#2 Crossbones+ - Reputation: 3520
Posted 25 November 2012 - 06:08 PM
#3 Members - Reputation: 356
Posted 26 November 2012 - 12:30 AM
#4 Members - Reputation: 839
Posted 26 November 2012 - 01:33 AM
Pretty much you can just use dynamicWorld->RayTest() for ray to world testing. Here's an example of how to do that and also setup some collision filters (like how to dynamically select one single object to ignore (collision filter) while ray testing against everything else).
typedef struct _COLLISION_DATA
{
class CCollideeInstance *m_pCollideeInstance;
class CCharacterController *m_pDynamicObj;
class btCollisionObject *m_pRigidBody;
} COLLISION_DATA;
#define GET_GHOST(x) (btGhostObject *)(((COLLISION_DATA *)x->getUserPointer())->m_pRigidBody)
class GhostPairCallback : public btOverlappingPairCallback
{
public:
GhostPairCallback()
{
}
virtual ~GhostPairCallback()
{
}
virtual btBroadphasePair* addOverlappingPair(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1)
{
btCollisionObject* colObj0 = (btCollisionObject*) proxy0->m_clientObject;
btCollisionObject* colObj1 = (btCollisionObject*) proxy1->m_clientObject;
btGhostObject* ghost0 = btGhostObject::upcast(colObj0);
btGhostObject* ghost1 = btGhostObject::upcast(colObj1);
if (ghost0 && ghost0 != GET_GHOST(colObj1))
{
ghost0->addOverlappingObjectInternal(proxy1, proxy0);
}
if (ghost1 && ghost1 != GET_GHOST(colObj0))
ghost1->addOverlappingObjectInternal(proxy0, proxy1);
return 0;
}
virtual void* removeOverlappingPair(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1,btDispatcher* dispatcher)
{
btCollisionObject* colObj0 = (btCollisionObject*) proxy0->m_clientObject;
btCollisionObject* colObj1 = (btCollisionObject*) proxy1->m_clientObject;
btGhostObject* ghost0 = btGhostObject::upcast(colObj0);
btGhostObject* ghost1 = btGhostObject::upcast(colObj1);
if (ghost0 && ghost0 != GET_GHOST(colObj1))
ghost0->removeOverlappingObjectInternal(proxy1,dispatcher,proxy0);
if (ghost1 && ghost1 != GET_GHOST(colObj0))
ghost1->removeOverlappingObjectInternal(proxy0,dispatcher,proxy1);
return 0;
}
virtual void removeOverlappingPairsContainingProxy(btBroadphaseProxy* proxy0,btDispatcher* dispatcher)
{
btAssert(0);
//need to keep track of all ghost objects and call them here
//m_hashPairCache->removeOverlappingPairsContainingProxy(proxy0,dispatcher);
}
};
struct ActorFilterCallback : public btOverlapFilterCallback
{
// return true when pairs need collision
virtual bool needBroadphaseCollision(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1) const
{
bool collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
//add some additional logic here that modifies 'collides'
btCollisionObject* colObj0 = (btCollisionObject*) proxy0->m_clientObject;
btCollisionObject* colObj1 = (btCollisionObject*) proxy1->m_clientObject;
if (GET_GHOST(colObj0) == colObj1)
{
return false;
}
if (GET_GHOST(colObj1) == colObj0)
{
return false;
}
return collides;
}
};
void ActorNearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, const btDispatcherInfo& dispatchInfo)
{
// Do your collision logic here
// Only dispatch the Bullet collision information if you want the physics to continue
btCollisionObject* colObj0 = (btCollisionObject*) collisionPair.m_pProxy0->m_clientObject;
btCollisionObject* colObj1 = (btCollisionObject*) collisionPair.m_pProxy1->m_clientObject;
if (GET_GHOST(colObj0) == colObj1)
{
return;
}
if (GET_GHOST(colObj1) == colObj0)
{
return;
}
dispatcher.defaultNearCallback(collisionPair, dispatcher, dispatchInfo);
}
D3DXVECTOR3 CPhysicsEngine::CastRayToWorld(
const D3DXVECTOR3 &rayOrigin,
const D3DXVECTOR3 &rayDir,
CCollidee **hitObj,
CCollideeInstance **hitInstance,
CCharacterController **hitDynamicObj,
bool skipDynamicObjects,
bool skipBackfaces,
CCharacterController *pSkipObj,
D3DXPLANE *pHitPlane
)
{
btVector3 rayFromW, rayToW, newRay;
short oldGroup1;
short oldGroup2;
if (pSkipObj &&
pSkipObj->getGhostObject() &&
pSkipObj->m_sphereCollider &&
pSkipObj->getGhostObject()->getBroadphaseHandle()
)
{
oldGroup1 = pSkipObj->getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
oldGroup2 = pSkipObj->m_sphereCollider->getBroadphaseHandle()->m_collisionFilterGroup;
pSkipObj->getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup = 0x00;
pSkipObj->m_sphereCollider->getBroadphaseHandle()->m_collisionFilterGroup = 0x00;
}
rayFromW = btVector3( rayOrigin.x, rayOrigin.y, rayOrigin.z );
rayToW = btVector3( rayDir.x, rayDir.y, rayDir.z );
btCollisionWorld::ClosestRayResultCallback cb(rayFromW, rayToW);
if (skipBackfaces)
{
cb.m_flags = 1 << 0;
}
*hitObj = NULL;
*hitDynamicObj = NULL;
newRay = rayToW;
m_dynamicsWorld->rayTest( rayFromW, rayToW, cb );
if (cb.hasHit ())
{
btCollisionObject *pObj = cb.m_collisionObject;
if (pObj)
{
COLLISION_DATA *pCD;
pCD = (COLLISION_DATA *)pObj->getUserPointer();
if (pCD && pCD->m_pCollideeInstance)
{
CCollideeInstance *pInstance = pCD->m_pCollideeInstance;
if (pInstance)
{
newRay = cb.m_hitPointWorld;
if (pHitPlane)
{
D3DXPlaneFromPointNormal( pHitPlane,
&D3DXVECTOR3( newRay.getX(), newRay.getY(), newRay.getZ() ),
&D3DXVECTOR3( cb.m_hitNormalWorld.getX(), cb.m_hitNormalWorld.getY(), cb.m_hitNormalWorld.getZ() ) );
}
*hitObj = pInstance->m_pCollidee;
if (hitInstance)
{
*hitInstance = pInstance;
}
}
}
//
// If we still haven't matched, it's likely we hit a ghost
// object.
