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adjust margin for hulls with small dimensions
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2 changed files with 40 additions and 42 deletions
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@ -15,36 +15,48 @@
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#include "BulletUtil.h"
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// find the average point on a convex shape
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glm::vec3 findCenter(const QVector<glm::vec3>& points) {
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glm::vec3 result = glm::vec3(0);
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for (int i = 0; i < points.size(); i++) {
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result += points[i];
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btConvexHullShape* ShapeInfoUtil::createConvexHull(const QVector<glm::vec3>& points) {
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assert(points.size() > 0);
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btConvexHullShape* hull = new btConvexHullShape();
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glm::vec3 center = points[0];
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glm::vec3 maxCorner = center;
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glm::vec3 minCorner = center;
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for (int i = 1; i < points.size(); i++) {
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center += points[i];
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maxCorner = glm::max(maxCorner, points[i]);
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minCorner = glm::min(minCorner, points[i]);
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}
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return result * (1.0f / points.size());
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}
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center /= (float)(points.size());
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float margin = hull->getMargin();
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// bullet puts "margins" around all the collision shapes. This can cause shapes will hulls
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// to float a bit above what they are sitting on, etc. One option is to call:
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//
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// compound->setMargin(0.01);
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//
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// to reduce the size of the margin, but this has some consequences for the
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// performance and stability of the simulation. Instead, we clench in all the points of
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// the hull by the margin. These clenched points + bullets margin will but the actual
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// collision hull fairly close to the visual edge of the object.
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QVector<glm::vec3> shrinkByMargin(const QVector<glm::vec3>& points, const glm::vec3 center, float margin) {
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QVector<glm::vec3> result(points.size());
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for (int i = 0; i < points.size(); i++) {
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glm::vec3 pVec = points[ i ] - center;
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glm::vec3 pVecNorm = glm::normalize(pVec);
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result[ i ] = center + pVec - (pVecNorm * margin);
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// Bullet puts "margins" around all the collision shapes. This can cause objects that use ConvexHull shapes
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// to have visible gaps between them and the surface they touch. One option is to reduce the size of the margin
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// but this can reduce the performance and stability of the simulation (e.g. the GJK algorithm will fail to provide
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// nearest contact points and narrow-phase collisions will fall into more expensive code paths). Alternatively
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// one can shift the geometry of the shape to make the margin surface approximately close to the visible surface.
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// This is the strategy we try, but if the object is too small then we start to reduce the margin down to some minimum.
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const float MIN_MARGIN = 0.01f;
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glm::vec3 diagonal = maxCorner - minCorner;
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float minDimension = glm::min(diagonal[0], diagonal[1]);
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minDimension = glm::min(minDimension, diagonal[2]);
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margin = glm::min(glm::max(0.5f * minDimension, MIN_MARGIN), margin);
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hull->setMargin(margin);
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// add the points, correcting for margin
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glm::vec3 relativeScale = (diagonal - glm::vec3(2.0f * margin)) / diagonal;
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glm::vec3 correctedPoint;
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for (int i = 0; i < points.size(); ++i) {
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correctedPoint = (points[i] - center) * relativeScale + center;
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hull->addPoint(btVector3(correctedPoint[0], correctedPoint[1], correctedPoint[2]), false);
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}
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return result;
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hull->recalcLocalAabb();
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return hull;
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}
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btCollisionShape* ShapeInfoUtil::createShapeFromInfo(const ShapeInfo& info) {
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btCollisionShape* shape = NULL;
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switch(info.getType()) {
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@ -68,30 +80,14 @@ btCollisionShape* ShapeInfoUtil::createShapeFromInfo(const ShapeInfo& info) {
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const QVector<QVector<glm::vec3>>& points = info.getPoints();
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uint32_t numSubShapes = info.getNumSubShapes();
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if (numSubShapes == 1) {
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auto hull = new btConvexHullShape();
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const QVector<QVector<glm::vec3>>& points = info.getPoints();
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glm::vec3 center = findCenter(points[0]);
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QVector<glm::vec3> shrunken = shrinkByMargin(points[0], center, hull->getMargin());
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foreach (glm::vec3 point, shrunken) {
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btVector3 btPoint(point[0], point[1], point[2]);
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hull->addPoint(btPoint, false);
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}
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hull->recalcLocalAabb();
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shape = hull;
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shape = createConvexHull(info.getPoints()[0]);
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} else {
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assert(numSubShapes > 1);
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auto compound = new btCompoundShape();
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btTransform trans;
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trans.setIdentity();
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foreach (QVector<glm::vec3> hullPoints, points) {
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auto hull = new btConvexHullShape();
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glm::vec3 center = findCenter(points[0]);
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QVector<glm::vec3> shrunken = shrinkByMargin(hullPoints, center, hull->getMargin());
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foreach (glm::vec3 point, shrunken) {
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btVector3 btPoint(point[0], point[1], point[2]);
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hull->addPoint(btPoint, false);
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}
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hull->recalcLocalAabb();
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btConvexHullShape* hull = createConvexHull(hullPoints);
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compound->addChildShape (trans, hull);
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}
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shape = compound;
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@ -22,6 +22,8 @@
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// TODO: rename this to ShapeFactory
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namespace ShapeInfoUtil {
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btConvexHullShape* createConvexHull(const QVector<glm::vec3>& points);
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btCollisionShape* createShapeFromInfo(const ShapeInfo& info);
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};
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