Merge pull request #4876 from AndrewMeadows/thermonuclear

adjust margin for hulls with small dimensions
This commit is contained in:
Philip Rosedale 2015-05-14 15:53:34 -07:00
commit 15d2ce6ecc
2 changed files with 40 additions and 42 deletions

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@ -15,36 +15,48 @@
#include "BulletUtil.h" #include "BulletUtil.h"
// find the average point on a convex shape
glm::vec3 findCenter(const QVector<glm::vec3>& points) { btConvexHullShape* ShapeInfoUtil::createConvexHull(const QVector<glm::vec3>& points) {
glm::vec3 result = glm::vec3(0); assert(points.size() > 0);
for (int i = 0; i < points.size(); i++) {
result += points[i]; btConvexHullShape* hull = new btConvexHullShape();
glm::vec3 center = points[0];
glm::vec3 maxCorner = center;
glm::vec3 minCorner = center;
for (int i = 1; i < points.size(); i++) {
center += points[i];
maxCorner = glm::max(maxCorner, points[i]);
minCorner = glm::min(minCorner, points[i]);
} }
return result * (1.0f / points.size()); center /= (float)(points.size());
}
float margin = hull->getMargin();
// bullet puts "margins" around all the collision shapes. This can cause shapes will hulls // Bullet puts "margins" around all the collision shapes. This can cause objects that use ConvexHull shapes
// to float a bit above what they are sitting on, etc. One option is to call: // to have visible gaps between them and the surface they touch. One option is to reduce the size of the margin
// // but this can reduce the performance and stability of the simulation (e.g. the GJK algorithm will fail to provide
// compound->setMargin(0.01); // nearest contact points and narrow-phase collisions will fall into more expensive code paths). Alternatively
// // one can shift the geometry of the shape to make the margin surface approximately close to the visible surface.
// to reduce the size of the margin, but this has some consequences for the // This is the strategy we try, but if the object is too small then we start to reduce the margin down to some minimum.
// performance and stability of the simulation. Instead, we clench in all the points of
// the hull by the margin. These clenched points + bullets margin will but the actual const float MIN_MARGIN = 0.01f;
// collision hull fairly close to the visual edge of the object. glm::vec3 diagonal = maxCorner - minCorner;
QVector<glm::vec3> shrinkByMargin(const QVector<glm::vec3>& points, const glm::vec3 center, float margin) { float minDimension = glm::min(diagonal[0], diagonal[1]);
QVector<glm::vec3> result(points.size()); minDimension = glm::min(minDimension, diagonal[2]);
for (int i = 0; i < points.size(); i++) { margin = glm::min(glm::max(0.5f * minDimension, MIN_MARGIN), margin);
glm::vec3 pVec = points[ i ] - center; hull->setMargin(margin);
glm::vec3 pVecNorm = glm::normalize(pVec);
result[ i ] = center + pVec - (pVecNorm * margin); // add the points, correcting for margin
glm::vec3 relativeScale = (diagonal - glm::vec3(2.0f * margin)) / diagonal;
glm::vec3 correctedPoint;
for (int i = 0; i < points.size(); ++i) {
correctedPoint = (points[i] - center) * relativeScale + center;
hull->addPoint(btVector3(correctedPoint[0], correctedPoint[1], correctedPoint[2]), false);
} }
return result; hull->recalcLocalAabb();
return hull;
} }
btCollisionShape* ShapeInfoUtil::createShapeFromInfo(const ShapeInfo& info) { btCollisionShape* ShapeInfoUtil::createShapeFromInfo(const ShapeInfo& info) {
btCollisionShape* shape = NULL; btCollisionShape* shape = NULL;
switch(info.getType()) { switch(info.getType()) {
@ -68,30 +80,14 @@ btCollisionShape* ShapeInfoUtil::createShapeFromInfo(const ShapeInfo& info) {
const QVector<QVector<glm::vec3>>& points = info.getPoints(); const QVector<QVector<glm::vec3>>& points = info.getPoints();
uint32_t numSubShapes = info.getNumSubShapes(); uint32_t numSubShapes = info.getNumSubShapes();
if (numSubShapes == 1) { if (numSubShapes == 1) {
auto hull = new btConvexHullShape(); shape = createConvexHull(info.getPoints()[0]);
const QVector<QVector<glm::vec3>>& points = info.getPoints();
glm::vec3 center = findCenter(points[0]);
QVector<glm::vec3> shrunken = shrinkByMargin(points[0], center, hull->getMargin());
foreach (glm::vec3 point, shrunken) {
btVector3 btPoint(point[0], point[1], point[2]);
hull->addPoint(btPoint, false);
}
hull->recalcLocalAabb();
shape = hull;
} else { } else {
assert(numSubShapes > 1); assert(numSubShapes > 1);
auto compound = new btCompoundShape(); auto compound = new btCompoundShape();
btTransform trans; btTransform trans;
trans.setIdentity(); trans.setIdentity();
foreach (QVector<glm::vec3> hullPoints, points) { foreach (QVector<glm::vec3> hullPoints, points) {
auto hull = new btConvexHullShape(); btConvexHullShape* hull = createConvexHull(hullPoints);
glm::vec3 center = findCenter(points[0]);
QVector<glm::vec3> shrunken = shrinkByMargin(hullPoints, center, hull->getMargin());
foreach (glm::vec3 point, shrunken) {
btVector3 btPoint(point[0], point[1], point[2]);
hull->addPoint(btPoint, false);
}
hull->recalcLocalAabb();
compound->addChildShape (trans, hull); compound->addChildShape (trans, hull);
} }
shape = compound; shape = compound;

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@ -22,6 +22,8 @@
// TODO: rename this to ShapeFactory // TODO: rename this to ShapeFactory
namespace ShapeInfoUtil { namespace ShapeInfoUtil {
btConvexHullShape* createConvexHull(const QVector<glm::vec3>& points);
btCollisionShape* createShapeFromInfo(const ShapeInfo& info); btCollisionShape* createShapeFromInfo(const ShapeInfo& info);
}; };