public void awakenRigidBodiesInArea(Vector3f min, Vector3f max) { for (int i = 0; i < collisionObjects.size(); i++) { CollisionObject collisionObject = collisionObjects.getQuick(i); if (!collisionObject.isStaticOrKinematicObject() && !collisionObject.isActive()) { Vector3f otherMin = Stack.alloc(Vector3f.class); Vector3f otherMax = Stack.alloc(Vector3f.class); collisionObject .getCollisionShape() .getAabb( collisionObject.getWorldTransform(Stack.alloc(Transform.class)), otherMin, otherMax); if (AabbUtil2.testAabbAgainstAabb2(min, max, otherMin, otherMax)) { collisionObject.activate(); } } } }
public void convexSweepTest( ConvexShape castShape, Transform convexFromWorld, Transform convexToWorld, CollisionWorld.ConvexResultCallback resultCallback, float allowedCcdPenetration) { Transform convexFromTrans = new Transform(); Transform convexToTrans = new Transform(); convexFromTrans.set(convexFromWorld); convexToTrans.set(convexToWorld); Vector3f castShapeAabbMin = new Vector3f(); Vector3f castShapeAabbMax = new Vector3f(); // compute AABB that encompasses angular movement { Vector3f linVel = new Vector3f(); Vector3f angVel = new Vector3f(); TransformUtil.calculateVelocity(convexFromTrans, convexToTrans, 1f, linVel, angVel); Transform R = new Transform(); R.setIdentity(); R.setRotation(convexFromTrans.getRotation(new Quat4f())); castShape.calculateTemporalAabb(R, linVel, angVel, 1f, castShapeAabbMin, castShapeAabbMax); } Transform tmpTrans = new Transform(); // go over all objects, and if the ray intersects their aabb + cast shape aabb, // do a ray-shape query using convexCaster (CCD) for (int i = 0; i < overlappingObjects.size(); i++) { CollisionObject collisionObject = overlappingObjects.getQuick(i); // only perform raycast if filterMask matches if (resultCallback.needsCollision(collisionObject.getBroadphaseHandle())) { // RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject(); Vector3f collisionObjectAabbMin = new Vector3f(); Vector3f collisionObjectAabbMax = new Vector3f(); collisionObject .getCollisionShape() .getAabb( collisionObject.getWorldTransform(tmpTrans), collisionObjectAabbMin, collisionObjectAabbMax); AabbUtil2.aabbExpand( collisionObjectAabbMin, collisionObjectAabbMax, castShapeAabbMin, castShapeAabbMax); float[] hitLambda = new float[] {1f}; // could use resultCallback.closestHitFraction, but needs testing Vector3f hitNormal = new Vector3f(); if (AabbUtil2.rayAabb( convexFromWorld.origin, convexToWorld.origin, collisionObjectAabbMin, collisionObjectAabbMax, hitLambda, hitNormal)) { CollisionWorld.objectQuerySingle( castShape, convexFromTrans, convexToTrans, collisionObject, collisionObject.getCollisionShape(), collisionObject.getWorldTransform(tmpTrans), resultCallback, allowedCcdPenetration); } } } }