Click here to Skip to main content
15,892,809 members
Articles / Mobile Apps / Android

One-Touch Casual 3D Game Based on OpenGL ES 2.0 3D Engine with Lua, Bullet, and Vorbis Support

Rate me:
Please Sign up or sign in to vote.
4.75/5 (7 votes)
8 Nov 2012CPOL5 min read 50.5K   3.3K   18  
Android-x86 native game-engine - without JNI
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/

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.
*/


#include "btSoftBodyConcaveCollisionAlgorithm.h"
#include "btCollisionObject.h"
#include "btMultiSphereShape.h"
#include "btBroadphaseProxy.h"
#include "btConcaveShape.h"
#include "btManifoldResult.h"
#include "btRaycastCallback.h"
#include "btTriangleShape.h"
#include "btSphereShape.h"
#include "btTetrahedronShape.h"
#include "btConvexHullShape.h"



#include "btIDebugDraw.h"
#include "btSubSimplexConvexCast.h"
#include "btSoftBody.h"

#define BT_SOFTBODY_TRIANGLE_EXTRUSION btScalar(0.06)//make this configurable

btSoftBodyConcaveCollisionAlgorithm::btSoftBodyConcaveCollisionAlgorithm( const btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1,bool isSwapped)
: btCollisionAlgorithm(ci),
m_isSwapped(isSwapped),
m_btSoftBodyTriangleCallback(ci.m_dispatcher1,body0,body1,isSwapped)
{
}



btSoftBodyConcaveCollisionAlgorithm::~btSoftBodyConcaveCollisionAlgorithm()
{
}



btSoftBodyTriangleCallback::btSoftBodyTriangleCallback(btDispatcher*  dispatcher,btCollisionObject* body0,btCollisionObject* body1,bool isSwapped):
m_dispatcher(dispatcher),
m_dispatchInfoPtr(0)
{
	m_softBody = (btSoftBody*) (isSwapped? body1:body0);
	m_triBody = isSwapped? body0:body1;

	//
	// create the manifold from the dispatcher 'manifold pool'
	//
	//	  m_manifoldPtr = m_dispatcher->getNewManifold(m_convexBody,m_triBody);

	clearCache();
}

btSoftBodyTriangleCallback::~btSoftBodyTriangleCallback()
{
	clearCache();
	//	m_dispatcher->releaseManifold( m_manifoldPtr );

}


void	btSoftBodyTriangleCallback::clearCache()
{
	for (int i=0;i<m_shapeCache.size();i++)
	{
		btTriIndex* tmp = m_shapeCache.getAtIndex(i);
		btAssert(tmp);
		btAssert(tmp->m_childShape);
		m_softBody->getWorldInfo()->m_sparsesdf.RemoveReferences(tmp->m_childShape);//necessary?
		delete tmp->m_childShape;
	}
	m_shapeCache.clear();
}


void btSoftBodyTriangleCallback::processTriangle(btVector3* triangle,int partId, int triangleIndex)
{
	//just for debugging purposes
	//printf("triangle %d",m_triangleCount++);
	btCollisionObject* ob = static_cast<btCollisionObject*>(m_triBody);
	btCollisionAlgorithmConstructionInfo ci;
	ci.m_dispatcher1 = m_dispatcher;

	///debug drawing of the overlapping triangles
	if (m_dispatchInfoPtr && m_dispatchInfoPtr->m_debugDraw && m_dispatchInfoPtr->m_debugDraw->getDebugMode() &btIDebugDraw::DBG_DrawWireframe)
	{
		btVector3 color(1,1,0);
		btTransform& tr = ob->getWorldTransform();
		m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[0]),tr(triangle[1]),color);
		m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[1]),tr(triangle[2]),color);
		m_dispatchInfoPtr->m_debugDraw->drawLine(tr(triangle[2]),tr(triangle[0]),color);
	}

	btTriIndex	triIndex(partId,triangleIndex,0);
	btHashKey<btTriIndex> triKey(triIndex.getUid());


	btTriIndex* shapeIndex = m_shapeCache[triKey];
	if (shapeIndex)
	{
		btCollisionShape* tm = shapeIndex->m_childShape;
		btAssert(tm);

		//copy over user pointers to temporary shape
		tm->setUserPointer(ob->getRootCollisionShape()->getUserPointer());

		btCollisionShape* tmpShape = ob->getCollisionShape();
		ob->internalSetTemporaryCollisionShape( tm );


		btCollisionAlgorithm* colAlgo = ci.m_dispatcher1->findAlgorithm(m_softBody,m_triBody,0);//m_manifoldPtr);

		colAlgo->processCollision(m_softBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
		colAlgo->~btCollisionAlgorithm();
		ci.m_dispatcher1->freeCollisionAlgorithm(colAlgo);
		ob->internalSetTemporaryCollisionShape( tmpShape);
		return;
	}

	//aabb filter is already applied!	

