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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/Shape/BoxShape.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/Shape/BoxShape.h>
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#include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
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#include <Jolt/Physics/Collision/Shape/GetTrianglesContext.h>
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#include <Jolt/Physics/Collision/RayCast.h>
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#include <Jolt/Physics/Collision/CastResult.h>
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#include <Jolt/Physics/Collision/CollidePointResult.h>
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#include <Jolt/Physics/Collision/TransformedShape.h>
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#include <Jolt/Physics/Collision/CollideSoftBodyVertexIterator.h>
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#include <Jolt/Geometry/RayAABox.h>
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#include <Jolt/ObjectStream/TypeDeclarations.h>
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#include <Jolt/Core/StreamIn.h>
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#include <Jolt/Core/StreamOut.h>
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#ifdef JPH_DEBUG_RENDERER
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#include <Jolt/Renderer/DebugRenderer.h>
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#endif // JPH_DEBUG_RENDERER
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JPH_NAMESPACE_BEGIN
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JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(BoxShapeSettings)
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{
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JPH_ADD_BASE_CLASS(BoxShapeSettings, ConvexShapeSettings)
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JPH_ADD_ATTRIBUTE(BoxShapeSettings, mHalfExtent)
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JPH_ADD_ATTRIBUTE(BoxShapeSettings, mConvexRadius)
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}
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static const Vec3 sUnitBoxTriangles[] = {
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Vec3(-1, 1, -1), Vec3(-1, 1, 1), Vec3(1, 1, 1),
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Vec3(-1, 1, -1), Vec3(1, 1, 1), Vec3(1, 1, -1),
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Vec3(-1, -1, -1), Vec3(1, -1, -1), Vec3(1, -1, 1),
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Vec3(-1, -1, -1), Vec3(1, -1, 1), Vec3(-1, -1, 1),
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Vec3(-1, 1, -1), Vec3(-1, -1, -1), Vec3(-1, -1, 1),
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Vec3(-1, 1, -1), Vec3(-1, -1, 1), Vec3(-1, 1, 1),
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Vec3(1, 1, 1), Vec3(1, -1, 1), Vec3(1, -1, -1),
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Vec3(1, 1, 1), Vec3(1, -1, -1), Vec3(1, 1, -1),
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Vec3(-1, 1, 1), Vec3(-1, -1, 1), Vec3(1, -1, 1),
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Vec3(-1, 1, 1), Vec3(1, -1, 1), Vec3(1, 1, 1),
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Vec3(-1, 1, -1), Vec3(1, 1, -1), Vec3(1, -1, -1),
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Vec3(-1, 1, -1), Vec3(1, -1, -1), Vec3(-1, -1, -1)
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};
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ShapeSettings::ShapeResult BoxShapeSettings::Create() const
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{
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if (mCachedResult.IsEmpty())
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Ref<Shape> shape = new BoxShape(*this, mCachedResult);
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return mCachedResult;
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}
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BoxShape::BoxShape(const BoxShapeSettings &inSettings, ShapeResult &outResult) :
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ConvexShape(EShapeSubType::Box, inSettings, outResult),
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mHalfExtent(inSettings.mHalfExtent),
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mConvexRadius(inSettings.mConvexRadius)
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{
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// Check convex radius
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if (inSettings.mConvexRadius < 0.0f
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|| inSettings.mHalfExtent.ReduceMin() < inSettings.mConvexRadius)
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{
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outResult.SetError("Invalid convex radius");
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return;
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}
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// Result is valid
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outResult.Set(this);
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}
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class BoxShape::Box final : public Support
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{
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public:
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Box(const AABox &inBox, float inConvexRadius) :
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mBox(inBox),
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mConvexRadius(inConvexRadius)
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{
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static_assert(sizeof(Box) <= sizeof(SupportBuffer), "Buffer size too small");
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JPH_ASSERT(IsAligned(this, alignof(Box)));
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}
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virtual Vec3 GetSupport(Vec3Arg inDirection) const override
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{
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return mBox.GetSupport(inDirection);
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}
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virtual float GetConvexRadius() const override
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{
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return mConvexRadius;
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}
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private:
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AABox mBox;
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float mConvexRadius;
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};
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const ConvexShape::Support *BoxShape::GetSupportFunction(ESupportMode inMode, SupportBuffer &inBuffer, Vec3Arg inScale) const
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{
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// Scale our half extents
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Vec3 scaled_half_extent = inScale.Abs() * mHalfExtent;
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switch (inMode)
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{
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case ESupportMode::IncludeConvexRadius:
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case ESupportMode::Default:
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{
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// Make box out of our half extents
