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Rewritten kinematic system

This commit is contained in:
AndreaCatania
2017-11-07 15:22:09 +01:00
parent 9a78efc7c2
commit 10f879bf88
16 changed files with 271 additions and 355 deletions

View File

@@ -50,9 +50,6 @@
#include "ustring.h"
#include <assert.h>
// test only
//#include "scene/3d/immediate_geometry.h"
BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space)
: PhysicsDirectSpaceState(), space(p_space) {}
@@ -174,7 +171,7 @@ bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transf
btResult.m_collisionFilterGroup = p_collision_layer;
btResult.m_collisionFilterMask = p_object_type_mask;
space->dynamicsWorld->convexSweepTest(bt_convex_shape, bt_xform_from, bt_xform_to, btResult);
space->dynamicsWorld->convexSweepTest(bt_convex_shape, bt_xform_from, bt_xform_to, btResult, 0.002);
if (btResult.hasHit()) {
if (btCollisionObject::CO_RIGID_BODY == btResult.m_hitCollisionObject->getInternalType()) {
@@ -281,10 +278,6 @@ Vector3 BulletPhysicsDirectSpaceState::get_closest_point_to_object_volume(RID p_
btVector3 bt_point;
G_TO_B(p_point, bt_point);
btGjkEpaPenetrationDepthSolver gjk_epa_pen_solver;
btVoronoiSimplexSolver gjk_simplex_solver;
gjk_simplex_solver.setEqualVertexThreshold(0.);
btSphereShape point_shape(0.);
btCollisionShape *shape;
@@ -308,7 +301,7 @@ Vector3 BulletPhysicsDirectSpaceState::get_closest_point_to_object_volume(RID p_
input.m_transformB = body_transform * child_transform;
btPointCollector result;
btGjkPairDetector gjk_pair_detector(&point_shape, convex_shape, &gjk_simplex_solver, &gjk_epa_pen_solver);
btGjkPairDetector gjk_pair_detector(&point_shape, convex_shape, space->gjk_simplex_solver, space->gjk_epa_pen_solver);
gjk_pair_detector.getClosestPoints(input, result, 0);
if (out_distance > result.m_distance) {
@@ -558,13 +551,10 @@ btScalar calculateGodotCombinedRestitution(const btCollisionObject *body0, const
}
void SpaceBullet::create_empty_world(bool p_create_soft_world) {
assert(NULL == broadphase);
assert(NULL == dispatcher);
assert(NULL == solver);
assert(NULL == collisionConfiguration);
assert(NULL == dynamicsWorld);
assert(NULL == ghostPairCallback);
assert(NULL == godotFilterCallback);
gjk_epa_pen_solver = bulletnew(btGjkEpaPenetrationDepthSolver);
gjk_simplex_solver = bulletnew(btVoronoiSimplexSolver);
gjk_simplex_solver->setEqualVertexThreshold(0.f);
void *world_mem;
if (p_create_soft_world) {
@@ -611,13 +601,6 @@ void SpaceBullet::create_empty_world(bool p_create_soft_world) {
}
void SpaceBullet::destroy_world() {
assert(NULL != broadphase);
assert(NULL != dispatcher);
assert(NULL != solver);
assert(NULL != collisionConfiguration);
assert(NULL != dynamicsWorld);
assert(NULL != ghostPairCallback);
assert(NULL != godotFilterCallback);
/// The world elements (like: Collision Objects, Constraints, Shapes) are managed by godot
@@ -637,14 +620,13 @@ void SpaceBullet::destroy_world() {
bulletdelete(dispatcher);
bulletdelete(collisionConfiguration);
bulletdelete(soft_body_world_info);
bulletdelete(gjk_simplex_solver);
bulletdelete(gjk_epa_pen_solver);
}
void SpaceBullet::check_ghost_overlaps() {
/// Algorith support variables
btGjkEpaPenetrationDepthSolver gjk_epa_pen_solver;
btVoronoiSimplexSolver gjk_simplex_solver;
gjk_simplex_solver.setEqualVertexThreshold(0.f);
btConvexShape *other_body_shape;
btConvexShape *area_shape;
btGjkPairDetector::ClosestPointInput gjk_input;
@@ -701,7 +683,7 @@ void SpaceBullet::check_ghost_overlaps() {
gjk_input.m_transformB = otherObject->get_transform__bullet() * otherObject->get_compound_shape()->getChildTransform(z);
btPointCollector result;
btGjkPairDetector gjk_pair_detector(area_shape, other_body_shape, &gjk_simplex_solver, &gjk_epa_pen_solver);
btGjkPairDetector gjk_pair_detector(area_shape, other_body_shape, gjk_simplex_solver, gjk_epa_pen_solver);
gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
if (0 >= result.m_distance) {
@@ -743,23 +725,11 @@ void SpaceBullet::check_body_collision() {
const int numManifolds = dynamicsWorld->getDispatcher()->getNumManifolds();
for (int i = 0; i < numManifolds; ++i) {
btPersistentManifold *contactManifold = dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
const btCollisionObject *obA = contactManifold->getBody0();
const btCollisionObject *obB = contactManifold->getBody1();
if (btCollisionObject::CO_RIGID_BODY != obA->getInternalType() || btCollisionObject::CO_RIGID_BODY != obB->getInternalType()) {
// This checks is required to be sure the ghost object is skipped
// The ghost object "getUserPointer" return the BodyBullet owner so this check is required
continue;
}
// Asserts all Godot objects are assigned
assert(NULL != obA->getUserPointer());
assert(NULL != obB->getUserPointer());
// I know this static cast is a bit risky. But I'm checking its type just after it.
