Bullet Collision Detection & Physics Library
btManifoldResult.cpp
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 #include "btManifoldResult.h"
20 
23 
30 
32 {
33  btScalar friction = body0->getRollingFriction() * body1->getFriction() + body1->getRollingFriction() * body0->getFriction();
34 
35  const btScalar MAX_FRICTION = btScalar(10.);
36  if (friction < -MAX_FRICTION)
37  friction = -MAX_FRICTION;
38  if (friction > MAX_FRICTION)
39  friction = MAX_FRICTION;
40  return friction;
41 }
42 
44 {
45  btScalar friction = body0->getSpinningFriction() * body1->getFriction() + body1->getSpinningFriction() * body0->getFriction();
46 
47  const btScalar MAX_FRICTION = btScalar(10.);
48  if (friction < -MAX_FRICTION)
49  friction = -MAX_FRICTION;
50  if (friction > MAX_FRICTION)
51  friction = MAX_FRICTION;
52  return friction;
53 }
54 
57 {
58  btScalar friction = body0->getFriction() * body1->getFriction();
59 
60  const btScalar MAX_FRICTION = btScalar(10.);
61  if (friction < -MAX_FRICTION)
62  friction = -MAX_FRICTION;
63  if (friction > MAX_FRICTION)
64  friction = MAX_FRICTION;
65  return friction;
66 }
67 
69 {
70  return body0->getRestitution() * body1->getRestitution();
71 }
72 
74 {
75  return body0->getContactDamping() + body1->getContactDamping();
76 }
77 
79 {
80  btScalar s0 = body0->getContactStiffness();
81  btScalar s1 = body1->getContactStiffness();
82 
83  btScalar tmp0 = btScalar(1) / s0;
84  btScalar tmp1 = btScalar(1) / s1;
85  btScalar combinedStiffness = btScalar(1) / (tmp0 + tmp1);
86  return combinedStiffness;
87 }
88 
90  : m_manifoldPtr(0),
91  m_body0Wrap(body0Wrap),
92  m_body1Wrap(body1Wrap)
93  ,
94  m_partId0(-1),
95  m_partId1(-1),
96  m_index0(-1),
97  m_index1(-1)
98  ,
99  m_closestPointDistanceThreshold(0)
100 {
101 }
102 
103 void btManifoldResult::addContactPoint(const btVector3& normalOnBInWorld, const btVector3& pointInWorld, btScalar depth)
104 {
106  //order in manifold needs to match
107 
109  // if (depth > m_manifoldPtr->getContactProcessingThreshold())
110  return;
111 
112  bool isSwapped = m_manifoldPtr->getBody0() != m_body0Wrap->getCollisionObject();
113  bool isNewCollision = m_manifoldPtr->getNumContacts() == 0;
114 
115  btVector3 pointA = pointInWorld + normalOnBInWorld * depth;
116 
117  btVector3 localA;
118  btVector3 localB;
119 
120  if (isSwapped)
121  {
123  localB = m_body0Wrap->getCollisionObject()->getWorldTransform().invXform(pointInWorld);
124  }
125  else
126  {
128  localB = m_body1Wrap->getCollisionObject()->getWorldTransform().invXform(pointInWorld);
129  }
130 
131  btManifoldPoint newPt(localA, localB, normalOnBInWorld, depth);
132  newPt.m_positionWorldOnA = pointA;
133  newPt.m_positionWorldOnB = pointInWorld;
134 
135  int insertIndex = m_manifoldPtr->getCacheEntry(newPt);
136 
141 
144  {
148  }
149 
152  {
154  }
155 
157 
158  //BP mod, store contact triangles.
159  if (isSwapped)
160  {
161  newPt.m_partId0 = m_partId1;
162  newPt.m_partId1 = m_partId0;
163  newPt.m_index0 = m_index1;
164  newPt.m_index1 = m_index0;
165  }
166  else
167  {
168  newPt.m_partId0 = m_partId0;
169  newPt.m_partId1 = m_partId1;
170  newPt.m_index0 = m_index0;
171  newPt.m_index1 = m_index1;
172  }
173  //printf("depth=%f\n",depth);
175  if (insertIndex >= 0)
176  {
177  //const btManifoldPoint& oldPoint = m_manifoldPtr->getContactPoint(insertIndex);
178  m_manifoldPtr->replaceContactPoint(newPt, insertIndex);
179  }
180  else
181  {
182  insertIndex = m_manifoldPtr->addManifoldPoint(newPt);
183  }
184 
185  //User can override friction and/or restitution
186  if (gContactAddedCallback &&
187  //and if either of the two bodies requires custom material
190  {
191  //experimental feature info, for per-triangle material etc.
