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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/Physics/Collision/Shape/TriangleShape.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/TriangleShape.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/ShapeCast.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/CastConvexVsTriangles.h>
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#include <Jolt/Physics/Collision/CastSphereVsTriangles.h>
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#include <Jolt/Physics/Collision/CollideConvexVsTriangles.h>
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#include <Jolt/Physics/Collision/CollideSphereVsTriangles.h>
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#include <Jolt/Physics/Collision/CollisionDispatch.h>
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#include <Jolt/Physics/Collision/CollideSoftBodyVerticesVsTriangles.h>
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#include <Jolt/Geometry/ConvexSupport.h>
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#include <Jolt/Geometry/RayTriangle.h>
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#include <Jolt/Geometry/ClosestPoint.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(TriangleShapeSettings)
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{
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JPH_ADD_BASE_CLASS(TriangleShapeSettings, ConvexShapeSettings)
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JPH_ADD_ATTRIBUTE(TriangleShapeSettings, mV1)
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JPH_ADD_ATTRIBUTE(TriangleShapeSettings, mV2)
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JPH_ADD_ATTRIBUTE(TriangleShapeSettings, mV3)
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JPH_ADD_ATTRIBUTE(TriangleShapeSettings, mConvexRadius)
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}
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ShapeSettings::ShapeResult TriangleShapeSettings::Create() const
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{
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if (mCachedResult.IsEmpty())
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Ref<Shape> shape = new TriangleShape(*this, mCachedResult);
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return mCachedResult;
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}
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TriangleShape::TriangleShape(const TriangleShapeSettings &inSettings, ShapeResult &outResult) :
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ConvexShape(EShapeSubType::Triangle, inSettings, outResult),
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mV1(inSettings.mV1),
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mV2(inSettings.mV2),
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mV3(inSettings.mV3),
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mConvexRadius(inSettings.mConvexRadius)
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{
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if (inSettings.mConvexRadius < 0.0f)
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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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outResult.Set(this);
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}
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AABox TriangleShape::GetLocalBounds() const
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{
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AABox bounds(mV1, mV1);
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bounds.Encapsulate(mV2);
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bounds.Encapsulate(mV3);
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bounds.ExpandBy(Vec3::sReplicate(mConvexRadius));
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return bounds;
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}
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AABox TriangleShape::GetWorldSpaceBounds(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale) const
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{
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JPH_ASSERT(IsValidScale(inScale));
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Vec3 v1 = inCenterOfMassTransform * (inScale * mV1);
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Vec3 v2 = inCenterOfMassTransform * (inScale * mV2);
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Vec3 v3 = inCenterOfMassTransform * (inScale * mV3);
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AABox bounds(v1, v1);
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bounds.Encapsulate(v2);
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bounds.Encapsulate(v3);
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bounds.ExpandBy(inScale * mConvexRadius);
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return bounds;
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}
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class TriangleShape::TriangleNoConvex final : public Support
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{
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public:
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TriangleNoConvex(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3) :
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mTriangleSupport(inV1, inV2, inV3)
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{
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static_assert(sizeof(TriangleNoConvex) <= sizeof(SupportBuffer), "Buffer size too small");
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JPH_ASSERT(IsAligned(this, alignof(TriangleNoConvex)));
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}
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virtual Vec3 GetSupport(Vec3Arg inDirection) const override
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{
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return mTriangleSupport.GetSupport(inDirection);
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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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TriangleConvexSupport mTriangleSupport;
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};
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class TriangleShape::TriangleWithConvex final : public Support
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{
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public:
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TriangleWithConvex(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, float inConvexRadius) :
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mConvexRadius(inConvexRadius),
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mTriangleSupport(inV1, inV2, inV3)
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{
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static_assert(sizeof(TriangleWithConvex) <= sizeof(SupportBuffer), "Buffer size too small");
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JPH_ASSERT(IsAligned(this, alignof(TriangleWithConvex)));
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}
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virtual Vec3 GetSupport(Vec3Arg inDirection) const override
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{
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Vec3 support = mTriangleSupport.GetSupport(inDirection);
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float len = inDirection.Length();
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if (len > 0.0f)
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support += (mConvexRadius / len) * inDirection;
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return support;
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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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float mConvexRadius;
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TriangleConvexSupport mTriangleSupport;
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};
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const ConvexShape::Support *TriangleShape::GetSupportFunction(ESupportMode inMode, SupportBuffer &inBuffer, Vec3Arg inScale) const
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{
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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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if (mConvexRadius > 0.0f)
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return new (&inBuffer) TriangleWithConvex(inScale * mV1, inScale * mV2, inScale * mV3, mConvexRadius);
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[[fallthrough]];
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case ESupportMode::ExcludeConvexRadius:
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return new (&inBuffer) TriangleNoConvex(inScale * mV1, inScale * mV2, inScale * mV3);
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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 TriangleShape::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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// Calculate transform with scale
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Mat44 transform = inCenterOfMassTransform.PreScaled(inScale);
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// Flip triangle if scaled inside out
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if (ScaleHelpers::IsInsideOut(inScale))
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{
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outVertices.push_back(transform * mV1);
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outVertices.push_back(transform * mV3);
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outVertices.push_back(transform * mV2);
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}
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else
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{
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outVertices.push_back(transform * mV1);
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outVertices.push_back(transform * mV2);
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outVertices.push_back(transform * mV3);
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}
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}
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MassProperties TriangleShape::GetMassProperties() const
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{
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// We cannot calculate the volume for a triangle, so we return invalid mass properties.
