BGE: ray casting works on soft body, the hit polygon is also returned. The modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually).
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@@ -152,6 +152,10 @@ BT_DECLARE_ALIGNED_ALLOCATOR();
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{
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return (proxyType == STATIC_PLANE_PROXYTYPE);
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}
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static SIMD_FORCE_INLINE bool isSoftBody(int proxyType)
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{
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return (proxyType == SOFTBODY_SHAPE_PROXYTYPE);
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}
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}
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;
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@@ -31,6 +31,7 @@ subject to the following restrictions:
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#include "LinearMath/btAabbUtil2.h"
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#include "LinearMath/btQuickprof.h"
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#include "LinearMath/btStackAlloc.h"
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#include "BulletSoftBody/btSoftBody.h"
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//#define USE_BRUTEFORCE_RAYBROADPHASE 1
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//RECALCULATE_AABB is slower, but benefit is that you don't need to call 'stepSimulation' or 'updateAabbs' before using a rayTest
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@@ -411,6 +412,31 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
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// restore
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collisionObject->internalSetTemporaryCollisionShape(saveCollisionShape);
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}
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} else {
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if (collisionShape->isSoftBody()) {
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btSoftBody* softBody = static_cast<btSoftBody*>(collisionObject);
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btSoftBody::sRayCast softResult;
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if (softBody->rayTest(rayFromTrans.getOrigin(), rayToTrans.getOrigin(), softResult))
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{
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btCollisionWorld::LocalShapeInfo shapeInfo;
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shapeInfo.m_shapePart = 0;
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shapeInfo.m_triangleIndex = softResult.index;
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// get the normal
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btVector3 normal = softBody->m_faces[softResult.index].m_normal;
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btVector3 rayDir = rayToTrans.getOrigin() - rayFromTrans.getOrigin();
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if (normal.dot(rayDir) > 0) {
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// normal always point toward origin of the ray
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normal = -normal;
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}
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btCollisionWorld::LocalRayResult rayResult
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(collisionObject,
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&shapeInfo,
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normal,
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softResult.fraction);
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bool normalInWorldSpace = true;
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resultCallback.addSingleResult(rayResult,normalInWorldSpace);
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}
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}
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}
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}
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}
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@@ -72,6 +72,10 @@ public:
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{
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return btBroadphaseProxy::isCompound(getShapeType());
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}
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SIMD_FORCE_INLINE bool isSoftBody() const
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{
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return btBroadphaseProxy::isSoftBody(getShapeType());
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}
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///isInfinite is used to catch simulation error (aabb check)
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SIMD_FORCE_INLINE bool isInfinite() const
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@@ -1458,7 +1458,9 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
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objprop.m_soft_kAHR= blenderobject->bsoft->kAHR; /* Anchors hardness [0,1] */
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objprop.m_soft_collisionflags= blenderobject->bsoft->collisionflags; /* Vertex/Face or Signed Distance Field(SDF) or Clusters, Soft versus Soft or Rigid */
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objprop.m_soft_numclusteriterations= blenderobject->bsoft->numclusteriterations; /* number of iterations to refine collision clusters*/
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objprop.m_soft_welding = blenderobject->bsoft->welding; /* welding */
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//objprop.m_soft_welding = blenderobject->bsoft->welding; /* welding */
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/* disable welding: it doesn't bring any additional stability and it breaks the relation between soft body collision shape and graphic mesh */
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objprop.m_soft_welding = 0.f;
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objprop.m_margin = blenderobject->bsoft->margin;
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objprop.m_contactProcessingThreshold = 0.f;
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} else
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@@ -1070,6 +1070,8 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallbac
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rayCallback.m_hitTriangleIndex < shapeInfo->m_polygonIndexArray.size())
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{
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result.m_meshObject = shapeInfo->GetMesh();
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// note for softbody: this assumes that the softbody shape uses the same triangle numbering
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// than the triangle mesh shape that was used to build it
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result.m_polygon = shapeInfo->m_polygonIndexArray.at(rayCallback.m_hitTriangleIndex);
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// Bullet returns the normal from "outside".
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@@ -1078,7 +1080,13 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallbac
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{
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// mesh shapes are shared and stored in the shapeInfo
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btTriangleMeshShape* triangleShape = shapeInfo->GetMeshShape();
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if (triangleShape)
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if (shape->isSoftBody())
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{
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// we can get the real normal directly from the body
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btSoftBody* softBody = static_cast<btSoftBody*>(rayCallback.m_collisionObject);
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rayCallback.m_hitNormalWorld = softBody->m_faces[rayCallback.m_hitTriangleIndex].m_normal;
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} else if (triangleShape)
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{
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// this code is copied from Bullet
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btVector3 triangle[3];
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