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Diffstat (limited to 'libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionDispatch/SphereBoxCollisionAlgorithm.cs')
-rw-r--r-- | libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionDispatch/SphereBoxCollisionAlgorithm.cs | 270 |
1 files changed, 0 insertions, 270 deletions
diff --git a/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionDispatch/SphereBoxCollisionAlgorithm.cs b/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionDispatch/SphereBoxCollisionAlgorithm.cs deleted file mode 100644 index 2b4e801..0000000 --- a/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionDispatch/SphereBoxCollisionAlgorithm.cs +++ /dev/null | |||
@@ -1,270 +0,0 @@ | |||
1 | /* | ||
2 | Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru | ||
3 | Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com | ||
4 | |||
5 | This software is provided 'as-is', without any express or implied | ||
6 | warranty. In no event will the authors be held liable for any damages | ||
7 | arising from the use of this software. | ||
8 | |||
9 | Permission is granted to anyone to use this software for any purpose, | ||
10 | including commercial applications, and to alter it and redistribute it | ||
11 | freely, subject to the following restrictions: | ||
12 | |||
13 | 1. The origin of this software must not be misrepresented; you must not | ||
14 | claim that you wrote the original software. If you use this software | ||
15 | in a product, an acknowledgment in the product documentation would be | ||
16 | appreciated but is not required. | ||
17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
18 | misrepresented as being the original software. | ||
19 | 3. This notice may not be removed or altered from any source distribution. | ||
20 | */ | ||
21 | |||
22 | using System; | ||
23 | using System.Collections.Generic; | ||
24 | using System.Text; | ||
25 | using MonoXnaCompactMaths; | ||
26 | |||
27 | namespace XnaDevRu.BulletX | ||
28 | { | ||
29 | /// <summary> | ||
30 | /// SphereBoxCollisionAlgorithm provides sphere-box collision detection. | ||
31 | /// Other features are frame-coherency (persistent data) and collision response. | ||
32 | /// </summary> | ||
33 | public class SphereBoxCollisionAlgorithm : CollisionAlgorithm, IDisposable | ||
34 | { | ||
35 | private bool _ownManifold; | ||
36 | private PersistentManifold _manifold; | ||
37 | private bool _isSwapped; | ||
38 | |||
39 | public SphereBoxCollisionAlgorithm(PersistentManifold manifold, CollisionAlgorithmConstructionInfo collisionAlgorithmConstructionInfo, CollisionObject collisionObjectA, CollisionObject collisionObjectB, bool isSwapped) | ||
40 | : base(collisionAlgorithmConstructionInfo) | ||
41 | { | ||
42 | _ownManifold = false; | ||
43 | _manifold = manifold; | ||
44 | _isSwapped = isSwapped; | ||
45 | |||
46 | CollisionObject sphereObject = _isSwapped ? collisionObjectB : collisionObjectA; | ||
47 | CollisionObject boxObject = _isSwapped ? collisionObjectA : collisionObjectB; | ||
48 | |||
49 | if (_manifold == null && Dispatcher.NeedsCollision(sphereObject, boxObject)) | ||
50 | { | ||
51 | _manifold = Dispatcher.GetNewManifold(sphereObject, boxObject); | ||
52 | _ownManifold = true; | ||
53 | } | ||
54 | } | ||
55 | |||
56 | public float GetSphereDistance(CollisionObject boxObject, out Vector3 pointOnBox, out Vector3 pointOnSphere, Vector3 sphereCenter, float radius) | ||
57 | { | ||
58 | pointOnBox = new Vector3(); | ||
59 | pointOnSphere = new Vector3(); | ||
60 | |||
61 | float margins; | ||
62 | Vector3[] bounds = new Vector3[2]; | ||
63 | BoxShape boxShape = boxObject.CollisionShape as BoxShape; | ||
