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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideShapeVsShapePerLeaf.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2025 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Physics/Collision/CollideShape.h>
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#include <Jolt/Physics/Collision/CollisionDispatch.h>
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#include <Jolt/Core/STLLocalAllocator.h>
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JPH_NAMESPACE_BEGIN
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/// 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.
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/// 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.
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/// The default CollisionDispatch::sCollideShapeVsShape function would return all intersecting triangles in A against C, all in B against C etc.
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/// @param inShape1 The first shape
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/// @param inShape2 The second shape
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/// @param inScale1 Local space scale of shape 1 (scales relative to its center of mass)
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/// @param inScale2 Local space scale of shape 2 (scales relative to its center of mass)
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/// @param inCenterOfMassTransform1 Transform to transform center of mass of shape 1 into world space
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/// @param inCenterOfMassTransform2 Transform to transform center of mass of shape 2 into world space
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/// @param inSubShapeIDCreator1 Class that tracks the current sub shape ID for shape 1
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/// @param inSubShapeIDCreator2 Class that tracks the current sub shape ID for shape 2
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/// @param inCollideShapeSettings Options for the CollideShape test
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/// @param ioCollector The collector that receives the results.
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/// @param inShapeFilter allows selectively disabling collisions between pairs of (sub) shapes.
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/// @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).
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template <class LeafCollector>
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void 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 = { })
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{
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// Tracks information we need about a leaf shape
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struct LeafShape
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{
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LeafShape() = default;
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LeafShape(const AABox &inBounds, Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Shape *inShape, const SubShapeIDCreator &inSubShapeIDCreator) :
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mBounds(inBounds),
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mCenterOfMassTransform(inCenterOfMassTransform),
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mScale(inScale),
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mShape(inShape),
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mSubShapeIDCreator(inSubShapeIDCreator)
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{
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}
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AABox mBounds;
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Mat44 mCenterOfMassTransform;
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Vec3 mScale;
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const Shape * mShape;
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SubShapeIDCreator mSubShapeIDCreator;
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};
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constexpr uint cMaxLocalLeafShapes = 32;
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// 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 needed
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class MyCollector : public TransformedShapeCollector
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{
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public:
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MyCollector()
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{
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mHits.reserve(cMaxLocalLeafShapes);
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}
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void AddHit(const TransformedShape &inShape) override
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{
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mHits.emplace_back(inShape.GetWorldSpaceBounds(), inShape.GetCenterOfMassTransform().ToMat44(), inShape.GetShapeScale(), inShape.mShape, inShape.mSubShapeIDCreator);
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}
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Array<LeafShape, STLLocalAllocator<LeafShape, cMaxLocalLeafShapes>> mHits;
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};
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// Get bounds of both shapes
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AABox bounds1 = inShape1->GetWorldSpaceBounds(inCenterOfMassTransform1, inScale1);
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AABox bounds2 = inShape2->GetWorldSpaceBounds(inCenterOfMassTransform2, inScale2);
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// Get leaf shapes that overlap with the bounds of the other shape
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MyCollector leaf_shapes1, leaf_shapes2;
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inShape1->CollectTransformedShapes(bounds2, inCenterOfMassTransform1.GetTranslation(), inCenterOfMassTransform1.GetQuaternion(), inScale1, inSubShapeIDCreator1, leaf_shapes1, inShapeFilter);
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inShape2->CollectTransformedShapes(bounds1, inCenterOfMassTransform2.GetTranslation(), inCenterOfMassTransform2.GetQuaternion(), inScale2, inSubShapeIDCreator2, leaf_shapes2, inShapeFilter);
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// Now test each leaf shape against each other leaf
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for (const LeafShape &leaf1 : leaf_shapes1.mHits)
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for (const LeafShape &leaf2 : leaf_shapes2.mHits)
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if (leaf1.mBounds.Overlaps(leaf2.mBounds))
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{
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// Use the leaf collector to collect max 1 hit for this pair and pass it on to ioCollector
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LeafCollector collector;
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CollisionDispatch::sCollideShapeVsShape(leaf1.mShape, leaf2.mShape, leaf1.mScale, leaf2.mScale, leaf1.mCenterOfMassTransform, leaf2.mCenterOfMassTransform, leaf1.mSubShapeIDCreator, leaf2.mSubShapeIDCreator, inCollideShapeSettings, collector, inShapeFilter);
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if (collector.HadHit())
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ioCollector.AddHit(collector.mHit);
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}
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}
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JPH_NAMESPACE_END
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