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AABox box = AABox(-scaled_half_extent, scaled_half_extent);
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JPH_ASSERT(box.IsValid());
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return new (&inBuffer) Box(box, 0.0f);
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}
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case ESupportMode::ExcludeConvexRadius:
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{
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// Reduce the box by our convex radius
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float convex_radius = ScaleHelpers::ScaleConvexRadius(mConvexRadius, inScale);
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Vec3 convex_radius3 = Vec3::sReplicate(convex_radius);
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Vec3 reduced_half_extent = scaled_half_extent - convex_radius3;
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AABox box = AABox(-reduced_half_extent, reduced_half_extent);
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JPH_ASSERT(box.IsValid());
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return new (&inBuffer) Box(box, convex_radius);
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}
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}
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JPH_ASSERT(false);
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return nullptr;
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}
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void BoxShape::GetSupportingFace(const SubShapeID &inSubShapeID, Vec3Arg inDirection, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform, SupportingFace &outVertices) const
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{
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JPH_ASSERT(inSubShapeID.IsEmpty(), "Invalid subshape ID");
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Vec3 scaled_half_extent = inScale.Abs() * mHalfExtent;
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AABox box(-scaled_half_extent, scaled_half_extent);
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box.GetSupportingFace(inDirection, outVertices);
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// Transform to world space
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for (Vec3 &v : outVertices)
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v = inCenterOfMassTransform * v;
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}
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MassProperties BoxShape::GetMassProperties() const
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{
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MassProperties p;
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p.SetMassAndInertiaOfSolidBox(2.0f * mHalfExtent, GetDensity());
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return p;
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}
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Vec3 BoxShape::GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const
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{
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JPH_ASSERT(inSubShapeID.IsEmpty(), "Invalid subshape ID");
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// Get component that is closest to the surface of the box
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int index = (inLocalSurfacePosition.Abs() - mHalfExtent).Abs().GetLowestComponentIndex();
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// Calculate normal
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Vec3 normal = Vec3::sZero();
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normal.SetComponent(index, inLocalSurfacePosition[index] > 0.0f? 1.0f : -1.0f);
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return normal;
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}
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#ifdef JPH_DEBUG_RENDERER
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void BoxShape::Draw(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const
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{
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DebugRenderer::EDrawMode draw_mode = inDrawWireframe? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid;
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inRenderer->DrawBox(inCenterOfMassTransform * Mat44::sScale(inScale.Abs()), GetLocalBounds(), inUseMaterialColors? GetMaterial()->GetDebugColor() : inColor, DebugRenderer::ECastShadow::On, draw_mode);
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}
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#endif // JPH_DEBUG_RENDERER
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bool BoxShape::CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const
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{
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// Test hit against box
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float fraction = max(RayAABox(inRay.mOrigin, RayInvDirection(inRay.mDirection), -mHalfExtent, mHalfExtent), 0.0f);
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if (fraction < ioHit.mFraction)
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{
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ioHit.mFraction = fraction;
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ioHit.mSubShapeID2 = inSubShapeIDCreator.GetID();
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return true;
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}
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return false;
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}
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void BoxShape::CastRay(const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter) const
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{
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// Test shape filter
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if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID()))
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return;
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float min_fraction, max_fraction;
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RayAABox(inRay.mOrigin, RayInvDirection(inRay.mDirection), -mHalfExtent, mHalfExtent, min_fraction, max_fraction);
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if (min_fraction <= max_fraction // Ray should intersect
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&& max_fraction >= 0.0f // End of ray should be inside box
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&& min_fraction < ioCollector.GetEarlyOutFraction()) // Start of ray should be before early out fraction
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{
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// Better hit than the current hit
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RayCastResult hit;
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hit.mBodyID = TransformedShape::sGetBodyID(ioCollector.GetContext());
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hit.mSubShapeID2 = inSubShapeIDCreator.GetID();
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// Check front side
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if (inRayCastSettings.mTreatConvexAsSolid || min_fraction > 0.0f)
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{
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hit.mFraction = max(0.0f, min_fraction);
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ioCollector.AddHit(hit);
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}
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// Check back side hit