// This allow me to avoid a lot of other cast and checks
RigidBodyBullet *bodyA = static_cast<RigidBodyBullet *>(obA->getUserPointer());
RigidBodyBullet *bodyB = static_cast<RigidBodyBullet *>(obB->getUserPointer());
RigidBodyBullet *bodyA = static_cast<RigidBodyBullet *>(contactManifold->getBody0()->getUserPointer());
RigidBodyBullet *bodyB = static_cast<RigidBodyBullet *>(contactManifold->getBody1()->getUserPointer());
if (CollisionObjectBullet::TYPE_RIGID_BODY == bodyA->getType() && CollisionObjectBullet::TYPE_RIGID_BODY == bodyB->getType()) {
if (!bodyA->can_add_collision() && !bodyB->can_add_collision()) {
@@ -784,13 +754,13 @@ void SpaceBullet::check_body_collision() {
if (bodyA->can_add_collision()) {
B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition);
/// pt.m_localPointB Doesn't report the exact point in local space
B_TO_G(pt.getPositionWorldOnB() - obB->getWorldTransform().getOrigin(), collisionLocalPosition);
B_TO_G(pt.getPositionWorldOnB() - contactManifold->getBody1()->getWorldTransform().getOrigin(), collisionLocalPosition);
bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, pt.m_index1, pt.m_index0);
}
if (bodyB->can_add_collision()) {
B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition);
/// pt.m_localPointA Doesn't report the exact point in local space
B_TO_G(pt.getPositionWorldOnA() - obA->getWorldTransform().getOrigin(), collisionLocalPosition);
B_TO_G(pt.getPositionWorldOnA() - contactManifold->getBody0()->getWorldTransform().getOrigin(), collisionLocalPosition);
bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, pt.m_index0, pt.m_index1);
}
@@ -817,7 +787,12 @@ void SpaceBullet::update_gravity() {
/// I'm leaving this here just for future tests.
/// Debug motion and normal vector drawing
#define debug_test_motion 0
#define PERFORM_INITIAL_UNSTACK 1
#if debug_test_motion
#include "scene/3d/immediate_geometry.h"
static ImmediateGeometry *motionVec(NULL);
static ImmediateGeometry *normalLine(NULL);
static Ref<SpatialMaterial> red_mat;
@@ -825,10 +800,10 @@ static Ref<SpatialMaterial> blue_mat;
#endif
#define IGNORE_AREAS_TRUE true
bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer::MotionResult *r_result) {
bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, PhysicsServer::MotionResult *r_result) {
#if debug_test_motion
/// Yes I know this is not good, but I've used it as fast debugging.
/// Yes I know this is not good, but I've used it as fast debugging hack.
/// I'm leaving it here just for speedup the other eventual debugs
if (!normalLine) {
motionVec = memnew(ImmediateGeometry);
@@ -866,43 +841,21 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
// }
//}
btVector3 recover_initial_position;
recover_initial_position.setZero();
btVector3 recover_initial_position(0, 0, 0);
/// I'm performing the unstack at the end of movement so I'm sure the player is unstacked even after the movement.
/// I've removed the initial unstack because this is useful just for the first tick since after the first
/// the real unstack is performed at the end of process.
/// However I'm leaving here the old code.
