Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideSphereVsTriangles.cpp
21409 views
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)1// SPDX-FileCopyrightText: 2021 Jorrit Rouwe2// SPDX-License-Identifier: MIT34#include <Jolt/Jolt.h>56#include <Jolt/Physics/Collision/CollideSphereVsTriangles.h>7#include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>8#include <Jolt/Physics/Collision/CollideShape.h>9#include <Jolt/Physics/Collision/TransformedShape.h>10#include <Jolt/Physics/Collision/ActiveEdges.h>11#include <Jolt/Physics/Collision/NarrowPhaseStats.h>12#include <Jolt/Core/Profiler.h>1314JPH_NAMESPACE_BEGIN1516static constexpr uint8 sClosestFeatureToActiveEdgesMask[] = {170b000, // 0b000: Invalid, guarded by an assert180b101, // 0b001: Vertex 1 -> edge 1 or 3190b011, // 0b010: Vertex 2 -> edge 1 or 2200b001, // 0b011: Vertex 1 & 2 -> edge 1210b110, // 0b100: Vertex 3 -> edge 2 or 3220b100, // 0b101: Vertex 1 & 3 -> edge 3230b010, // 0b110: Vertex 2 & 3 -> edge 224// 0b111: Vertex 1, 2 & 3 -> interior, guarded by an if25};2627CollideSphereVsTriangles::CollideSphereVsTriangles(const SphereShape *inShape1, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeID &inSubShapeID1, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector) :28mCollideShapeSettings(inCollideShapeSettings),29mCollector(ioCollector),30mShape1(inShape1),31mScale2(inScale2),32mTransform2(inCenterOfMassTransform2),33mSubShapeID1(inSubShapeID1)34{35// Calculate the center of the sphere in the space of 236mSphereCenterIn2 = inCenterOfMassTransform2.Multiply3x3Transposed(inCenterOfMassTransform1.GetTranslation() - inCenterOfMassTransform2.GetTranslation());3738// Determine if shape 2 is inside out or not39mScaleSign2 = ScaleHelpers::IsInsideOut(inScale2)? -1.0f : 1.0f;4041// Check that the sphere is uniformly scaled42JPH_ASSERT(ScaleHelpers::IsUniformScale(inScale1.Abs()));43mRadius = abs(inScale1.GetX()) * inShape1->GetRadius();44mRadiusPlusMaxSeparationSq = Square(mRadius + inCollideShapeSettings.mMaxSeparationDistance);45}4647void CollideSphereVsTriangles::Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)48{49// Scale triangle and make it relative to the center of the sphere50Vec3 v0 = mScale2 * inV0 - mSphereCenterIn2;51Vec3 v1 = mScale2 * inV1 - mSphereCenterIn2;52Vec3 v2 = mScale2 * inV2 - mSphereCenterIn2;5354// Calculate triangle normal55Vec3 triangle_normal = mScaleSign2 * (v1 - v0).Cross(v2 - v0);5657// Backface check58bool back_facing = triangle_normal.Dot(v0) > 0.0f;59if (mCollideShapeSettings.mBackFaceMode == EBackFaceMode::IgnoreBackFaces && back_facing)60return;6162// Check if we collide with the sphere63uint32 closest_feature;64Vec3 point2 = ClosestPoint::GetClosestPointOnTriangle(v0, v1, v2, closest_feature);65float point2_len_sq = point2.LengthSq();66if (point2_len_sq > mRadiusPlusMaxSeparationSq)67return;6869// Calculate penetration depth70float penetration_depth = mRadius - sqrt(point2_len_sq);71if (-penetration_depth >= mCollector.GetEarlyOutFraction())72return;7374// Calculate penetration axis, direction along which to push 2 to move it out of collision (this is always away from the sphere center)75Vec3 penetration_axis = point2.NormalizedOr(Vec3::sAxisY());7677// Calculate the point on the sphere78Vec3 point1 = mRadius * penetration_axis;7980// Check if we have enabled active edge detection81JPH_ASSERT(closest_feature != 0);82if (mCollideShapeSettings.mActiveEdgeMode == EActiveEdgeMode::CollideOnlyWithActive83&& closest_feature != 0b111 // For an interior hit we should already have the right normal84&& (inActiveEdges & sClosestFeatureToActiveEdgesMask[closest_feature]) == 0) // If we didn't hit an active edge we should take the triangle normal85{86// Convert the active edge velocity hint to local space87Vec3 active_edge_movement_direction = mTransform2.Multiply3x3Transposed(mCollideShapeSettings.mActiveEdgeMovementDirection);8889// See ActiveEdges::FixNormal. If penetration_axis affects the movement less than the triangle normal we keep penetration_axis.90Vec3 new_penetration_axis = back_facing? triangle_normal : -triangle_normal;91if (active_edge_movement_direction.Dot(penetration_axis) * new_penetration_axis.Length() >= active_edge_movement_direction.Dot(new_penetration_axis))92penetration_axis = new_penetration_axis;93}9495// Convert to world space96point1 = mTransform2 * (mSphereCenterIn2 + point1);97point2 = mTransform2 * (mSphereCenterIn2 + point2);98Vec3 penetration_axis_world = mTransform2.Multiply3x3(penetration_axis);99100// Create collision result101CollideShapeResult result(point1, point2, penetration_axis_world, penetration_depth, mSubShapeID1, inSubShapeID2, TransformedShape::sGetBodyID(mCollector.GetContext()));102103// Gather faces104if (mCollideShapeSettings.mCollectFacesMode == ECollectFacesMode::CollectFaces)105{106// The sphere doesn't have a supporting face107108// Get face of triangle 2109result.mShape2Face.resize(3);110result.mShape2Face[0] = mTransform2 * (mSphereCenterIn2 + v0);111result.mShape2Face[1] = mTransform2 * (mSphereCenterIn2 + v1);112result.mShape2Face[2] = mTransform2 * (mSphereCenterIn2 + v2);113114// When inside out, we need to swap the triangle winding115if (mScaleSign2 < 0.0f)116std::swap(result.mShape2Face[1], result.mShape2Face[2]);117}118119// Notify the collector120JPH_IF_TRACK_NARROWPHASE_STATS(TrackNarrowPhaseCollector track;)121mCollector.AddHit(result);122}123124JPH_NAMESPACE_END125126127