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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/CastSphereVsTriangles.cpp
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <Jolt/Jolt.h>
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#include <Jolt/Physics/Collision/CastSphereVsTriangles.h>
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#include <Jolt/Physics/Collision/TransformedShape.h>
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#include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
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#include <Jolt/Physics/Collision/Shape/SphereShape.h>
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#include <Jolt/Physics/Collision/ActiveEdges.h>
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#include <Jolt/Physics/Collision/NarrowPhaseStats.h>
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#include <Jolt/Geometry/ClosestPoint.h>
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#include <Jolt/Geometry/RaySphere.h>
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#include <Jolt/Core/Profiler.h>
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JPH_NAMESPACE_BEGIN
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CastSphereVsTriangles::CastSphereVsTriangles(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, CastShapeCollector &ioCollector) :
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mStart(inShapeCast.mCenterOfMassStart.GetTranslation()),
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mDirection(inShapeCast.mDirection),
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mShapeCastSettings(inShapeCastSettings),
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mCenterOfMassTransform2(inCenterOfMassTransform2),
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mScale(inScale),
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mSubShapeIDCreator1(inSubShapeIDCreator1),
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mCollector(ioCollector)
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{
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// Cast to sphere shape
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JPH_ASSERT(inShapeCast.mShape->GetSubType() == EShapeSubType::Sphere);
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const SphereShape *sphere = static_cast<const SphereShape *>(inShapeCast.mShape);
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// Scale the radius
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mRadius = sphere->GetRadius() * abs(inShapeCast.mScale.GetX());
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// Determine if shape is inside out or not
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mScaleSign = ScaleHelpers::IsInsideOut(inScale)? -1.0f : 1.0f;
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}
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void CastSphereVsTriangles::AddHit(bool inBackFacing, const SubShapeID &inSubShapeID2, float inFraction, Vec3Arg inContactPointA, Vec3Arg inContactPointB, Vec3Arg inContactNormal)
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{
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// Convert to world space
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Vec3 contact_point_a = mCenterOfMassTransform2 * (mStart + inContactPointA);
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Vec3 contact_point_b = mCenterOfMassTransform2 * (mStart + inContactPointB);
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Vec3 contact_normal_world = mCenterOfMassTransform2.Multiply3x3(inContactNormal);
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// Its a hit, store the sub shape id's
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ShapeCastResult result(inFraction, contact_point_a, contact_point_b, contact_normal_world, inBackFacing, mSubShapeIDCreator1.GetID(), inSubShapeID2, TransformedShape::sGetBodyID(mCollector.GetContext()));
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// Note: We don't gather faces here because that's only useful if both shapes have a face. Since the sphere always has only 1 contact point, the manifold is always a point.
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JPH_IF_TRACK_NARROWPHASE_STATS(TrackNarrowPhaseCollector track;)
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mCollector.AddHit(result);
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}
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void CastSphereVsTriangles::AddHitWithActiveEdgeDetection(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, bool inBackFacing, Vec3Arg inTriangleNormal, uint8 inActiveEdges, const SubShapeID &inSubShapeID2, float inFraction, Vec3Arg inContactPointA, Vec3Arg inContactPointB, Vec3Arg inContactNormal)
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{
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// Check if we have enabled active edge detection
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Vec3 contact_normal = inContactNormal;
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if (mShapeCastSettings.mActiveEdgeMode == EActiveEdgeMode::CollideOnlyWithActive && inActiveEdges != 0b111)
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{
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// Convert the active edge velocity hint to local space
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Vec3 active_edge_movement_direction = mCenterOfMassTransform2.Multiply3x3Transposed(mShapeCastSettings.mActiveEdgeMovementDirection);
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// Update the contact normal to account for active edges
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// Note that we flip the triangle normal as the penetration axis is pointing towards the triangle instead of away
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contact_normal = ActiveEdges::FixNormal(inV0, inV1, inV2, inBackFacing? inTriangleNormal : -inTriangleNormal, inActiveEdges, inContactPointB, inContactNormal, active_edge_movement_direction);
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}
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AddHit(inBackFacing, inSubShapeID2, inFraction, inContactPointA, inContactPointB, contact_normal);
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}
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// This is a simplified version of the ray cylinder test from: Real Time Collision Detection - Christer Ericson
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// Chapter 5.3.7, page 194-197. Some conditions have been removed as we're not interested in hitting the caps of the cylinder.