64 | |||
65 | bounds[0] = -boxShape.HalfExtents; | ||
66 | bounds[1] = boxShape.HalfExtents; | ||
67 | |||
68 | margins = boxShape.Margin; //also add sphereShape margin? | ||
69 | |||
70 | Matrix m44T = boxObject.WorldTransform; | ||
71 | |||
72 | Vector3[] boundsVec = new Vector3[2]; | ||
73 | float penetration; | ||
74 | |||
75 | boundsVec[0] = bounds[0]; | ||
76 | boundsVec[1] = bounds[1]; | ||
77 | |||
78 | Vector3 marginsVec = new Vector3(margins, margins, margins); | ||
79 | |||
80 | // add margins | ||
81 | bounds[0] += marginsVec; | ||
82 | bounds[1] -= marginsVec; | ||
83 | |||
84 | ///////////////////////////////////////////////// | ||
85 | |||
86 | Vector3 tmp, prel, normal, v3P; | ||
87 | Vector3[] n = new Vector3[6]; | ||
88 | float sep = 10000000.0f, sepThis; | ||
89 | |||
90 | n[0] = new Vector3(-1.0f, 0.0f, 0.0f); | ||
91 | n[1] = new Vector3(0.0f, -1.0f, 0.0f); | ||
92 | n[2] = new Vector3(0.0f, 0.0f, -1.0f); | ||
93 | n[3] = new Vector3(1.0f, 0.0f, 0.0f); | ||
94 | n[4] = new Vector3(0.0f, 1.0f, 0.0f); | ||
95 | n[5] = new Vector3(0.0f, 0.0f, 1.0f); | ||
96 | |||
97 | // convert point in local space | ||
98 | prel = MathHelper.InvXForm(m44T, sphereCenter); | ||
99 | |||
100 | bool found = false; | ||
101 | |||
102 | v3P = prel; | ||
103 | |||
104 | for (int i = 0; i < 6; i++) | ||
105 | { | ||
106 | int j = i < 3 ? 0 : 1; | ||
107 | if ((sepThis = (Vector3.Dot(v3P - bounds[j], n[i]))) > 0.0f) | ||
108 | { | ||
109 | v3P = v3P - n[i] * sepThis; | ||
110 | found = true; | ||
111 | } | ||
112 | } | ||
113 | |||
114 | // | ||
115 | |||
116 | if (found) | ||
117 | { | ||
118 | bounds[0] = boundsVec[0]; | ||
119 | bounds[1] = boundsVec[1]; | ||
120 | |||
121 | normal = Vector3.Normalize(prel - v3P); | ||
122 | pointOnBox = v3P + normal * margins; | ||
123 | pointOnSphere = prel - normal * radius; | ||
124 | |||
125 | if ((Vector3.Dot(pointOnSphere - pointOnBox, normal)) > 0.0f) | ||
126 | { | ||
127 | return 1.0f; | ||
128 | } | ||
129 | |||
130 | // transform back in world space | ||
131 | tmp = MathHelper.MatrixToVector(m44T, pointOnBox); | ||
132 | pointOnBox = tmp; | ||
133 | tmp = MathHelper.MatrixToVector(m44T, pointOnSphere); | ||
134 | pointOnSphere = tmp; | ||
135 | float seps2 = (pointOnBox - pointOnSphere).LengthSquared(); | ||
136 | |||
137 | //if this fails, fallback into deeper penetration case, below | ||
138 | if (seps2 > MathHelper.Epsilon) | ||
139 | { | ||
140 | sep = -(float)Math.Sqrt(seps2); | ||
141 | normal = (pointOnBox - pointOnSphere); | ||
142 | normal *= 1f / sep; | ||
143 | } | ||
144 | return sep; | ||
145 | } | ||
146 | |||
147 | ////////////////////////////////////////////////// | ||
148 | // Deep penetration case | ||
149 | |||
150 | penetration = GetSpherePenetration(boxObject, ref pointOnBox, ref pointOnSphere, sphereCenter, radius, bounds[0], bounds[1]); | ||
151 | |||
152 | bounds[0] = boundsVec[0]; | ||
153 | bounds[1] = boundsVec[1]; | ||
154 | |||
155 | if (penetration <= 0.0f) | ||
156 | return (penetration - margins); | ||
157 | else | ||
158 | return 1.0f; | ||
159 | } | ||
160 | |||
161 | public float GetSpherePenetration(CollisionObject boxObject, ref Vector3 pointOnBox, ref Vector3 pointOnSphere, Vector3 sphereCenter, float radius, Vector3 aabbMin, Vector3 aabbMax) | ||
162 | { | ||
163 | Vector3[] bounds = new Vector3[2]; | ||
164 | |||
165 | bounds[0] = aabbMin; | ||
166 | bounds[1] = aabbMax; | ||
167 | |||
168 | Vector3 p0 = new Vector3(), tmp, prel, normal = new Vector3(); | ||
169 | Vector3[] n = new Vector3[6]; | ||
170 | float sep = -10000000.0f, sepThis; | ||
171 | |||
172 | n[0] = new Vector3(-1.0f, 0.0f, 0.0f); | ||