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if (inRayCastSettings.mBackFaceModeConvex == EBackFaceMode::CollideWithBackFaces
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&& max_fraction < ioCollector.GetEarlyOutFraction())
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{
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hit.mFraction = max_fraction;
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ioCollector.AddHit(hit);
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}
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}
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}
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void BoxShape::CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter) const
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{
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// Test shape filter
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if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID()))
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return;
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if (Vec3::sLessOrEqual(inPoint.Abs(), mHalfExtent).TestAllXYZTrue())
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ioCollector.AddHit({ TransformedShape::sGetBodyID(ioCollector.GetContext()), inSubShapeIDCreator.GetID() });
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}
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void BoxShape::CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const CollideSoftBodyVertexIterator &inVertices, uint inNumVertices, int inCollidingShapeIndex) const
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{
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Mat44 inverse_transform = inCenterOfMassTransform.InversedRotationTranslation();
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Vec3 half_extent = inScale.Abs() * mHalfExtent;
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for (CollideSoftBodyVertexIterator v = inVertices, sbv_end = inVertices + inNumVertices; v != sbv_end; ++v)
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if (v.GetInvMass() > 0.0f)
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{
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// Convert to local space
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Vec3 local_pos = inverse_transform * v.GetPosition();
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// Clamp point to inside box
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Vec3 clamped_point = Vec3::sMax(Vec3::sMin(local_pos, half_extent), -half_extent);
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// Test if point was inside
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if (clamped_point == local_pos)
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{
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// Calculate closest distance to surface
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Vec3 delta = half_extent - local_pos.Abs();
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int index = delta.GetLowestComponentIndex();
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float penetration = delta[index];
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if (v.UpdatePenetration(penetration))
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{
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// Calculate contact point and normal
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Vec3 possible_normals[] = { Vec3::sAxisX(), Vec3::sAxisY(), Vec3::sAxisZ() };
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Vec3 normal = local_pos.GetSign() * possible_normals[index];
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Vec3 point = normal * half_extent;
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// Store collision
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v.SetCollision(Plane::sFromPointAndNormal(point, normal).GetTransformed(inCenterOfMassTransform), inCollidingShapeIndex);
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}
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}
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else
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{
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// Calculate normal
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Vec3 normal = local_pos - clamped_point;
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float normal_length = normal.Length();
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// Penetration will be negative since we're not penetrating
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float penetration = -normal_length;
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if (v.UpdatePenetration(penetration))
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{
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normal /= normal_length;
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// Store collision
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v.SetCollision(Plane::sFromPointAndNormal(clamped_point, normal).GetTransformed(inCenterOfMassTransform), inCollidingShapeIndex);
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}
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}
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}
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}
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void BoxShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const
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{
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new (&ioContext) GetTrianglesContextVertexList(inPositionCOM, inRotation, inScale, Mat44::sScale(mHalfExtent), sUnitBoxTriangles, std::size(sUnitBoxTriangles), GetMaterial());
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}
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int BoxShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const
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{
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return ((GetTrianglesContextVertexList &)ioContext).GetTrianglesNext(inMaxTrianglesRequested, outTriangleVertices, outMaterials);
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}
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void BoxShape::SaveBinaryState(StreamOut &inStream) const
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{
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ConvexShape::SaveBinaryState(inStream);
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inStream.Write(mHalfExtent);
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inStream.Write(mConvexRadius);
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}
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void BoxShape::RestoreBinaryState(StreamIn &inStream)
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{
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ConvexShape::RestoreBinaryState(inStream);
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inStream.Read(mHalfExtent);
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inStream.Read(mConvexRadius);
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}
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void BoxShape::sRegister()
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{
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ShapeFunctions &f = ShapeFunctions::sGet(EShapeSubType::Box);
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f.mConstruct = []() -> Shape * { return new BoxShape; };
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f.mColor = Color::sGreen;
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}
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JPH_NAMESPACE_END
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