Collision algorithm class from a Bullet physics C# port that handles convex-vs-convex collision detection in 2D context. It manages a persistent contact manifold, runs GJK-based closest-point queries, computes time-of-impact using convex casts with sphere approximations, and exposes manifold access and LOD control.
/* * C# / XNA port of Bullet (c) 2011 Mark Neale <[email protected]> * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * 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. */ // Adapted from BulletXNA 73b2e1b9: namespace isolation, no XNA rendering, one type per file. #nullable disable #pragma warning disable CS1591, CS0168, CS0219, CS0414, CS0660, CS0661, CS0659, CS0693, CS8981, CS0108, CS0114 using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class Convex2dConvex2dAlgorithm : ActivatingCollisionAlgorithm { public Convex2dConvex2dAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1, ISimplexSolverInterface simplexSolver, IConvexPenetrationDepthSolver pdSolver, int numPerturbationIterations, int minimumPointsPerturbationThreshold) : base(ci, body0, body1) { m_simplexSolver = simplexSolver; m_pdSolver = pdSolver; m_ownManifold = false; m_manifoldPtr = mf; m_lowLevelOfDetail = false; m_numPerturbationIterations = numPerturbationIterations; m_minimumPointsPerturbationThreshold = minimumPointsPerturbationThreshold; } public override void Cleanup() { if (m_ownManifold) { if (m_manifoldPtr != null) { m_dispatcher.ReleaseManifold(m_manifoldPtr); m_manifoldPtr = null; } m_ownManifold = false; } } public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { if (m_manifoldPtr == null) { //swapped? m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1); m_ownManifold = true; } resultOut.SetPersistentManifold(m_manifoldPtr); //comment-out next line to test multi-contact generation //resultOut.getPersistentManifold().clearManifold(); ConvexShape min0 = body0.GetCollisionShape() as ConvexShape; ConvexShape min1 = body1.GetCollisionShape() as ConvexShape; IndexedVector3 normalOnB = IndexedVector3.Zero; IndexedVector3 pointOnBWorld = IndexedVector3.Zero; { ClosestPointInput input = ClosestPointInput.Default(); using (GjkPairDetector gjkPairDetector = BulletGlobals.GjkPairDetectorPool.Get()) { gjkPairDetector.Initialize(min0, min1, m_simplexSolver, m_pdSolver); //TODO: if (dispatchInfo.m_useContinuous) gjkPairDetector.SetMinkowskiA(min0); gjkPairDetector.SetMinkowskiB(min1); { input.m_maximumDistanceSquared = min0.GetMargin() + min1.GetMargin() + m_manifoldPtr.GetContactBreakingThreshold(); input.m_maximumDistanceSquared *= input.m_maximumDistanceSquared; } input.m_transformA = body0.GetWorldTransform(); input.m_transformB = body1.GetWorldTransform(); gjkPairDetector.GetClosestPoints(ref input, resultOut, dispatchInfo.getDebugDraw(), false); } //BulletGlobals.GjkPairDetectorPool.Free(gjkPairDetector); //btVector3 v0,v1; //btVector3 sepNormalWorldSpace; } if (m_ownManifold) { resultOut.RefreshContactPoints(); } } public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { float resultFraction = 1.0f; float squareMot0 = (body0.GetInterpolationWorldTransform()._origin - body0.GetWorldTransform()._origin).LengthSquared(); float squareMot1 = (body1.GetInterpolationWorldTransform()._origin - body1.GetWorldTransform()._origin).LengthSquared(); if (squareMot0 < body0.GetCcdSquareMotionThreshold() && squareMot1 < body1.GetCcdSquareMotionThreshold()) { return resultFraction; } //An adhoc way of testing the Continuous Collision Detection algorithms //One object is approximated as a sphere, to simplify things //Starting in penetration should report no time of impact //For proper CCD, better accuracy and handling of 'allowed' penetration should be added //also the mainloop of the physics should have a kind of toi queue (something like Brian Mirtich's application of Timewarp for Rigidbodies) { ConvexShape convex0 = body0.GetCollisionShape() as ConvexShape; SphereShape sphere1 = BulletGlobals.SphereShapePool.Get(); sphere1.Initialize(body1.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation CastResult result = BulletGlobals.CastResultPool.Get(); VoronoiSimplexSolver voronoiSimplex = BulletGlobals.VoronoiSimplexSolverPool.Get(); //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex); using (GjkConvexCast ccd1 = BulletGlobals.GjkConvexCastPool.Get()) { ccd1.Initialize(convex0, sphere1, voronoiSimplex); //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0); if (ccd1.CalcTimeOfImpact(body0.GetWorldTransform(), body0.GetInterpolationWorldTransform(), body1.GetWorldTransform(), body1.GetInterpolationWorldTransform(), result)) { //store result.m_fraction in both bodies if (body0.GetHitFraction() > result.m_fraction) { body0.SetHitFraction(result.m_fraction); } if (body1.GetHitFraction() > result.m_fraction) { body1.SetHitFraction(result.m_fraction); } if (resultFraction > result.m_fraction) { resultFraction = result.m_fraction; } } BulletGlobals.VoronoiSimplexSolverPool.Free(voronoiSimplex); BulletGlobals.SphereShapePool.Free(sphere1); result.Cleanup(); } } { ConvexShape convex1 = body1.GetCollisionShape() as ConvexShape; SphereShape sphere0 = BulletGlobals.SphereShapePool.Get(); sphere0.Initialize(body0.GetCcdSweptSphereRadius()); //todo: allow non-zero sphere sizes, for better approximation CastResult result = BulletGlobals.CastResultPool.Get(); VoronoiSimplexSolver voronoiSimplex = BulletGlobals.VoronoiSimplexSolverPool.Get(); //SubsimplexConvexCast ccd0(&sphere,min0,&voronoiSimplex); using (GjkConvexCast ccd1 = BulletGlobals.GjkConvexCastPool.Get()) { ccd1.Initialize(sphere0, convex1, voronoiSimplex); //ContinuousConvexCollision ccd(min0,min1,&voronoiSimplex,0); if (ccd1.CalcTimeOfImpact(body0.GetWorldTransform(), body0.GetInterpolationWorldTransform(), body1.GetWorldTransform(), body1.GetInterpolationWorldTransform(), result)) { //store result.m_fraction in both bodies if (body0.GetHitFraction() > result.m_fraction) { body0.SetHitFraction(result.m_fraction); } if (body1.GetHitFraction() > result.m_fraction) { body1.SetHitFraction(result.m_fraction); } if (resultFraction > result.m_fraction) { resultFraction = result.m_fraction; } } BulletGlobals.VoronoiSimplexSolverPool.Free(voronoiSimplex); BulletGlobals.SphereShapePool.Free(sphere0); result.Cleanup(); } } return resultFraction; } public override void GetAllContactManifolds(PersistentManifoldArray manifoldArray) { if (m_manifoldPtr != null && m_ownManifold) { manifoldArray.Add(m_manifoldPtr); } } public void SetLowLevelOfDetail(bool useLowLevel) { m_lowLevelOfDetail = useLowLevel; } public PersistentManifold GetManifold() { return m_manifoldPtr; } private ISimplexSolverInterface m_simplexSolver; private IConvexPenetrationDepthSolver m_pdSolver; private bool m_ownManifold; private PersistentManifold m_manifoldPtr; private bool m_lowLevelOfDetail; private int m_numPerturbationIterations; private int m_minimumPointsPerturbationThreshold; }