173 | n[1] = new Vector3(0.0f, -1.0f, 0.0f); | ||
174 | n[2] = new Vector3(0.0f, 0.0f, -1.0f); | ||
175 | n[3] = new Vector3(1.0f, 0.0f, 0.0f); | ||
176 | n[4] = new Vector3(0.0f, 1.0f, 0.0f); | ||
177 | n[5] = new Vector3(0.0f, 0.0f, 1.0f); | ||
178 | |||
179 | Matrix m44T = boxObject.WorldTransform; | ||
180 | |||
181 | // convert point in local space | ||
182 | prel = MathHelper.InvXForm(m44T, sphereCenter); | ||
183 | |||
184 | /////////// | ||
185 | |||
186 | for (int i = 0; i < 6; i++) | ||
187 | { | ||
188 | int j = i < 3 ? 0 : 1; | ||
189 | if ((sepThis = (Vector3.Dot(prel - bounds[j], n[i])) - radius) > 0.0f) return 1.0f; | ||
190 | if (sepThis > sep) | ||
191 | { | ||
192 | p0 = bounds[j]; | ||
193 | normal = n[i]; | ||
194 | sep = sepThis; | ||
195 | } | ||
196 | } | ||
197 | |||
198 | pointOnBox = prel - normal * (Vector3.Dot(normal, (prel - p0))); | ||
199 | pointOnSphere = pointOnBox + normal * sep; | ||
200 | |||
201 | // transform back in world space | ||
202 | tmp = MathHelper.MatrixToVector(m44T, pointOnBox); | ||
203 | pointOnBox = tmp; | ||
204 | tmp = MathHelper.MatrixToVector(m44T, pointOnSphere); | ||
205 | pointOnSphere = tmp; | ||
206 | normal = Vector3.Normalize(pointOnBox - pointOnSphere); | ||
207 | |||
208 | return sep; | ||
209 | } | ||
210 | |||
211 | public override void ProcessCollision(CollisionObject bodyA, CollisionObject bodyB, DispatcherInfo dispatchInfo, ManifoldResult resultOut) | ||
212 | { | ||
213 | if (_manifold == null) | ||
214 | return; | ||
215 | |||
216 | CollisionObject sphereObject = _isSwapped ? bodyB : bodyA; | ||
217 | CollisionObject boxObject = _isSwapped ? bodyA : bodyB; | ||
218 | |||
219 | SphereShape sphereA = sphereObject.CollisionShape as SphereShape; | ||
220 | |||
221 | Vector3 pOnBox, pOnSphere; | ||
222 | Vector3 sphereCenter = sphereObject.WorldTransform.Translation; | ||
223 | float radius = sphereA.Radius; | ||
224 | |||
225 | float dist = GetSphereDistance(boxObject, out pOnBox, out pOnSphere, sphereCenter, radius); | ||
226 | |||
227 | if (dist < MathHelper.Epsilon) | ||
228 | { | ||
229 | Vector3 normalOnSurfaceB = Vector3.Normalize(pOnBox - pOnSphere); | ||
230 | |||
231 | // report a contact. internally this will be kept persistent, and contact reduction is done | ||
232 | resultOut.SetPersistentManifold(_manifold); | ||
233 | resultOut.AddContactPoint(normalOnSurfaceB, pOnBox, dist); | ||
234 | } | ||
235 | } | ||
236 | |||
237 | public override float CalculateTimeOfImpact(CollisionObject collisionObjectA, CollisionObject collisionObjectB, DispatcherInfo dispatchInfo, ManifoldResult resultOut) | ||
238 | { | ||
239 | //not yet | ||
240 | return 1; | ||
241 | } | ||
242 | |||
243 | public class CreateFunc : CollisionAlgorithmCreateFunction | ||
244 | { | ||
245 | public override CollisionAlgorithm CreateCollisionAlgorithm(CollisionAlgorithmConstructionInfo collisionAlgorithmConstructionInfo, CollisionObject bodyA, CollisionObject bodyB) | ||
246 | { | ||
247 | if (!IsSwapped) | ||
248 | return new SphereBoxCollisionAlgorithm(null, collisionAlgorithmConstructionInfo, bodyA, bodyB, false); | ||
249 | else | ||
250 | return new SphereBoxCollisionAlgorithm(null, collisionAlgorithmConstructionInfo, bodyA, bodyB, true); | ||
251 | } | ||
252 | } | ||
253 | |||
254 | #region IDisposable Members | ||
255 | public void Dispose() | ||
256 | { | ||
257 | Dispose(true); | ||
258 | } | ||
259 | |||
260 | public void Dispose(bool disposing) | ||
261 | { | ||
262 | if (disposing && _ownManifold) | ||
263 | { | ||
264 | if (_manifold != null) | ||
265 | Dispatcher.ReleaseManifold(_manifold); | ||
266 | } | ||
267 | } | ||
268 | #endregion | ||
269 | } | ||
270 | } | ||