//
if (*hitObj == NULL)
{
if (pCD && pCD->m_pDynamicObj)
{
if (!skipDynamicObjects)
{
newRay = cb.m_hitPointWorld;
if (pHitPlane)
{
D3DXPlaneFromPointNormal( pHitPlane,
&D3DXVECTOR3( newRay.getX(), newRay.getY(), newRay.getZ() ),
&D3DXVECTOR3( cb.m_hitNormalWorld.getX(), cb.m_hitNormalWorld.getY(), cb.m_hitNormalWorld.getZ() ) );
}
}
*hitObj = NULL;
if (hitInstance)
{
*hitInstance = NULL;
}
*hitDynamicObj = pCD->m_pDynamicObj;
}
}
}
if (pSkipObj &&
pSkipObj->getGhostObject() &&
pSkipObj->m_sphereCollider &&
pSkipObj->getGhostObject()->getBroadphaseHandle()
)
{
pSkipObj->getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup = oldGroup1;
pSkipObj->m_sphereCollider->getBroadphaseHandle()->m_collisionFilterGroup = oldGroup2;
}
return D3DXVECTOR3( newRay.getX(), newRay.getY(), newRay.getZ() );
}
void Example()
{
m_defaultContactProcessingThreshold = BT_LARGE_FLOAT;
m_collisionConfiguration = new btDefaultCollisionConfiguration();
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_overlappingPairCache = new btDbvtBroadphase();
m_ghostPairCallback = new GhostPairCallback();
m_overlappingPairCache->getOverlappingPairCache()->setInternalGhostPairCallback(m_ghostPairCallback);
m_constraintSolver = new btSequentialImpulseConstraintSolver();
m_dynamicsWorld = new btDiscreteDynamicsWorld( m_dispatcher,
m_overlappingPairCache,
m_constraintSolver,
m_collisionConfiguration
);
m_filterCallback = new ActorFilterCallback();
m_dynamicsWorld->getPairCache()->setOverlapFilterCallback(m_filterCallback);
m_dispatcher->setNearCallback(ActorNearCallback);
}
Love DAOC? Tryout my DAOC clone: https://dl.dropboxusercontent.com/u/8974528/VON_Dist.zip
#5 Members - Reputation: 356
Posted 26 November 2012 - 02:43 AM
The other question about Pathfinding was completely different (I was trying to implement Pathfinding which has nothing to do with using raycasting while excluding certain models (like they don't exist).
I believe that the above code is not exactly what I'm looking for, here is the prototype of the method that I'm looking for:
void Raycast(btVector3 rayOrigin, btVector3 rayDir, vector<DWORD> excludeModelsIDs);
body->getUserPointer() will point to a number, the number will represent the ID of the model, so excludeModelsIDs should include list of models ID that I want to exclude (at this point ray casting will act like they don't exists).
Edited by Medo3337, 26 November 2012 - 02:44 AM.
#6 Members - Reputation: 839
Posted 26 November 2012 - 11:39 AM
You can scrape out the concept of collision filters from the code snippet I already gave you or use the Bullet documentation and examples to learn more about it. Basically a collision filter is how to exclude a shape from raycasting. The example I gave you above allows you to exclude static and dynamic objects, so that you can use collision ghost objects for dynamic objects (like MOBs) and exclude one of them (like yourself) so that certain kinds of operations are simpler ... the code above was cut from code I used for movement routines.
Love DAOC? Tryout my DAOC clone: https://dl.dropboxusercontent.com/u/8974528/VON_Dist.zip
#7 Members - Reputation: 356
Posted 26 November 2012 - 11:59 AM
I think collision filter will not work because I ONLY want to exclude certain models from ray casting and still detect collision with them, I could exclude a character/vehicle or anything mesh from ray casting even this mesh is still physical and still need to detect collision with it.
#8 Members - Reputation: 839
Posted 26 November 2012 - 02:46 PM
The collision filter could work if you set it right before you do a raycast and then reset it to the original value right after, then you could still collide with it during your StepSimulation part. It works for me at least.
Love DAOC? Tryout my DAOC clone: https://dl.dropboxusercontent.com/u/8974528/VON_Dist.zip
#9 Members - Reputation: 356
Posted 26 November 2012 - 10:49 PM
If you have knowledge about Bullet Vehicle, please take a look over this thread:
http://www.gamedev.net/topic/634827-bullet-vehicle-wheels-direction-problem-code-attached/
The vehicle is working except one problem, the wheels are looking at the sides of the vehicle instead of the front direction therefore the wheels are rotating incorrectly.