/// Note: It has a bug when two shapes touches something simultaneously the body is moved too much away (I'm not fixing it for the reason written above).
#define INITIAL_UNSTACK 0
#if !INITIAL_UNSTACK
btTransform body_safe_position;
G_TO_B(p_from, body_safe_position);
//btTransform body_unsafe_positino;
//G_TO_B(p_from, body_unsafe_positino);
#else
btTransform body_safe_position;
btTransform body_unsafe_positino;
{ /// Phase one - multi shapes depenetration using margin
G_TO_B(p_from, body_safe_position);
G_TO_B(p_from, body_unsafe_positino);
#if PERFORM_INITIAL_UNSTACK
if (recover_from_penetration(p_body, body_safe_position, recover_initial_position)) {
// MAX_PENETRATION_DEPTH Is useful have the ghost a bit penetrated so I can detect the floor easily
recover_from_penetration(p_body, body_safe_position, MAX_PENETRATION_DEPTH, /* p_depenetration_speed */ 1, recover_initial_position);
/// Not required if I put p_depenetration_speed = 1
//for(int t = 0; t<4; ++t){
// if(!recover_from_penetration(p_body, body_safe_position, MAX_PENETRATION_DEPTH, /* p_depenetration_speed */0.2, recover_initial_position)){
// break;
// }
//}
// Add recover position to "From" and "To" transforms
body_safe_position.getOrigin() += recover_initial_position;
}
// Add recover position to "From" and "To" transforms
body_safe_position.getOrigin() += recover_initial_position;
}
#endif
}
int shape_most_recovered(-1);
btVector3 recovered_motion;
G_TO_B(p_motion, recovered_motion);
const int shape_count(p_body->get_shape_count());
@@ -930,127 +883,53 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
continue;
}
btTransform shape_xform_from;
G_TO_B(p_body->get_shape_transform(shIndex), shape_xform_from);
//btTransform shape_xform_to(shape_xform_from);
btTransform shape_world_from;
G_TO_B(p_body->get_shape_transform(shIndex), shape_world_from);
// Add local shape transform
shape_xform_from.getOrigin() += body_safe_position.getOrigin();
shape_xform_from.getBasis() *= body_safe_position.getBasis();
shape_world_from = body_safe_position * shape_world_from;
btTransform shape_xform_to(shape_xform_from);
//shape_xform_to.getOrigin() += body_unsafe_positino.getOrigin();
//shape_xform_to.getBasis() *= body_unsafe_positino.getBasis();
shape_xform_to.getOrigin() += recovered_motion;
btTransform shape_world_to(shape_world_from);
shape_world_to.getOrigin() += recovered_motion;
GodotKinClosestConvexResultCallback btResult(shape_xform_from.getOrigin(), shape_xform_to.getOrigin(), p_body, IGNORE_AREAS_TRUE);
GodotKinClosestConvexResultCallback btResult(shape_world_from.getOrigin(), shape_world_to.getOrigin(), p_body, IGNORE_AREAS_TRUE);
btResult.m_collisionFilterGroup = p_body->get_collision_layer();
btResult.m_collisionFilterMask = p_body->get_collision_mask();
dynamicsWorld->convexSweepTest(convex_shape_test, shape_xform_from, shape_xform_to, btResult);
dynamicsWorld->convexSweepTest(convex_shape_test, shape_world_from, shape_world_to, btResult, 0.002);
if (btResult.hasHit()) {
//recovered_motion *= btResult.m_closestHitFraction;
/// Since for each sweep test I fix the motion of new shapes in base the recover result,
/// if another shape will hit something it means that has a deepest recovering respect the previous shape
shape_most_recovered = shIndex;
/// if another shape will hit something it means that has a deepest penetration respect the previous shape
recovered_motion *= btResult.m_closestHitFraction;
}
}
}
bool hasHit = false;
bool hasPenetration = false;
{ /// Phase three - contact test with margin
{ /// Phase three - Recover + contact test with margin
btGhostObject *ghost = p_body->get_kinematic_utilities()->m_ghostObject;
RecoverResult recover_result;
GodotRecoverAndClosestContactResultCallback result_callabck;
if (false && 0 <= shape_most_recovered) {
result_callabck.m_self_object = p_body;
result_callabck.m_ignore_areas = IGNORE_AREAS_TRUE;
result_callabck.m_collisionFilterGroup = p_body->get_collision_layer();
result_callabck.m_collisionFilterMask = p_body->get_collision_mask();
const RigidBodyBullet::KinematicShape &kin(p_body->get_kinematic_utilities()->m_shapes[shape_most_recovered]);
ghost->setCollisionShape(kin.shape);
ghost->setWorldTransform(body_safe_position);
ghost->getWorldTransform().getOrigin() += recovered_motion;
ghost->getWorldTransform().getOrigin() += kin.transform.getOrigin();
