Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideSphereVsTriangles.cpp
9913 views
1
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
3
// SPDX-License-Identifier: MIT
4
5
#include <Jolt/Jolt.h>
6
7
#include <Jolt/Physics/Collision/CollideSphereVsTriangles.h>
8
#include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
9
#include <Jolt/Physics/Collision/CollideShape.h>
10
#include <Jolt/Physics/Collision/TransformedShape.h>
11
#include <Jolt/Physics/Collision/ActiveEdges.h>
12
#include <Jolt/Physics/Collision/NarrowPhaseStats.h>
13
#include <Jolt/Core/Profiler.h>
14
15
JPH_NAMESPACE_BEGIN
16
17
static constexpr uint8 sClosestFeatureToActiveEdgesMask[] = {
18
0b000, // 0b000: Invalid, guarded by an assert
19
0b101, // 0b001: Vertex 1 -> edge 1 or 3
20
0b011, // 0b010: Vertex 2 -> edge 1 or 2
21
0b001, // 0b011: Vertex 1 & 2 -> edge 1
22
0b110, // 0b100: Vertex 3 -> edge 2 or 3
23
0b100, // 0b101: Vertex 1 & 3 -> edge 3
24
0b010, // 0b110: Vertex 2 & 3 -> edge 2
25
// 0b111: Vertex 1, 2 & 3 -> interior, guarded by an if
26
};
27
28
CollideSphereVsTriangles::CollideSphereVsTriangles(const SphereShape *inShape1, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeID &inSubShapeID1, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector) :
29
mCollideShapeSettings(inCollideShapeSettings),
30
mCollector(ioCollector),
31
mShape1(inShape1),
32
mScale2(inScale2),
33
mTransform2(inCenterOfMassTransform2),
34
mSubShapeID1(inSubShapeID1)
35
{
36
// Calculate the center of the sphere in the space of 2
37
mSphereCenterIn2 = inCenterOfMassTransform2.Multiply3x3Transposed(inCenterOfMassTransform1.GetTranslation() - inCenterOfMassTransform2.GetTranslation());
38
39
// Determine if shape 2 is inside out or not
40
mScaleSign2 = ScaleHelpers::IsInsideOut(inScale2)? -1.0f : 1.0f;
41
42
// Check that the sphere is uniformly scaled
43
JPH_ASSERT(ScaleHelpers::IsUniformScale(inScale1.Abs()));
44
mRadius = abs(inScale1.GetX()) * inShape1->GetRadius();
45
mRadiusPlusMaxSeparationSq = Square(mRadius + inCollideShapeSettings.mMaxSeparationDistance);
46
}
47
48
void CollideSphereVsTriangles::Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)
49
{
50
JPH_PROFILE_FUNCTION();
51
52
// Scale triangle and make it relative to the center of the sphere
53
Vec3 v0 = mScale2 * inV0 - mSphereCenterIn2;
54
Vec3 v1 = mScale2 * inV1 - mSphereCenterIn2;
55
Vec3 v2 = mScale2 * inV2 - mSphereCenterIn2;
56
57
// Calculate triangle normal
58
Vec3 triangle_normal = mScaleSign2 * (v1 - v0).Cross(v2 - v0);
59
60
// Backface check
61
bool back_facing = triangle_normal.Dot(v0) > 0.0f;
62
if (mCollideShapeSettings.mBackFaceMode == EBackFaceMode::IgnoreBackFaces && back_facing)
63
return;
64
65
// Check if we collide with the sphere
66
uint32 closest_feature;
67
Vec3 point2 = ClosestPoint::GetClosestPointOnTriangle(v0, v1, v2, closest_feature);
68
float point2_len_sq = point2.LengthSq();
69
if (point2_len_sq > mRadiusPlusMaxSeparationSq)
70
return;
71
72
// Calculate penetration depth
73
float penetration_depth = mRadius - sqrt(point2_len_sq);
74
if (-penetration_depth >= mCollector.GetEarlyOutFraction())
75
return;
76
77
// Calculate penetration axis, direction along which to push 2 to move it out of collision (this is always away from the sphere center)
78
Vec3 penetration_axis = point2.NormalizedOr(Vec3::sAxisY());
79
80
// Calculate the point on the sphere
81
Vec3 point1 = mRadius * penetration_axis;
82
83
// Check if we have enabled active edge detection
84
JPH_ASSERT(closest_feature != 0);
85
if (mCollideShapeSettings.mActiveEdgeMode == EActiveEdgeMode::CollideOnlyWithActive
86
&& closest_feature != 0b111 // For an interior hit we should already have the right normal
87
&& (inActiveEdges & sClosestFeatureToActiveEdgesMask[closest_feature]) == 0) // If we didn't hit an active edge we should take the triangle normal
88
{
89
// Convert the active edge velocity hint to local space
90
Vec3 active_edge_movement_direction = mTransform2.Multiply3x3Transposed(mCollideShapeSettings.mActiveEdgeMovementDirection);
91
92
// See ActiveEdges::FixNormal. If penetration_axis affects the movement less than the triangle normal we keep penetration_axis.
93
Vec3 new_penetration_axis = back_facing? triangle_normal : -triangle_normal;
94
if (active_edge_movement_direction.Dot(penetration_axis) * new_penetration_axis.Length() >= active_edge_movement_direction.Dot(new_penetration_axis))
95
penetration_axis = new_penetration_axis;
96
}
97
98
// Convert to world space
99
point1 = mTransform2 * (mSphereCenterIn2 + point1);
100
point2 = mTransform2 * (mSphereCenterIn2 + point2);
101
Vec3 penetration_axis_world = mTransform2.Multiply3x3(penetration_axis);
102
103
// Create collision result
104
CollideShapeResult result(point1, point2, penetration_axis_world, penetration_depth, mSubShapeID1, inSubShapeID2, TransformedShape::sGetBodyID(mCollector.GetContext()));
105
106
// Gather faces
107
if (mCollideShapeSettings.mCollectFacesMode == ECollectFacesMode::CollectFaces)
108
{
109
// The sphere doesn't have a supporting face
110
111
// Get face of triangle 2
112
result.mShape2Face.resize(3);
113
result.mShape2Face[0] = mTransform2 * (mSphereCenterIn2 + v0);
114
result.mShape2Face[1] = mTransform2 * (mSphereCenterIn2 + v1);
115
result.mShape2Face[2] = mTransform2 * (mSphereCenterIn2 + v2);
116
}
117
118
// Notify the collector
119
JPH_IF_TRACK_NARROWPHASE_STATS(TrackNarrowPhaseCollector track;)
120
mCollector.AddHit(result);
121
}
122
123
JPH_NAMESPACE_END
124
125