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// If you want your triangle to be dynamic, then you should provide the mass properties yourself when
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// creating a Body:
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//
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// BodyCreationSettings::mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
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// BodyCreationSettings::mMassPropertiesOverride.SetMassAndInertiaOfSolidBox(Vec3::sOne(), 1000.0f);
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//
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// Note that this makes the triangle shape behave the same as a mesh shape with a single triangle.
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// In practice there is very little use for a dynamic triangle shape as back side collisions will be ignored
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// so if the triangle falls the wrong way it will sink through the floor.
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return MassProperties();
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}
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Vec3 TriangleShape::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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Vec3 cross = (mV2 - mV1).Cross(mV3 - mV1);
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float len = cross.Length();
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return len != 0.0f? cross / len : Vec3::sAxisY();
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}
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void TriangleShape::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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// A triangle has no volume
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outTotalVolume = outSubmergedVolume = 0.0f;
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outCenterOfBuoyancy = Vec3::sZero();
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}
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#ifdef JPH_DEBUG_RENDERER
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void TriangleShape::Draw(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const
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{
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RVec3 v1 = inCenterOfMassTransform * (inScale * mV1);
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RVec3 v2 = inCenterOfMassTransform * (inScale * mV2);
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RVec3 v3 = inCenterOfMassTransform * (inScale * mV3);
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if (ScaleHelpers::IsInsideOut(inScale))
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std::swap(v1, v2);
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if (inDrawWireframe)
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inRenderer->DrawWireTriangle(v1, v2, v3, inUseMaterialColors? GetMaterial()->GetDebugColor() : inColor);
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else
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inRenderer->DrawTriangle(v1, v2, v3, inUseMaterialColors? GetMaterial()->GetDebugColor() : inColor);
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}
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#endif // JPH_DEBUG_RENDERER
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bool TriangleShape::CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const
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{
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float fraction = RayTriangle(inRay.mOrigin, inRay.mDirection, mV1, mV2, mV3);
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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 TriangleShape::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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// Back facing check
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if (inRayCastSettings.mBackFaceModeTriangles == EBackFaceMode::IgnoreBackFaces && (mV2 - mV1).Cross(mV3 - mV1).Dot(inRay.mDirection) > 0.0f)
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return;
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// Test ray against triangle
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float fraction = RayTriangle(inRay.mOrigin, inRay.mDirection, mV1, mV2, mV3);
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if (fraction < ioCollector.GetEarlyOutFraction())
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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.mFraction = fraction;
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hit.mSubShapeID2 = inSubShapeIDCreator.GetID();
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ioCollector.AddHit(hit);
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}
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}
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void TriangleShape::CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter) const
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{
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// Can't be inside a triangle
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}
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void TriangleShape::CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const CollideSoftBodyVertexIterator &inVertices, uint inNumVertices, int inCollidingShapeIndex) const
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{
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CollideSoftBodyVerticesVsTriangles collider(inCenterOfMassTransform, 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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collider.StartVertex(v);
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collider.ProcessTriangle(mV1, mV2, mV3);
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collider.FinishVertex(v, inCollidingShapeIndex);
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}
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}
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void TriangleShape::sCollideConvexVsTriangle(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, [[maybe_unused]] const ShapeFilter &inShapeFilter)
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{
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JPH_ASSERT(inShape1->GetType() == EShapeType::Convex);
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const ConvexShape *shape1 = static_cast<const ConvexShape *>(inShape1);
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JPH_ASSERT(inShape2->GetSubType() == EShapeSubType::Triangle);
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const TriangleShape *shape2 = static_cast<const TriangleShape *>(inShape2);
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CollideConvexVsTriangles collider(shape1, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1.GetID(), inCollideShapeSettings, ioCollector);
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collider.Collide(shape2->mV1, shape2->mV2, shape2->mV3, 0b111, inSubShapeIDCreator2.GetID());
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}
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void TriangleShape::sCollideSphereVsTriangle(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, [[maybe_unused]] const ShapeFilter &inShapeFilter)
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{
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JPH_ASSERT(inShape1->GetSubType() == EShapeSubType::Sphere);
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const SphereShape *shape1 = static_cast<const SphereShape *>(inShape1);
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JPH_ASSERT(inShape2->GetSubType() == EShapeSubType::Triangle);
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const TriangleShape *shape2 = static_cast<const TriangleShape *>(inShape2);
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CollideSphereVsTriangles collider(shape1, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1.GetID(), inCollideShapeSettings, ioCollector);
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collider.Collide(shape2->mV1, shape2->mV2, shape2->mV3, 0b111, inSubShapeIDCreator2.GetID());
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}
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void TriangleShape::sCastConvexVsTriangle(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, [[maybe_unused]] const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector)
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{