	//btCollisionObject* colObj = static_cast<btCollisionObject*>(m_convexProxy->m_clientObject);

	//	if (m_softBody->getCollisionShape()->getShapeType()==
	{
		//		btVector3 other;
		btVector3 normal = (triangle[1]-triangle[0]).cross(triangle[2]-triangle[0]);
		normal.normalize();
		normal*= BT_SOFTBODY_TRIANGLE_EXTRUSION;
		//		other=(triangle[0]+triangle[1]+triangle[2])*0.333333f;
		//		other+=normal*22.f;
		btVector3	pts[6] = {triangle[0]+normal,
			triangle[1]+normal,
			triangle[2]+normal,
			triangle[0]-normal,
			triangle[1]-normal,
			triangle[2]-normal};

		btConvexHullShape* tm = new btConvexHullShape(&pts[0].getX(),6);


		//		btBU_Simplex1to4 tm(triangle[0],triangle[1],triangle[2],other);

		//btTriangleShape tm(triangle[0],triangle[1],triangle[2]);	
		//	tm.setMargin(m_collisionMarginTriangle);

		//copy over user pointers to temporary shape
		tm->setUserPointer(ob->getRootCollisionShape()->getUserPointer());

		btCollisionShape* tmpShape = ob->getCollisionShape();
		ob->internalSetTemporaryCollisionShape( tm );


		btCollisionAlgorithm* colAlgo = ci.m_dispatcher1->findAlgorithm(m_softBody,m_triBody,0);//m_manifoldPtr);
		///this should use the btDispatcher, so the actual registered algorithm is used
		//		btConvexConvexAlgorithm cvxcvxalgo(m_manifoldPtr,ci,m_convexBody,m_triBody);

		//m_resultOut->setShapeIdentifiersB(partId,triangleIndex);
		//		cvxcvxalgo.processCollision(m_convexBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
		colAlgo->processCollision(m_softBody,m_triBody,*m_dispatchInfoPtr,m_resultOut);
		colAlgo->~btCollisionAlgorithm();
		ci.m_dispatcher1->freeCollisionAlgorithm(colAlgo);


		ob->internalSetTemporaryCollisionShape( tmpShape );
		triIndex.m_childShape = tm;
		m_shapeCache.insert(triKey,triIndex);

	}



}



void	btSoftBodyTriangleCallback::setTimeStepAndCounters(btScalar collisionMarginTriangle,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
{
	m_dispatchInfoPtr = &dispatchInfo;
	m_collisionMarginTriangle = collisionMarginTriangle+btScalar(BT_SOFTBODY_TRIANGLE_EXTRUSION);
	m_resultOut = resultOut;


	btVector3	aabbWorldSpaceMin,aabbWorldSpaceMax;
	m_softBody->getAabb(aabbWorldSpaceMin,aabbWorldSpaceMax);
	btVector3 halfExtents = (aabbWorldSpaceMax-aabbWorldSpaceMin)*btScalar(0.5);
	btVector3 softBodyCenter = (aabbWorldSpaceMax+aabbWorldSpaceMin)*btScalar(0.5);

	btTransform softTransform;
	softTransform.setIdentity();
	softTransform.setOrigin(softBodyCenter);

	btTransform convexInTriangleSpace;
	convexInTriangleSpace = m_triBody->getWorldTransform().inverse() * softTransform;
	btTransformAabb(halfExtents,m_collisionMarginTriangle,convexInTriangleSpace,m_aabbMin,m_aabbMax);
}

void btSoftBodyConcaveCollisionAlgorithm::clearCache()
{
	m_btSoftBodyTriangleCallback.clearCache();

}

void btSoftBodyConcaveCollisionAlgorithm::processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
{


	//btCollisionObject* convexBody = m_isSwapped ? body1 : body0;
	btCollisionObject* triBody = m_isSwapped ? body0 : body1;

	if (triBody->getCollisionShape()->isConcave())
	{


		btCollisionObject*	triOb = triBody;
		btConcaveShape* concaveShape = static_cast<btConcaveShape*>( triOb->getCollisionShape());

		//	if (convexBody->getCollisionShape()->isConvex())
		{
			btScalar collisionMarginTriangle = concaveShape->getMargin();

			//			resultOut->setPersistentManifold(m_btSoftBodyTriangleCallback.m_manifoldPtr);
			m_btSoftBodyTriangleCallback.setTimeStepAndCounters(collisionMarginTriangle,dispatchInfo,resultOut);

			//Disable persistency. previously, some older algorithm calculated all contacts in one go, so you can clear it here.
			//m_dispatcher->clearManifold(m_btSoftBodyTriangleCallback.m_manifoldPtr);

			//			m_btSoftBodyTriangleCallback.m_manifoldPtr->setBodies(convexBody,triBody);


			concaveShape->processAllTriangles( &m_btSoftBodyTriangleCallback,m_btSoftBodyTriangleCallback.getAabbMin(),m_btSoftBodyTriangleCallback.getAabbMax());

