本文整理汇总了C++中btManifoldPoint::getPositionWorldOnB方法的典型用法代码示例。如果您正苦于以下问题:C++ btManifoldPoint::getPositionWorldOnB方法的具体用法?C++ btManifoldPoint::getPositionWorldOnB怎么用?C++ btManifoldPoint::getPositionWorldOnB使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类btManifoldPoint
的用法示例。
在下文中一共展示了btManifoldPoint::getPositionWorldOnB方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: setupMultiBodyContactConstraint
void btMultiBodyConstraintSolver::setupMultiBodyContactConstraint(btMultiBodySolverConstraint& solverConstraint,
const btVector3& contactNormal,
btManifoldPoint& cp, const btContactSolverInfo& infoGlobal,
btScalar& relaxation,
bool isFriction, btScalar desiredVelocity, btScalar cfmSlip)
{
BT_PROFILE("setupMultiBodyContactConstraint");
btVector3 rel_pos1;
btVector3 rel_pos2;
btMultiBody* multiBodyA = solverConstraint.m_multiBodyA;
btMultiBody* multiBodyB = solverConstraint.m_multiBodyB;
const btVector3& pos1 = cp.getPositionWorldOnA();
const btVector3& pos2 = cp.getPositionWorldOnB();
btSolverBody* bodyA = multiBodyA ? 0 : &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdA];
btSolverBody* bodyB = multiBodyB ? 0 : &m_tmpSolverBodyPool[solverConstraint.m_solverBodyIdB];
btRigidBody* rb0 = multiBodyA ? 0 : bodyA->m_originalBody;
btRigidBody* rb1 = multiBodyB ? 0 : bodyB->m_originalBody;
if (bodyA)
rel_pos1 = pos1 - bodyA->getWorldTransform().getOrigin();
if (bodyB)
rel_pos2 = pos2 - bodyB->getWorldTransform().getOrigin();
relaxation = 1.f;
if (multiBodyA)
{
if (solverConstraint.m_linkA<0)
{
rel_pos1 = pos1 - multiBodyA->getBasePos();
} else
{
rel_pos1 = pos1 - multiBodyA->getLink(solverConstraint.m_linkA).m_cachedWorldTransform.getOrigin();
}
const int ndofA = (multiBodyA->isMultiDof() ? multiBodyA->getNumDofs() : multiBodyA->getNumLinks()) + 6;
solverConstraint.m_deltaVelAindex = multiBodyA->getCompanionId();
if (solverConstraint.m_deltaVelAindex <0)
{
solverConstraint.m_deltaVelAindex = m_data.m_deltaVelocities.size();
multiBodyA->setCompanionId(solverConstraint.m_deltaVelAindex);
m_data.m_deltaVelocities.resize(m_data.m_deltaVelocities.size()+ndofA);
} else
{
btAssert(m_data.m_deltaVelocities.size() >= solverConstraint.m_deltaVelAindex+ndofA);
}
solverConstraint.m_jacAindex = m_data.m_jacobians.size();
m_data.m_jacobians.resize(m_data.m_jacobians.size()+ndofA);
m_data.m_deltaVelocitiesUnitImpulse.resize(m_data.m_deltaVelocitiesUnitImpulse.size()+ndofA);
btAssert(m_data.m_jacobians.size() == m_data.m_deltaVelocitiesUnitImpulse.size());
btScalar* jac1=&m_data.m_jacobians[solverConstraint.m_jacAindex];
if(multiBodyA->isMultiDof())
multiBodyA->fillContactJacobianMultiDof(solverConstraint.m_linkA, cp.getPositionWorldOnA(), contactNormal, jac1, m_data.scratch_r, m_data.scratch_v, m_data.scratch_m);
else
multiBodyA->fillContactJacobian(solverConstraint.m_linkA, cp.getPositionWorldOnA(), contactNormal, jac1, m_data.scratch_r, m_data.scratch_v, m_data.scratch_m);
btScalar* delta = &m_data.m_deltaVelocitiesUnitImpulse[solverConstraint.m_jacAindex];
if(multiBodyA->isMultiDof())
multiBodyA->calcAccelerationDeltasMultiDof(&m_data.m_jacobians[solverConstraint.m_jacAindex],delta,m_data.scratch_r, m_data.scratch_v);
else
multiBodyA->calcAccelerationDeltas(&m_data.m_jacobians[solverConstraint.m_jacAindex],delta,m_data.scratch_r, m_data.scratch_v);
btVector3 torqueAxis0 = rel_pos1.cross(contactNormal);
solverConstraint.m_relpos1CrossNormal = torqueAxis0;
solverConstraint.m_contactNormal1 = contactNormal;
} else
{
btVector3 torqueAxis0 = rel_pos1.cross(contactNormal);
solverConstraint.m_relpos1CrossNormal = torqueAxis0;
solverConstraint.m_contactNormal1 = contactNormal;
solverConstraint.m_angularComponentA = rb0 ? rb0->getInvInertiaTensorWorld()*torqueAxis0*rb0->getAngularFactor() : btVector3(0,0,0);
}
if (multiBodyB)
{
if (solverConstraint.m_linkB<0)
{
rel_pos2 = pos2 - multiBodyB->getBasePos();
} else
{
rel_pos2 = pos2 - multiBodyB->getLink(solverConstraint.m_linkB).m_cachedWorldTransform.getOrigin();
}
const int ndofB = (multiBodyB->isMultiDof() ? multiBodyB->getNumDofs() : multiBodyB->getNumLinks()) + 6;
solverConstraint.m_deltaVelBindex = multiBodyB->getCompanionId();
if (solverConstraint.m_deltaVelBindex <0)
{
//.........这里部分代码省略.........
