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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideConvexVsTriangles.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/CollideConvexVsTriangles.h>
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#include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
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#include <Jolt/Physics/Collision/CollideShape.h>
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#include <Jolt/Physics/Collision/TransformedShape.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/EPAPenetrationDepth.h>
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#include <Jolt/Geometry/Plane.h>
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JPH_NAMESPACE_BEGIN
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CollideConvexVsTriangles::CollideConvexVsTriangles(const ConvexShape *inShape1, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeID &inSubShapeID1, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector) :
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mCollideShapeSettings(inCollideShapeSettings),
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mCollector(ioCollector),
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mShape1(inShape1),
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mScale1(inScale1),
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mScale2(inScale2),
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mTransform1(inCenterOfMassTransform1),
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mSubShapeID1(inSubShapeID1)
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{
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// Get transforms
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Mat44 inverse_transform2 = inCenterOfMassTransform2.InversedRotationTranslation();
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Mat44 transform1_to_2 = inverse_transform2 * inCenterOfMassTransform1;
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mTransform2To1 = transform1_to_2.InversedRotationTranslation();
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// Calculate bounds
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mBoundsOf1 = inShape1->GetLocalBounds().Scaled(inScale1);
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mBoundsOf1.ExpandBy(Vec3::sReplicate(inCollideShapeSettings.mMaxSeparationDistance));
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mBoundsOf1InSpaceOf2 = mBoundsOf1.Transformed(transform1_to_2); // Convert bounding box of 1 into space of 2
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// Determine if shape 2 is inside out or not
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mScaleSign2 = ScaleHelpers::IsInsideOut(inScale2)? -1.0f : 1.0f;
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}
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void CollideConvexVsTriangles::Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)
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{
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// Scale triangle and transform it to the space of 1
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Vec3 v0 = mTransform2To1 * (mScale2 * inV0);
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Vec3 v1 = mTransform2To1 * (mScale2 * inV1);
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Vec3 v2 = mTransform2To1 * (mScale2 * inV2);
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// Calculate triangle normal
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Vec3 triangle_normal = mScaleSign2 * (v1 - v0).Cross(v2 - v0);
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// Backface check
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bool back_facing = triangle_normal.Dot(v0) > 0.0f;
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if (mCollideShapeSettings.mBackFaceMode == EBackFaceMode::IgnoreBackFaces && back_facing)
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return;
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// Get bounding box for triangle
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AABox triangle_bbox = AABox::sFromTwoPoints(v0, v1);
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triangle_bbox.Encapsulate(v2);
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// Get intersection between triangle and shape box, if there is none, we're done
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if (!triangle_bbox.Overlaps(mBoundsOf1))
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return;
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// Create triangle support function
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TriangleConvexSupport triangle(v0, v1, v2);
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// Perform collision detection
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// Note: As we don't remember the penetration axis from the last iteration, and it is likely that the shape (A) we're colliding the triangle (B) against is in front of the triangle,
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// and the penetration axis is the shortest distance along to push B out of collision, we use the inverse of the triangle normal as an initial penetration axis. This has been seen
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// to improve performance by approx. 5% over using a fixed axis like (1, 0, 0).
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Vec3 penetration_axis = -triangle_normal, point1, point2;
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EPAPenetrationDepth pen_depth;
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EPAPenetrationDepth::EStatus status;
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// Get the support function
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if (mShape1ExCvxRadius == nullptr)
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mShape1ExCvxRadius = mShape1->GetSupportFunction(ConvexShape::ESupportMode::ExcludeConvexRadius, mBufferExCvxRadius, mScale1);
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// Perform GJK step
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float max_separation_distance = mCollideShapeSettings.mMaxSeparationDistance;
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status = pen_depth.GetPenetrationDepthStepGJK(*mShape1ExCvxRadius, mShape1ExCvxRadius->GetConvexRadius() + max_separation_distance, triangle, 0.0f, mCollideShapeSettings.mCollisionTolerance, penetration_axis, point1, point2);
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// Check result of collision detection
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if (status == EPAPenetrationDepth::EStatus::NotColliding)
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return;
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else if (status == EPAPenetrationDepth::EStatus::Indeterminate)
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{
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// Need to run expensive EPA algorithm
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// We know we're overlapping at this point, so we can set the max separation distance to 0.
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// Numerically it is possible that GJK finds that the shapes are overlapping but EPA finds that they're separated.
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// In order to avoid this, we clamp the max separation distance to 1 so that we don't excessively inflate the shape,
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// but we still inflate it enough to avoid the case where EPA misses the collision.
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max_separation_distance = min(max_separation_distance, 1.0f);
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// Get the support function
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if (mShape1IncCvxRadius == nullptr)
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mShape1IncCvxRadius = mShape1->GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, mBufferIncCvxRadius, mScale1);
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// Add convex radius
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AddConvexRadius shape1_add_max_separation_distance(*mShape1IncCvxRadius, max_separation_distance);
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// Perform EPA step
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if (!pen_depth.GetPenetrationDepthStepEPA(shape1_add_max_separation_distance, triangle, mCollideShapeSettings.mPenetrationTolerance, penetration_axis, point1, point2))
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return;
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}
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// Check if the penetration is bigger than the early out fraction
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float penetration_depth = (point2 - point1).Length() - max_separation_distance;
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if (-penetration_depth >= mCollector.GetEarlyOutFraction())
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return;
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// Correct point1 for the added separation distance
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float penetration_axis_len = penetration_axis.Length();
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if (penetration_axis_len > 0.0f)
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point1 -= penetration_axis * (max_separation_distance / penetration_axis_len);
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// Check if we have enabled active edge detection
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if (mCollideShapeSettings.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 = mTransform1.Multiply3x3Transposed(mCollideShapeSettings.mActiveEdgeMovementDirection);
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// Update the penetration axis 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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penetration_axis = ActiveEdges::FixNormal(v0, v1, v2, back_facing? triangle_normal : -triangle_normal, inActiveEdges, point2, penetration_axis, active_edge_movement_direction);
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}
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// Convert to world space
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point1 = mTransform1 * point1;
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point2 = mTransform1 * point2;
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Vec3 penetration_axis_world = mTransform1.Multiply3x3(penetration_axis);
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// Create collision result
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CollideShapeResult result(point1, point2, penetration_axis_world, penetration_depth, mSubShapeID1, inSubShapeID2, TransformedShape::sGetBodyID(mCollector.GetContext()));
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// Gather faces
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if (mCollideShapeSettings.mCollectFacesMode == ECollectFacesMode::CollectFaces)
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{
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// Get supporting face of shape 1
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mShape1->GetSupportingFace(SubShapeID(), -penetration_axis, mScale1, mTransform1, result.mShape1Face);
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// Get face of the triangle
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result.mShape2Face.resize(3);
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result.mShape2Face[0] = mTransform1 * v0;
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result.mShape2Face[1] = mTransform1 * v1;
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result.mShape2Face[2] = mTransform1 * v2;
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// When inside out, we need to swap the triangle winding
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if (mScaleSign2 < 0.0f)
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std::swap(result.mShape2Face[1], result.mShape2Face[2]);
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}
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// Notify the collector
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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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JPH_NAMESPACE_END
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