFrom.getOrigin();
      if (result.m_fraction < btScalar(1.))
            if (move.dot(result.m_normal) <= btScalar(0.))


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