示例2: btAdjustInternalEdgeContacts
//.........这里部分代码省略.........
if(len<triangleInfoMapPtr->m_edgeDistanceThreshold)
if( bestedge==0 )
{
btVector3 edge(v0-v1);
isNearEdge = true;
if (info->m_edgeV0V1Angle==btScalar(0))
{
numConcaveEdgeHits++;
} else
{
bool isEdgeConvex = (info->m_flags & TRI_INFO_V0V1_CONVEX);
btScalar swapFactor = isEdgeConvex ? btScalar(1) : btScalar(-1);
#ifdef BT_INTERNAL_EDGE_DEBUG_DRAW
btDebugDrawLine(tr*nearest,tr*(nearest+swapFactor*tri_normal*10),white);
#endif //BT_INTERNAL_EDGE_DEBUG_DRAW
btVector3 nA = swapFactor * tri_normal;
btQuaternion orn(edge,info->m_edgeV0V1Angle);
btVector3 computedNormalB = quatRotate(orn,tri_normal);
if (info->m_flags & TRI_INFO_V0V1_SWAP_NORMALB)
computedNormalB*=-1;
btVector3 nB = swapFactor*computedNormalB;
btScalar NdotA = localContactNormalOnB.dot(nA);
btScalar NdotB = localContactNormalOnB.dot(nB);
bool backFacingNormal = (NdotA< triangleInfoMapPtr->m_convexEpsilon) && (NdotB<triangleInfoMapPtr->m_convexEpsilon);
#ifdef DEBUG_INTERNAL_EDGE
{
btDebugDrawLine(cp.getPositionWorldOnB(),cp.getPositionWorldOnB()+tr.getBasis()*(nB*20),red);
}
#endif //DEBUG_INTERNAL_EDGE
if (backFacingNormal)
{
numConcaveEdgeHits++;
}
else
{
numConvexEdgeHits++;
btVector3 clampedLocalNormal;
bool isClamped = btClampNormal(edge,swapFactor*tri_normal,localContactNormalOnB, info->m_edgeV0V1Angle,clampedLocalNormal);
if (isClamped)
{
if (((normalAdjustFlags & BT_TRIANGLE_CONVEX_DOUBLE_SIDED)!=0) || (clampedLocalNormal.dot(frontFacing*tri_normal)>0))
{
btVector3 newNormal = colObj0Wrap->getWorldTransform().getBasis() * clampedLocalNormal;
// cp.m_distance1 = cp.m_distance1 * newNormal.dot(cp.m_normalWorldOnB);
cp.m_normalWorldOnB = newNormal;
// Reproject collision point along normal. (what about cp.m_distance1?)
cp.m_positionWorldOnB = cp.m_positionWorldOnA - cp.m_normalWorldOnB * cp.m_distance1;
cp.m_localPointB = colObj0Wrap->getWorldTransform().invXform(cp.m_positionWorldOnB);
}
}
}
}
}
}
btNearestPointInLineSegment(contact,v1,v2,nearest);
示例3: ContactProcessedCallback
bool GameWorld::ContactProcessedCallback(btManifoldPoint &mp, void *body0, void *body1)
{
auto obA = static_cast<btCollisionObject*>(body0);
auto obB = static_cast<btCollisionObject*>(body1);
if( !( obA->getUserPointer() && obB->getUserPointer() ) ) {
return false;
}
GameObject* a = static_cast<GameObject*>(obA->getUserPointer());
GameObject* b = static_cast<GameObject*>(obB->getUserPointer());
bool valA = a && a->type() == GameObject::Instance;
bool valB = b && b->type() == GameObject::Instance;
if( ! (valA && valB) && (valB || valA) ) {
// Figure out which is the dynamic instance.
InstanceObject* dynInst = nullptr;
const btRigidBody* instBody = nullptr, * otherBody = nullptr;
btVector3 src, dmg;
if( valA ) {
dynInst = static_cast<InstanceObject*>(a);
instBody = static_cast<const btRigidBody*>(obA);
otherBody = static_cast<const btRigidBody*>(obB);
src = mp.getPositionWorldOnB();
dmg = mp.getPositionWorldOnA();
}
else {
dynInst = static_cast<InstanceObject*>(b);
instBody = static_cast<const btRigidBody*>(obB);
otherBody = static_cast<const btRigidBody*>(obA);
src = mp.getPositionWorldOnA();
dmg = mp.getPositionWorldOnB();
}
if( dynInst->dynamics != nullptr && instBody->isStaticObject() ) {
// Attempt to determine relative velocity.
auto dV = (otherBody->getLinearVelocity());
auto impulse = dV.length()/ (otherBody->getInvMass());
if( dynInst->dynamics->uprootForce <= impulse ) {
dynInst->takeDamage({
{dmg.x(), dmg.y(), dmg.z()},
{src.x(), src.y(), src.z()},
0.f,
GameObject::DamageInfo::Physics,
impulse
});
}
}
}
// Handle vehicles
if(a) handleVehicleResponse(a, mp, true);
if(b) handleVehicleResponse(b, mp, false);
return true;
}