ghost->getWorldTransform().getBasis() *= kin.transform.getBasis();
dynamicsWorld->contactTest(ghost, result_callabck);
recovered_motion += result_callabck.m_recover_penetration; // Required to avoid all kind of penetration
} else {
// The sweep result does not return a penetrated shape, so I've to check all shapes
// Then return the most penetrated shape
GodotRecoverAndClosestContactResultCallback iter_result_callabck(p_body, IGNORE_AREAS_TRUE);
iter_result_callabck.m_collisionFilterGroup = p_body->get_collision_layer();
iter_result_callabck.m_collisionFilterMask = p_body->get_collision_mask();
btScalar max_penetration(99999999999);
for (int i = 0; i < shape_count; ++i) {
const RigidBodyBullet::KinematicShape &kin(p_body->get_kinematic_utilities()->m_shapes[i]);
if (!kin.is_active()) {
continue;
}
// reset callback each function
iter_result_callabck.reset();
ghost->setCollisionShape(kin.shape);
ghost->setWorldTransform(body_safe_position);
ghost->getWorldTransform().getOrigin() += recovered_motion;
ghost->getWorldTransform().getOrigin() += kin.transform.getOrigin();
ghost->getWorldTransform().getBasis() *= kin.transform.getBasis();
dynamicsWorld->contactTest(ghost, iter_result_callabck);
if (iter_result_callabck.hasHit()) {
if (max_penetration > iter_result_callabck.m_penetration_distance) {
max_penetration = iter_result_callabck.m_penetration_distance;
shape_most_recovered = i;
// This is more penetrated
result_callabck.m_pointCollisionObject = iter_result_callabck.m_pointCollisionObject;
result_callabck.m_pointNormalWorld = iter_result_callabck.m_pointNormalWorld;
result_callabck.m_pointWorld = iter_result_callabck.m_pointWorld;
result_callabck.m_penetration_distance = iter_result_callabck.m_penetration_distance;
result_callabck.m_other_compound_shape_index = iter_result_callabck.m_other_compound_shape_index;
recovered_motion += iter_result_callabck.m_recover_penetration; // Required to avoid all kind of penetration
}
}
}
}
hasHit = result_callabck.hasHit();
hasPenetration = recover_from_penetration(p_body, body_safe_position, recovered_motion, &recover_result);
if (r_result) {
B_TO_G(recovered_motion + recover_initial_position, r_result->motion);
if (hasHit) {
if (btCollisionObject::CO_RIGID_BODY != result_callabck.m_pointCollisionObject->getInternalType()) {
ERR_PRINT("The collision is not against a rigid body. Please check what's going on.");
goto EndExecution;
}
const btRigidBody *btRigid = static_cast<const btRigidBody *>(result_callabck.m_pointCollisionObject);
if (hasPenetration) {
const btRigidBody *btRigid = static_cast<const btRigidBody *>(recover_result.other_collision_object);
CollisionObjectBullet *collisionObject = static_cast<CollisionObjectBullet *>(btRigid->getUserPointer());
r_result->remainder = p_motion - r_result->motion; // is the remaining movements
B_TO_G(result_callabck.m_pointWorld, r_result->collision_point);
B_TO_G(result_callabck.m_pointNormalWorld, r_result->collision_normal);
B_TO_G(btRigid->getVelocityInLocalPoint(result_callabck.m_pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity); // It calculates velocity at point and assign it using special function Bullet_to_Godot
B_TO_G(recover_result.pointWorld, r_result->collision_point);
B_TO_G(recover_result.pointNormalWorld, r_result->collision_normal);
B_TO_G(btRigid->getVelocityInLocalPoint(recover_result.pointWorld - btRigid->getWorldTransform().getOrigin()), r_result->collider_velocity); // It calculates velocity at point and assign it using special function Bullet_to_Godot
r_result->collider = collisionObject->get_self();
r_result->collider_id = collisionObject->get_instance_id();
r_result->collider_shape = result_callabck.m_other_compound_shape_index;
r_result->collision_local_shape = shape_most_recovered;
r_result->collider_shape = recover_result.other_compound_shape_index;
r_result->collision_local_shape = recover_result.local_shape_most_recovered;
//{ /// Add manifold point to manage collisions
// btPersistentManifold* manifold = dynamicsWorld->getDispatcher()->getNewManifold(p_body->getBtBody(), btRigid);
@@ -1079,85 +958,144 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
}
}
EndExecution:
p_body->get_kinematic_utilities()->resetDefShape();
return hasHit;
return hasPenetration;
}
/// Note: It has a bug when two shapes touches something simultaneously the body is moved too much away
/// (I'm not fixing it because I don't use it).
bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_from, btScalar p_maxPenetrationDepth, btScalar p_depenetration_speed, btVector3 &out_recover_position) {
struct RecoverPenetrationBroadPhaseCallback : public btBroadphaseAabbCallback {
private:
const btCollisionObject *self_collision_object;
uint32_t collision_layer;
uint32_t collision_mask;
public:
Vector<btCollisionObject *> result_collision_objects;
public:
RecoverPenetrationBroadPhaseCallback(const btCollisionObject *p_self_collision_object, uint32_t p_collision_layer, uint32_t p_collision_mask)
: self_collision_object(p_self_collision_object),
collision_layer(p_collision_layer),
collision_mask(p_collision_mask) {}
virtual ~RecoverPenetrationBroadPhaseCallback() {}
virtual bool process(const btBroadphaseProxy *proxy) {
btCollisionObject *co = static_cast<btCollisionObject *>(proxy->m_clientObject);
if (co->getInternalType() <= btCollisionObject::CO_RIGID_BODY) {
if (self_collision_object != proxy->m_clientObject && GodotFilterCallback::test_collision_filters(collision_layer, collision_mask, proxy->m_collisionFilterGroup, proxy->m_collisionFilterMask)) {
result_collision_objects.push_back(co);
return true;
}
}
return false;
}
void reset() {
result_collision_objects.empty();
}
};
bool SpaceBullet::recover_from_penetration(RigidBodyBullet *p_body, const btTransform &p_body_position, btVector3 &out_recover_position, RecoverResult *recover_result) {
RecoverPenetrationBroadPhaseCallback recover_broad_result(p_body->get_bt_collision_object(), p_body->get_collision_layer(), p_body->get_collision_mask());
btTransform body_shape_position;
btTransform body_shape_position_recovered;
// Broad phase support
btVector3 minAabb, maxAabb;
// GJK support
btGjkPairDetector::ClosestPointInput gjk_input;
bool penetration = false;
btPairCachingGhostObject *ghost = p_body->get_kinematic_utilities()->m_ghostObject;
for (int kinIndex = p_body->get_kinematic_utilities()->m_shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->m_shapes[kinIndex]);
// For each shape
for (int kinIndex = p_body->get_kinematic_utilities()->shapes.size() - 1; 0 <= kinIndex; --kinIndex) {
recover_broad_result.reset();
const RigidBodyBullet::KinematicShape &kin_shape(p_body->get_kinematic_utilities()->shapes[kinIndex]);
if (!kin_shape.is_active()) {
continue;
}
btConvexShape *convexShape = kin_shape.shape;
btTransform shape_xform(kin_shape.transform);
body_shape_position = p_body_position * kin_shape.transform;
body_shape_position_recovered = body_shape_position;
body_shape_position_recovered.getOrigin() += out_recover_position;
// from local to world
shape_xform.getOrigin() += p_from.getOrigin();
shape_xform.getBasis() *= p_from.getBasis();
kin_shape.shape->getAabb(body_shape_position_recovered, minAabb, maxAabb);
dynamicsWorld->getBroadphase()->aabbTest(minAabb, maxAabb, recover_broad_result);
// Apply last recovery to avoid doubling the recovering
shape_xform.getOrigin() += out_recover_position;
ghost->setCollisionShape(convexShape);
ghost->setWorldTransform(shape_xform);
btVector3 minAabb, maxAabb;
convexShape->getAabb(shape_xform, minAabb, maxAabb);
dynamicsWorld->getBroadphase()->setAabb(ghost->getBroadphaseHandle(),
minAabb,
maxAabb,
dynamicsWorld->getDispatcher());
dynamicsWorld->getDispatcher()->dispatchAllCollisionPairs(ghost->getOverlappingPairCache(), dynamicsWorld->getDispatchInfo(), dynamicsWorld->getDispatcher());
for (int i = 0; i < ghost->getOverlappingPairCache()->getNumOverlappingPairs(); ++i) {
p_body->get_kinematic_utilities()->m_manifoldArray.resize(0);
btBroadphasePair *collisionPair = &ghost->getOverlappingPairCache()->getOverlappingPairArray()[i];
btCollisionObject *obj0 = static_cast<btCollisionObject *>(collisionPair->m_pProxy0->m_clientObject);
