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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/Shape/SphereShape.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/SphereShape.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/RaySphere.h>
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#include <Jolt/Geometry/Plane.h>
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#include <Jolt/Core/StreamIn.h>
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#include <Jolt/Core/StreamOut.h>
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#include <Jolt/ObjectStream/TypeDeclarations.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(SphereShapeSettings)
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{
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JPH_ADD_BASE_CLASS(SphereShapeSettings, ConvexShapeSettings)
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JPH_ADD_ATTRIBUTE(SphereShapeSettings, mRadius)
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}
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ShapeSettings::ShapeResult SphereShapeSettings::Create() const
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{
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if (mCachedResult.IsEmpty())
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Ref<Shape> shape = new SphereShape(*this, mCachedResult);
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return mCachedResult;
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}
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SphereShape::SphereShape(const SphereShapeSettings &inSettings, ShapeResult &outResult) :
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ConvexShape(EShapeSubType::Sphere, inSettings, outResult),
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mRadius(inSettings.mRadius)
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{
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if (inSettings.mRadius <= 0.0f)
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{
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outResult.SetError("Invalid radius");
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return;
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}
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outResult.Set(this);
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}
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float SphereShape::GetScaledRadius(Vec3Arg inScale) const
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{
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JPH_ASSERT(IsValidScale(inScale));
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Vec3 abs_scale = inScale.Abs();
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return abs_scale.GetX() * mRadius;
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}
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AABox SphereShape::GetLocalBounds() const
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{
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Vec3 half_extent = Vec3::sReplicate(mRadius);
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return AABox(-half_extent, half_extent);
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}
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AABox SphereShape::GetWorldSpaceBounds(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale) const
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{
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float scaled_radius = GetScaledRadius(inScale);
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Vec3 half_extent = Vec3::sReplicate(scaled_radius);
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AABox bounds(-half_extent, half_extent);
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bounds.Translate(inCenterOfMassTransform.GetTranslation());
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return bounds;
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}
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class SphereShape::SphereNoConvex final : public Support
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{
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public:
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explicit SphereNoConvex(float inRadius) :
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mRadius(inRadius)
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{
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static_assert(sizeof(SphereNoConvex) <= sizeof(SupportBuffer), "Buffer size too small");
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JPH_ASSERT(IsAligned(this, alignof(SphereNoConvex)));
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}
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virtual Vec3 GetSupport(Vec3Arg inDirection) const override
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{
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return Vec3::sZero();
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}
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virtual float GetConvexRadius() const override
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{
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return mRadius;
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}
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private:
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float mRadius;
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};
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class SphereShape::SphereWithConvex final : public Support
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{
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public:
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explicit SphereWithConvex(float inRadius) :
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mRadius(inRadius)
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{
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static_assert(sizeof(SphereWithConvex) <= sizeof(SupportBuffer), "Buffer size too small");
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JPH_ASSERT(IsAligned(this, alignof(SphereWithConvex)));
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}
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virtual Vec3 GetSupport(Vec3Arg inDirection) const override
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{
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float len = inDirection.Length();
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return len > 0.0f? (mRadius / len) * inDirection : Vec3::sZero();
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}
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virtual float GetConvexRadius() const override
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{
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return 0.0f;
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}
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private:
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float mRadius;
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};
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const ConvexShape::Support *SphereShape::GetSupportFunction(ESupportMode inMode, SupportBuffer &inBuffer, Vec3Arg inScale) const
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{
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float scaled_radius = GetScaledRadius(inScale);
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switch (inMode)
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{
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case ESupportMode::IncludeConvexRadius:
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return new (&inBuffer) SphereWithConvex(scaled_radius);
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case ESupportMode::ExcludeConvexRadius:
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case ESupportMode::Default:
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return new (&inBuffer) SphereNoConvex(scaled_radius);
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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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MassProperties SphereShape::GetMassProperties() const
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{
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MassProperties p;
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// Calculate mass
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float r2 = mRadius * mRadius;
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p.mMass = (4.0f / 3.0f * JPH_PI) * mRadius * r2 * GetDensity();
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// Calculate inertia
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float inertia = (2.0f / 5.0f) * p.mMass * r2;
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p.mInertia = Mat44::sScale(inertia);
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return p;
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}
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Vec3 SphereShape::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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float len = inLocalSurfacePosition.Length();
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return len != 0.0f? inLocalSurfacePosition / len : Vec3::sAxisY();
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}
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void SphereShape::GetSubmergedVolume(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Plane &inSurface, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outCenterOfBuoyancy JPH_IF_DEBUG_RENDERER(, RVec3Arg inBaseOffset)) const
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{
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float scaled_radius = GetScaledRadius(inScale);
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outTotalVolume = (4.0f / 3.0f * JPH_PI) * Cubed(scaled_radius);
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float distance_to_surface = inSurface.SignedDistance(inCenterOfMassTransform.GetTranslation());
