Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideShapeVsShapePerLeaf.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)1// SPDX-FileCopyrightText: 2025 Jorrit Rouwe2// SPDX-License-Identifier: MIT34#pragma once56#include <Jolt/Physics/Collision/CollideShape.h>7#include <Jolt/Physics/Collision/CollisionDispatch.h>8#include <Jolt/Core/STLLocalAllocator.h>910JPH_NAMESPACE_BEGIN1112/// Collide 2 shapes and returns at most 1 hit per leaf shape pairs that overlapping. This can be used when not all contacts between the shapes are needed.13/// E.g. when testing a compound with 2 MeshShapes A and B against a compound with 2 SphereShapes C and D, then at most you'll get 4 collisions: AC, AD, BC, BD.14/// The default CollisionDispatch::sCollideShapeVsShape function would return all intersecting triangles in A against C, all in B against C etc.15/// @param inShape1 The first shape16/// @param inShape2 The second shape17/// @param inScale1 Local space scale of shape 1 (scales relative to its center of mass)18/// @param inScale2 Local space scale of shape 2 (scales relative to its center of mass)19/// @param inCenterOfMassTransform1 Transform to transform center of mass of shape 1 into world space20/// @param inCenterOfMassTransform2 Transform to transform center of mass of shape 2 into world space21/// @param inSubShapeIDCreator1 Class that tracks the current sub shape ID for shape 122/// @param inSubShapeIDCreator2 Class that tracks the current sub shape ID for shape 223/// @param inCollideShapeSettings Options for the CollideShape test24/// @param ioCollector The collector that receives the results.25/// @param inShapeFilter allows selectively disabling collisions between pairs of (sub) shapes.26/// @tparam LeafCollector The type of the collector that will be used to collect hits between leaf pairs. Must be either AnyHitCollisionCollector<CollideShapeCollector> to get any hit (cheapest) or ClosestHitCollisionCollector<CollideShapeCollector> to get the deepest hit (more expensive).27template <class LeafCollector>28void CollideShapeVsShapePerLeaf(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, const ShapeFilter &inShapeFilter = { })29{30// Tracks information we need about a leaf shape31struct LeafShape32{33LeafShape() = default;3435LeafShape(const AABox &inBounds, Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Shape *inShape, const SubShapeIDCreator &inSubShapeIDCreator) :36mBounds(inBounds),37mCenterOfMassTransform(inCenterOfMassTransform),38mScale(inScale),39mShape(inShape),40mSubShapeIDCreator(inSubShapeIDCreator)41{42}4344AABox mBounds;45Mat44 mCenterOfMassTransform;46Vec3 mScale;47const Shape * mShape;48SubShapeIDCreator mSubShapeIDCreator;49};5051constexpr uint cMaxLocalLeafShapes = 32;5253// A collector that stores the information we need from a leaf shape in an array that is usually on the stack but can fall back to the heap if needed54class MyCollector : public TransformedShapeCollector55{56public:57MyCollector()58{59mHits.reserve(cMaxLocalLeafShapes);60}6162void AddHit(const TransformedShape &inShape) override63{64mHits.emplace_back(inShape.GetWorldSpaceBounds(), inShape.GetCenterOfMassTransform().ToMat44(), inShape.GetShapeScale(), inShape.mShape, inShape.mSubShapeIDCreator);65}6667Array<LeafShape, STLLocalAllocator<LeafShape, cMaxLocalLeafShapes>> mHits;68};6970// Get bounds of both shapes71AABox bounds1 = inShape1->GetWorldSpaceBounds(inCenterOfMassTransform1, inScale1);72AABox bounds2 = inShape2->GetWorldSpaceBounds(inCenterOfMassTransform2, inScale2);7374// Get leaf shapes that overlap with the bounds of the other shape75MyCollector leaf_shapes1, leaf_shapes2;76inShape1->CollectTransformedShapes(bounds2, inCenterOfMassTransform1.GetTranslation(), inCenterOfMassTransform1.GetQuaternion(), inScale1, inSubShapeIDCreator1, leaf_shapes1, inShapeFilter);77inShape2->CollectTransformedShapes(bounds1, inCenterOfMassTransform2.GetTranslation(), inCenterOfMassTransform2.GetQuaternion(), inScale2, inSubShapeIDCreator2, leaf_shapes2, inShapeFilter);7879// Now test each leaf shape against each other leaf80for (const LeafShape &leaf1 : leaf_shapes1.mHits)81for (const LeafShape &leaf2 : leaf_shapes2.mHits)82if (leaf1.mBounds.Overlaps(leaf2.mBounds))83{84// Use the leaf collector to collect max 1 hit for this pair and pass it on to ioCollector85LeafCollector collector;86CollisionDispatch::sCollideShapeVsShape(leaf1.mShape, leaf2.mShape, leaf1.mScale, leaf2.mScale, leaf1.mCenterOfMassTransform, leaf2.mCenterOfMassTransform, leaf1.mSubShapeIDCreator, leaf2.mSubShapeIDCreator, inCollideShapeSettings, collector, inShapeFilter);87if (collector.HadHit())88ioCollector.AddHit(collector.mHit);89}90}9192JPH_NAMESPACE_END939495