192  const btCollisionObjectWrapper* obj0Wrap = isSwapped ? m_body1Wrap : m_body0Wrap;
193  const btCollisionObjectWrapper* obj1Wrap = isSwapped ? m_body0Wrap : m_body1Wrap;
194  (*gContactAddedCallback)(m_manifoldPtr->getContactPoint(insertIndex), obj0Wrap, newPt.m_partId0, newPt.m_index0, obj1Wrap, newPt.m_partId1, newPt.m_index1);
195  }
196 
197  if (gContactStartedCallback && isNewCollision)
198  {
200  }
201 }
@ BT_CONTACT_FLAG_CONTACT_STIFFNESS_DAMPING
@ BT_CONTACT_FLAG_FRICTION_ANCHOR
CalculateCombinedCallback gCalculateCombinedContactStiffnessCallback
CalculateCombinedCallback gCalculateCombinedContactDampingCallback
ContactAddedCallback gContactAddedCallback
This is to allow MaterialCombiner/Custom Friction/Restitution values.
CalculateCombinedCallback gCalculateCombinedSpinningFrictionCallback
CalculateCombinedCallback gCalculateCombinedFrictionCallback
CalculateCombinedCallback gCalculateCombinedRollingFrictionCallback
CalculateCombinedCallback gCalculateCombinedRestitutionCallback
bool(* ContactAddedCallback)(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1)
btScalar(* CalculateCombinedCallback)(const btCollisionObject *body0, const btCollisionObject *body1)
These callbacks are used to customize the algorith that combine restitution, friction,...
ContactStartedCallback gContactStartedCallback
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
#define btAssert(x)
Definition: btScalar.h:153
void btPlaneSpace1(const T &n, T &p, T &q)
Definition: btVector3.h:1251
btCollisionObject can be used to manage collision detection objects.
btScalar getContactStiffness() const
btTransform & getWorldTransform()
btScalar getSpinningFriction() const
btScalar getFriction() const
btScalar getContactDamping() const
int getCollisionFlags() const
btScalar getRestitution() const
btScalar getRollingFriction() const
ManifoldContactPoint collects and maintains persistent contactpoints.
btScalar m_combinedSpinningFriction
btScalar m_combinedRollingFriction
btScalar m_combinedContactStiffness1
btScalar m_combinedRestitution
btVector3 m_lateralFrictionDir2
btVector3 m_positionWorldOnA
m_positionWorldOnA is redundant information, see getPositionWorldOnA(), but for clarity
btScalar m_combinedContactDamping1
btVector3 m_normalWorldOnB
btScalar m_combinedFriction
btVector3 m_positionWorldOnB
btVector3 m_lateralFrictionDir1
const btCollisionObjectWrapper * m_body0Wrap
static btScalar calculateCombinedFriction(const btCollisionObject *body0, const btCollisionObject *body1)
User can override this material combiner by implementing gContactAddedCallback and setting body0->m_c...
static btScalar calculateCombinedContactDamping(const btCollisionObject *body0, const btCollisionObject *body1)
const btCollisionObjectWrapper * m_body1Wrap
static btScalar calculateCombinedContactStiffness(const btCollisionObject *body0, const btCollisionObject *body1)
static btScalar calculateCombinedSpinningFriction(const btCollisionObject *body0, const btCollisionObject *body1)
static btScalar calculateCombinedRollingFriction(const btCollisionObject *body0, const btCollisionObject *body1)
static btScalar calculateCombinedRestitution(const btCollisionObject *body0, const btCollisionObject *body1)
in the future we can let the user override the methods to combine restitution and friction
btPersistentManifold * m_manifoldPtr
virtual void addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorld, btScalar depth)
int getCacheEntry(const btManifoldPoint &newPoint) const
const btCollisionObject * getBody0() const
void replaceContactPoint(const btManifoldPoint &newPoint, int insertIndex)
int addManifoldPoint(const btManifoldPoint &newPoint, bool isPredictive=false)
btScalar getContactBreakingThreshold() const
const btManifoldPoint & getContactPoint(int index) const
btVector3 invXform(const btVector3 &inVec) const
Definition: btTransform.h:216
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:82
const btCollisionObject * getCollisionObject() const