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if (distance_to_surface >= scaled_radius)
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{
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// Above surface
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outSubmergedVolume = 0.0f;
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outCenterOfBuoyancy = Vec3::sZero();
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}
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else if (distance_to_surface <= -scaled_radius)
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{
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// Under surface
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outSubmergedVolume = outTotalVolume;
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outCenterOfBuoyancy = inCenterOfMassTransform.GetTranslation();
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}
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else
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{
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// Intersecting surface
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// Calculate submerged volume, see: https://en.wikipedia.org/wiki/Spherical_cap
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float h = scaled_radius - distance_to_surface;
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outSubmergedVolume = (JPH_PI / 3.0f) * Square(h) * (3.0f * scaled_radius - h);
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// Calculate center of buoyancy, see: http://mathworld.wolfram.com/SphericalCap.html (eq 10)
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float z = (3.0f / 4.0f) * Square(2.0f * scaled_radius - h) / (3.0f * scaled_radius - h);
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outCenterOfBuoyancy = inCenterOfMassTransform.GetTranslation() - z * inSurface.GetNormal(); // Negative normal since we want the portion under the water
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#ifdef JPH_DEBUG_RENDERER
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// Draw intersection between sphere and water plane
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if (sDrawSubmergedVolumes)
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{
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Vec3 circle_center = inCenterOfMassTransform.GetTranslation() - distance_to_surface * inSurface.GetNormal();
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float circle_radius = sqrt(Square(scaled_radius) - Square(distance_to_surface));
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DebugRenderer::sInstance->DrawPie(inBaseOffset + circle_center, circle_radius, inSurface.GetNormal(), inSurface.GetNormal().GetNormalizedPerpendicular(), -JPH_PI, JPH_PI, Color::sGreen, DebugRenderer::ECastShadow::Off);
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}
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#endif // JPH_DEBUG_RENDERER
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}
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#ifdef JPH_DEBUG_RENDERER
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// Draw center of buoyancy
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if (sDrawSubmergedVolumes)
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DebugRenderer::sInstance->DrawWireSphere(inBaseOffset + outCenterOfBuoyancy, 0.05f, Color::sRed, 1);
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#endif // JPH_DEBUG_RENDERER
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}
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#ifdef JPH_DEBUG_RENDERER
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void SphereShape::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->DrawUnitSphere(inCenterOfMassTransform * Mat44::sScale(mRadius * inScale.Abs().GetX()), 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 SphereShape::CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const
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{
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float fraction = RaySphere(inRay.mOrigin, inRay.mDirection, Vec3::sZero(), mRadius);
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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 SphereShape::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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int num_results = RaySphere(inRay.mOrigin, inRay.mDirection, Vec3::sZero(), mRadius, min_fraction, max_fraction);
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if (num_results > 0 // Ray should intersect
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&& max_fraction >= 0.0f // End of ray should be inside sphere
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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 hit
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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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&& num_results > 1 // Ray should have 2 intersections
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&& max_fraction < ioCollector.GetEarlyOutFraction()) // End of ray should be before early out fraction
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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 SphereShape::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 (inPoint.LengthSq() <= Square(mRadius))
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ioCollector.AddHit({ TransformedShape::sGetBodyID(ioCollector.GetContext()), inSubShapeIDCreator.GetID() });
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}
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void SphereShape::CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const CollideSoftBodyVertexIterator &inVertices, uint inNumVertices, int inCollidingShapeIndex) const
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{
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Vec3 center = inCenterOfMassTransform.GetTranslation();
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float radius = GetScaledRadius(inScale);
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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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// Calculate penetration
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Vec3 delta = v.GetPosition() - center;
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float distance = delta.Length();
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float penetration = radius - distance;
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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 normal = distance > 0.0f? delta / distance : Vec3::sAxisY();
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Vec3 point = center + radius * normal;
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// Store collision
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v.SetCollision(Plane::sFromPointAndNormal(point, normal), inCollidingShapeIndex);
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}
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}
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}
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void SphereShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const
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{
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float scaled_radius = GetScaledRadius(inScale);
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new (&ioContext) GetTrianglesContextVertexList(inPositionCOM, inRotation, Vec3::sOne(), Mat44::sScale(scaled_radius), sUnitSphereTriangles.data(), sUnitSphereTriangles.size(), GetMaterial());
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}
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int SphereShape::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 SphereShape::SaveBinaryState(StreamOut &inStream) const
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{
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ConvexShape::SaveBinaryState(inStream);
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inStream.Write(mRadius);
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}
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void SphereShape::RestoreBinaryState(StreamIn &inStream)
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{
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ConvexShape::RestoreBinaryState(inStream);
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inStream.Read(mRadius);
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}
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bool SphereShape::IsValidScale(Vec3Arg inScale) const
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{
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return ConvexShape::IsValidScale(inScale) && ScaleHelpers::IsUniformScale(inScale.Abs());
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}
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Vec3 SphereShape::MakeScaleValid(Vec3Arg inScale) const
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{
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Vec3 scale = ScaleHelpers::MakeNonZeroScale(inScale);
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return scale.GetSign() * ScaleHelpers::MakeUniformScale(scale.Abs());
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}
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void SphereShape::sRegister()
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{
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ShapeFunctions &f = ShapeFunctions::sGet(EShapeSubType::Sphere);
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f.mConstruct = []() -> Shape * { return new SphereShape; };
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f.mColor = Color::sGreen;
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}
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JPH_NAMESPACE_END
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