btCollisionObject *obj1 = static_cast<btCollisionObject *>(collisionPair->m_pProxy1->m_clientObject);
if ((obj0 && !obj0->hasContactResponse()) || (obj1 && !obj1->hasContactResponse()))
for (int i = recover_broad_result.result_collision_objects.size() - 1; 0 <= i; --i) {
btCollisionObject *otherObject = recover_broad_result.result_collision_objects[i];
if (!p_body->get_bt_collision_object()->checkCollideWith(otherObject) || !otherObject->checkCollideWith(p_body->get_bt_collision_object()))
continue;
// This is not required since the dispatched does all the job
//if (!needsCollision(obj0, obj1))
// continue;
if (otherObject->getCollisionShape()->isCompound()) { /// Execute GJK test against all shapes
if (collisionPair->m_algorithm)
collisionPair->m_algorithm->getAllContactManifolds(p_body->get_kinematic_utilities()->m_manifoldArray);
// Each convex shape
btCompoundShape *cs = static_cast<btCompoundShape *>(otherObject->getCollisionShape());
for (int x = cs->getNumChildShapes() - 1; 0 <= x; --x) {
for (int j = 0; j < p_body->get_kinematic_utilities()->m_manifoldArray.size(); ++j) {
if (!cs->getChildShape(x)->isConvex())
continue;
btPersistentManifold *manifold = p_body->get_kinematic_utilities()->m_manifoldArray[j];
btScalar directionSign = manifold->getBody0() == ghost ? btScalar(-1.0) : btScalar(1.0);
for (int p = 0; p < manifold->getNumContacts(); ++p) {
const btManifoldPoint &pt = manifold->getContactPoint(p);
// Initialize GJK input
gjk_input.m_transformA = body_shape_position;
gjk_input.m_transformA.getOrigin() += out_recover_position;
gjk_input.m_transformB = otherObject->getWorldTransform() * cs->getChildTransform(x);
btScalar dist = pt.getDistance();
if (dist < -p_maxPenetrationDepth) {
// Perform GJK test
btPointCollector result;
btGjkPairDetector gjk_pair_detector(kin_shape.shape, static_cast<const btConvexShape *>(cs->getChildShape(x)), gjk_simplex_solver, gjk_epa_pen_solver);
gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
if (0 > result.m_distance) {
// Has penetration
out_recover_position += result.m_normalOnBInWorld * (result.m_distance * -1);
penetration = true;
out_recover_position += pt.m_normalWorldOnB * directionSign * (dist + p_maxPenetrationDepth) * p_depenetration_speed;
//print_line("penetrate distance: " + rtos(dist));
if (recover_result) {
recover_result->hasPenetration = true;
recover_result->other_collision_object = otherObject;
recover_result->other_compound_shape_index = x;
recover_result->penetration_distance = result.m_distance;
recover_result->pointNormalWorld = result.m_normalOnBInWorld;
recover_result->pointWorld = result.m_pointInWorld;
}
}
}
} else if (otherObject->getCollisionShape()->isConvex()) { /// Execute GJK test against object shape
// Initialize GJK input
gjk_input.m_transformA = body_shape_position;
gjk_input.m_transformA.getOrigin() += out_recover_position;
gjk_input.m_transformB = otherObject->getWorldTransform();
// Perform GJK test
btPointCollector result;
btGjkPairDetector gjk_pair_detector(kin_shape.shape, static_cast<const btConvexShape *>(otherObject->getCollisionShape()), gjk_simplex_solver, gjk_epa_pen_solver);
gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
if (0 > result.m_distance) {
// Has penetration
out_recover_position += result.m_normalOnBInWorld * (result.m_distance * -1);
penetration = true;
if (recover_result) {
recover_result->hasPenetration = true;
recover_result->other_collision_object = otherObject;
recover_result->other_compound_shape_index = 0;
recover_result->penetration_distance = result.m_distance;
recover_result->pointNormalWorld = result.m_normalOnBInWorld;
recover_result->pointWorld = result.m_pointInWorld;
}
//else {
// print_line("touching distance: " + rtos(dist));
//}
}
}
}
}
p_body->get_kinematic_utilities()->resetDefShape();
return penetration;
}