			//	resultOut->refreshContactPoints();

		}

	}

}


btScalar btSoftBodyConcaveCollisionAlgorithm::calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut)
{
	(void)resultOut;
	(void)dispatchInfo;
	btCollisionObject* convexbody = m_isSwapped ? body1 : body0;
	btCollisionObject* triBody = m_isSwapped ? body0 : body1;


	//quick approximation using raycast, todo: hook up to the continuous collision detection (one of the btConvexCast)

	//only perform CCD above a certain threshold, this prevents blocking on the long run
	//because object in a blocked ccd state (hitfraction<1) get their linear velocity halved each frame...
	btScalar squareMot0 = (convexbody->getInterpolationWorldTransform().getOrigin() - convexbody->getWorldTransform().getOrigin()).length2();
	if (squareMot0 < convexbody->getCcdSquareMotionThreshold())
	{
		return btScalar(1.);
	}

	//const btVector3& from = convexbody->m_worldTransform.getOrigin();
	//btVector3 to = convexbody->m_interpolationWorldTransform.getOrigin();
	//todo: only do if the motion exceeds the 'radius'

	btTransform triInv = triBody->getWorldTransform().inverse();
	btTransform convexFromLocal = triInv * convexbody->getWorldTransform();
	btTransform convexToLocal = triInv * convexbody->getInterpolationWorldTransform();

	struct LocalTriangleSphereCastCallback	: public btTriangleCallback
	{
		btTransform m_ccdSphereFromTrans;
		btTransform m_ccdSphereToTrans;
		btTransform	m_meshTransform;

		btScalar	m_ccdSphereRadius;
		btScalar	m_hitFraction;


		LocalTriangleSphereCastCallback(const btTransform& from,const btTransform& to,btScalar ccdSphereRadius,btScalar hitFraction)
			:m_ccdSphereFromTrans(from),
			m_ccdSphereToTrans(to),
			m_ccdSphereRadius(ccdSphereRadius),
			m_hitFraction(hitFraction)
		{			
		}


		virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex)
		{
			(void)partId;
			(void)triangleIndex;
			//do a swept sphere for now
			btTransform ident;
			ident.setIdentity();
			btConvexCast::CastResult castResult;
			castResult.m_fraction = m_hitFraction;
			btSphereShape	pointShape(m_ccdSphereRadius);
			btTriangleShape	triShape(triangle[0],triangle[1],triangle[2]);
			btVoronoiSimplexSolver	simplexSolver;
			btSubsimplexConvexCast convexCaster(&pointShape,&triShape,&simplexSolver);
			//GjkConvexCast	convexCaster(&pointShape,convexShape,&simplexSolver);
			//ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);
			//local space?

			if (convexCaster.calcTimeOfImpact(m_ccdSphereFromTrans,m_ccdSphereToTrans,
				ident,ident,castResult))
			{
				if (m_hitFraction > castResult.m_fraction)
					m_hitFraction = castResult.m_fraction;
			}

		}

	};





	if (triBody->getCollisionShape()->isConcave())
	{
		btVector3 rayAabbMin = convexFromLocal.getOrigin();
		rayAabbMin.setMin(convexToLocal.getOrigin());
		btVector3 rayAabbMax = convexFromLocal.getOrigin();
		rayAabbMax.setMax(convexToLocal.getOrigin());
		btScalar ccdRadius0 = convexbody->getCcdSweptSphereRadius();
		rayAabbMin -= btVector3(ccdRadius0,ccdRadius0,ccdRadius0);
		rayAabbMax += btVector3(ccdRadius0,ccdRadius0,ccdRadius0);

		btScalar curHitFraction = btScalar(1.); //is this available?
		LocalTriangleSphereCastCallback raycastCallback(convexFromLocal,convexToLocal,
			convexbody->getCcdSweptSphereRadius(),curHitFraction);

		raycastCallback.m_hitFraction = convexbody->getHitFraction();

		btCollisionObject* concavebody = triBody;

		btConcaveShape* triangleMesh = (btConcaveShape*) concavebody->getCollisionShape();

		if (triangleMesh)
		{
			triangleMesh->processAllTriangles(&raycastCallback,rayAabbMin,rayAabbMax);
		}



		if (raycastCallback.m_hitFraction < convexbody->getHitFraction())
		{
			convexbody->setHitFraction( raycastCallback.m_hitFraction);
			return raycastCallback.m_hitFraction;
		}
	}

	return btScalar(1.);

}

By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.

If a file you wish to view isn't highlighted, and is a text file (not binary), please let us know and we'll add colourisation support for it.

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
India India
This member has not yet provided a Biography. Assume it's interesting and varied, and probably something to do with programming.

Comments and Discussions