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// Note that the ray origin is assumed to be the origin here.
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float CastSphereVsTriangles::RayCylinder(Vec3Arg inRayDirection, Vec3Arg inCylinderA, Vec3Arg inCylinderB, float inRadius) const
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{
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// Calculate cylinder axis
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Vec3 axis = inCylinderB - inCylinderA;
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// Make ray start relative to cylinder side A (moving cylinder A to the origin)
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Vec3 start = -inCylinderA;
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// Test if segment is fully on the A side of the cylinder
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float start_dot_axis = start.Dot(axis);
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float direction_dot_axis = inRayDirection.Dot(axis);
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float end_dot_axis = start_dot_axis + direction_dot_axis;
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if (start_dot_axis < 0.0f && end_dot_axis < 0.0f)
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return FLT_MAX;
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// Test if segment is fully on the B side of the cylinder
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float axis_len_sq = axis.LengthSq();
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if (start_dot_axis > axis_len_sq && end_dot_axis > axis_len_sq)
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return FLT_MAX;
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// Calculate a, b and c, the factors for quadratic equation
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// We're basically solving the ray: x = start + direction * t
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// The closest point to x on the segment A B is: w = (x . axis) * axis / (axis . axis)
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// The distance between x and w should be radius: (x - w) . (x - w) = radius^2
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// Solving this gives the following:
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float a = axis_len_sq * inRayDirection.LengthSq() - Square(direction_dot_axis);
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if (abs(a) < 1.0e-6f)
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return FLT_MAX; // Segment runs parallel to cylinder axis, stop processing, we will either hit at fraction = 0 or we'll hit a vertex
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float b = axis_len_sq * start.Dot(inRayDirection) - direction_dot_axis * start_dot_axis; // should be multiplied by 2, instead we'll divide a and c by 2 when we solve the quadratic equation
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float c = axis_len_sq * (start.LengthSq() - Square(inRadius)) - Square(start_dot_axis);
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float det = Square(b) - a * c; // normally 4 * a * c but since both a and c need to be divided by 2 we lose the 4
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if (det < 0.0f)
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return FLT_MAX; // No solution to quadratic equation
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// Solve fraction t where the ray hits the cylinder
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float t = -(b + sqrt(det)) / a; // normally divided by 2 * a but since a should be divided by 2 we lose the 2
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if (t < 0.0f || t > 1.0f)
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return FLT_MAX; // Intersection lies outside segment
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if (start_dot_axis + t * direction_dot_axis < 0.0f || start_dot_axis + t * direction_dot_axis > axis_len_sq)
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return FLT_MAX; // Intersection outside the end point of the cylinder, stop processing, we will possibly hit a vertex
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return t;
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}
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void CastSphereVsTriangles::Cast(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)
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{
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// Scale triangle and make it relative to the start of the cast
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Vec3 v0 = mScale * inV0 - mStart;
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Vec3 v1 = mScale * inV1 - mStart;
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Vec3 v2 = mScale * inV2 - mStart;
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// Calculate triangle normal
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Vec3 triangle_normal = mScaleSign * (v1 - v0).Cross(v2 - v0);
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float triangle_normal_len = triangle_normal.Length();
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if (triangle_normal_len == 0.0f)
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return; // Degenerate triangle
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triangle_normal /= triangle_normal_len;
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// Backface check
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float normal_dot_direction = triangle_normal.Dot(mDirection);
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bool back_facing = normal_dot_direction > 0.0f;
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if (mShapeCastSettings.mBackFaceModeTriangles == EBackFaceMode::IgnoreBackFaces && back_facing)
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return;
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// Test if distance between the sphere and plane of triangle is smaller or equal than the radius
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if (abs(v0.Dot(triangle_normal)) <= mRadius)
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{
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// Check if the sphere intersects at the start of the cast
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uint32 closest_feature;
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Vec3 q = ClosestPoint::GetClosestPointOnTriangle(v0, v1, v2, closest_feature);
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float q_len_sq = q.LengthSq();