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JPH_ASSERT(inShape->GetSubType() == EShapeSubType::Triangle);
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const TriangleShape *shape = static_cast<const TriangleShape *>(inShape);
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CastConvexVsTriangles caster(inShapeCast, inShapeCastSettings, inScale, inCenterOfMassTransform2, inSubShapeIDCreator1, ioCollector);
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caster.Cast(shape->mV1, shape->mV2, shape->mV3, 0b111, inSubShapeIDCreator2.GetID());
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}
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void TriangleShape::sCastSphereVsTriangle(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, [[maybe_unused]] const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector)
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{
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JPH_ASSERT(inShape->GetSubType() == EShapeSubType::Triangle);
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const TriangleShape *shape = static_cast<const TriangleShape *>(inShape);
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CastSphereVsTriangles caster(inShapeCast, inShapeCastSettings, inScale, inCenterOfMassTransform2, inSubShapeIDCreator1, ioCollector);
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caster.Cast(shape->mV1, shape->mV2, shape->mV3, 0b111, inSubShapeIDCreator2.GetID());
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}
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class TriangleShape::TSGetTrianglesContext
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{
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public:
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TSGetTrianglesContext(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3) : mV1(inV1), mV2(inV2), mV3(inV3) { }
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Vec3 mV1;
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Vec3 mV2;
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Vec3 mV3;
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bool mIsDone = false;
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};
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void TriangleShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const
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{
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static_assert(sizeof(TSGetTrianglesContext) <= sizeof(GetTrianglesContext), "GetTrianglesContext too small");
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JPH_ASSERT(IsAligned(&ioContext, alignof(TSGetTrianglesContext)));
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Mat44 m = Mat44::sRotationTranslation(inRotation, inPositionCOM) * Mat44::sScale(inScale);
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new (&ioContext) TSGetTrianglesContext(m * mV1, m * mV2, m * mV3);
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}
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int TriangleShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const
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{
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static_assert(cGetTrianglesMinTrianglesRequested >= 3, "cGetTrianglesMinTrianglesRequested is too small");
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JPH_ASSERT(inMaxTrianglesRequested >= cGetTrianglesMinTrianglesRequested);
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TSGetTrianglesContext &context = (TSGetTrianglesContext &)ioContext;
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// Only return the triangle the 1st time
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if (context.mIsDone)
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return 0;
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context.mIsDone = true;
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// Store triangle
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context.mV1.StoreFloat3(outTriangleVertices);
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context.mV2.StoreFloat3(outTriangleVertices + 1);
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context.mV3.StoreFloat3(outTriangleVertices + 2);
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// Store material
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if (outMaterials != nullptr)
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*outMaterials = GetMaterial();
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return 1;
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}
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void TriangleShape::SaveBinaryState(StreamOut &inStream) const
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{
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ConvexShape::SaveBinaryState(inStream);
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inStream.Write(mV1);
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inStream.Write(mV2);
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inStream.Write(mV3);
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inStream.Write(mConvexRadius);
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}
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void TriangleShape::RestoreBinaryState(StreamIn &inStream)
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{
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ConvexShape::RestoreBinaryState(inStream);
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inStream.Read(mV1);
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inStream.Read(mV2);
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inStream.Read(mV3);
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inStream.Read(mConvexRadius);
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}
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bool TriangleShape::IsValidScale(Vec3Arg inScale) const
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{
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return ConvexShape::IsValidScale(inScale) && (mConvexRadius == 0.0f || ScaleHelpers::IsUniformScale(inScale.Abs()));
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}
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Vec3 TriangleShape::MakeScaleValid(Vec3Arg inScale) const
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{
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Vec3 scale = ScaleHelpers::MakeNonZeroScale(inScale);
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if (mConvexRadius == 0.0f)
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return scale;
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return scale.GetSign() * ScaleHelpers::MakeUniformScale(scale.Abs());
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}
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void TriangleShape::sRegister()
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{
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ShapeFunctions &f = ShapeFunctions::sGet(EShapeSubType::Triangle);
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f.mConstruct = []() -> Shape * { return new TriangleShape; };
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f.mColor = Color::sGreen;
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for (EShapeSubType s : sConvexSubShapeTypes)
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{
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CollisionDispatch::sRegisterCollideShape(s, EShapeSubType::Triangle, sCollideConvexVsTriangle);
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CollisionDispatch::sRegisterCastShape(s, EShapeSubType::Triangle, sCastConvexVsTriangle);
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CollisionDispatch::sRegisterCollideShape(EShapeSubType::Triangle, s, CollisionDispatch::sReversedCollideShape);
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CollisionDispatch::sRegisterCastShape(EShapeSubType::Triangle, s, CollisionDispatch::sReversedCastShape);
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}
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// Specialized collision functions
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CollisionDispatch::sRegisterCollideShape(EShapeSubType::Sphere, EShapeSubType::Triangle, sCollideSphereVsTriangle);
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CollisionDispatch::sRegisterCastShape(EShapeSubType::Sphere, EShapeSubType::Triangle, sCastSphereVsTriangle);
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}
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JPH_NAMESPACE_END
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