generate contact when body type changes at runtime, decoupling, add first ray cast hit query to world query (more to add later such as sphere/box/convex casts), hotfix
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@@ -335,6 +335,41 @@ bool b3Body::ShouldCollide(const b3Body* other) const
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return true;
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}
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void b3Body::SetType(b3BodyType type)
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{
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if (m_type == type)
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{
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return;
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}
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m_type = type;
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ResetMass();
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m_force.SetZero();
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m_torque.SetZero();
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if (m_type == e_staticBody)
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{
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m_linearVelocity.SetZero();
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m_angularVelocity.SetZero();
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m_sweep.worldCenter0 = m_sweep.worldCenter;
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m_sweep.orientation0 = m_sweep.orientation;
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SynchronizeShapes();
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}
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SetAwake(true);
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DestroyContacts();
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// Move the shape proxies so new contacts can be created.
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b3BroadPhase* phase = &m_world->m_contactMan.m_broadPhase;
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for (b3Shape* s = m_shapeList.m_head; s; s = s->m_next)
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{
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phase->BufferMove(s->m_broadPhaseID);
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}
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}
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void b3Body::Dump() const
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{
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i32 bodyIndex = m_islandID;
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@@ -79,7 +79,7 @@ void b3CollideCapsuleAndCapsule(b3Manifold& manifold,
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float32 d1 = b3Distance(clipEdgeA[0].position, cp1);
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float32 d2 = b3Distance(clipEdgeA[1].position, cp2);
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if (d1 <= totalRadius && d2 <= totalRadius)
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if (d1 > B3_EPSILON && d1 <= totalRadius && d2 > B3_EPSILON && d2 <= totalRadius)
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{
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b3Vec3 n1 = (cp1 - clipEdgeA[0].position) / d1;
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b3Vec3 n2 = (cp2 - clipEdgeA[1].position) / d2;
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@@ -123,7 +123,7 @@ void b3CollideCapsuleAndCapsule(b3Manifold& manifold,
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float32 distance = b3Distance(pointA, pointB);
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if (distance > 0.0f)
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if (distance > B3_EPSILON)
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{
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b3Vec3 normal = (pointB - pointA) / distance;
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b3Vec3 center = 0.5f * (pointA + hullA.radius * normal + pointB - hullB.radius * normal);
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@@ -17,6 +17,7 @@
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*/
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#include <bounce/dynamics/shapes/capsule_shape.h>
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#include <bounce/dynamics/time_step.h>
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b3CapsuleShape::b3CapsuleShape()
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{
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@@ -17,6 +17,7 @@
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*/
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#include <bounce/dynamics/shapes/sphere_shape.h>
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#include <bounce/dynamics/time_step.h>
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b3SphereShape::b3SphereShape()
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{
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@@ -377,6 +377,68 @@ void b3World::RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec
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m_contactMan.m_broadPhase.RayCast(&callback, input);
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}
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struct b3RayCastFirstCallback
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{
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float32 Report(const b3RayCastInput& input, i32 proxyId)
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{
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// Get shape associated with the proxy.
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void* userData = broadPhase->GetUserData(proxyId);
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b3Shape* shape = (b3Shape*)userData;
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// Get map from shape local space to world space.
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b3Transform xf = shape->GetBody()->GetTransform();
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b3RayCastOutput output;
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bool hit = shape->RayCast(&output, input, xf);
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if (hit)
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{
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// Track minimum time of impact to require less memory.
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if (output.fraction < output0.fraction)
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{
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shape0 = shape;
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output0 = output;
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}
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}
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// Continue the search from where we stopped.
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return input.maxFraction;
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}
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b3Shape* shape0;
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b3RayCastOutput output0;
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const b3BroadPhase* broadPhase;
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};
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void b3World::RayCastFirst(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2) const
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{
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b3RayCastInput input;
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input.p1 = p1;
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input.p2 = p2;
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input.maxFraction = 1.0f;
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b3RayCastFirstCallback callback;
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callback.shape0 = NULL;
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callback.output0.fraction = B3_MAX_FLOAT;
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callback.broadPhase = &m_contactMan.m_broadPhase;
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// Perform the ray cast.
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m_contactMan.m_broadPhase.RayCast(&callback, input);
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if (callback.shape0)
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{
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// Ray hits closest shape.
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float32 fraction = callback.output0.fraction;
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float32 w1 = 1.0f - fraction;
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float32 w2 = fraction;
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b3Vec3 point = w1 * input.p1 + w2 * input.p2;
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b3Vec3 normal = callback.output0.normal;
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// Report the intersection to the user.
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listener->ReportShape(callback.shape0, point, normal, fraction);
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}
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}
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struct b3QueryAABBCallback
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{
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bool Report(i32 proxyID)
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