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if (q_len_sq <= Square(mRadius))
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{
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// Early out if this hit is deeper than the collector's early out value
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float q_len = sqrt(q_len_sq);
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float penetration_depth = mRadius - q_len;
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if (-penetration_depth >= mCollector.GetEarlyOutFraction())
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return;
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// Generate contact point
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Vec3 contact_normal = q_len > 0.0f? q / q_len : Vec3::sAxisY();
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Vec3 contact_point_a = q + contact_normal * penetration_depth;
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Vec3 contact_point_b = q;
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AddHitWithActiveEdgeDetection(v0, v1, v2, back_facing, triangle_normal, inActiveEdges, inSubShapeID2, 0.0f, contact_point_a, contact_point_b, contact_normal);
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return;
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}
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}
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else
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{
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// Check if cast is not parallel to the plane of the triangle
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float abs_normal_dot_direction = abs(normal_dot_direction);
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if (abs_normal_dot_direction > 1.0e-6f)
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{
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// Calculate the point on the sphere that will hit the triangle's plane first and calculate a fraction where it will do so
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Vec3 d = Sign(normal_dot_direction) * mRadius * triangle_normal;
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float plane_intersection = (v0 - d).Dot(triangle_normal) / normal_dot_direction;
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// Check if sphere will hit in the interval that we're interested in
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if (plane_intersection * abs_normal_dot_direction < -mRadius // Sphere hits the plane before the sweep, cannot intersect
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|| plane_intersection >= mCollector.GetEarlyOutFraction()) // Sphere hits the plane after the sweep / early out fraction, cannot intersect
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return;
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// We can only report an interior hit if we're hitting the plane during our sweep and not before
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if (plane_intersection >= 0.0f)
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{
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// Calculate the point of contact on the plane
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Vec3 p = d + plane_intersection * mDirection;
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// Check if this is an interior point
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float u, v, w;
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if (ClosestPoint::GetBaryCentricCoordinates(v0 - p, v1 - p, v2 - p, u, v, w)
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&& u >= 0.0f && v >= 0.0f && w >= 0.0f)
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{
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// Interior point, we found the collision point. We don't need to check active edges.
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AddHit(back_facing, inSubShapeID2, plane_intersection, p, p, back_facing? triangle_normal : -triangle_normal);
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return;
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}
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}
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}
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}
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// Test 3 edges
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float fraction = RayCylinder(mDirection, v0, v1, mRadius);
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fraction = min(fraction, RayCylinder(mDirection, v1, v2, mRadius));
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fraction = min(fraction, RayCylinder(mDirection, v2, v0, mRadius));
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// Test 3 vertices
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fraction = min(fraction, RaySphere(Vec3::sZero(), mDirection, v0, mRadius));
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fraction = min(fraction, RaySphere(Vec3::sZero(), mDirection, v1, mRadius));
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fraction = min(fraction, RaySphere(Vec3::sZero(), mDirection, v2, mRadius));
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// Check if we have a collision
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JPH_ASSERT(fraction >= 0.0f);
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if (fraction < mCollector.GetEarlyOutFraction())
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{
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// Calculate the center of the sphere at the point of contact
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Vec3 p = fraction * mDirection;
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// Get contact point and normal
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uint32 closest_feature;
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Vec3 q = ClosestPoint::GetClosestPointOnTriangle(v0 - p, v1 - p, v2 - p, closest_feature);
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Vec3 contact_normal = q.Normalized();
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Vec3 contact_point_ab = p + q;
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AddHitWithActiveEdgeDetection(v0, v1, v2, back_facing, triangle_normal, inActiveEdges, inSubShapeID2, fraction, contact_point_ab, contact_point_ab, contact_normal);
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}
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}
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JPH_NAMESPACE_END
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