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+// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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+// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
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+// SPDX-License-Identifier: MIT
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+
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+#include <Jolt/Jolt.h>
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+
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+#include <Jolt/Physics/Collision/Shape/TaperedCylinderShape.h>
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+#include <Jolt/Physics/Collision/Shape/CylinderShape.h>
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+#include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
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+#include <Jolt/Physics/SoftBody/SoftBodyVertex.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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+
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+JPH_NAMESPACE_BEGIN
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+
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+// Approximation of a face of the tapered capsule
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+static const Vec3 cTaperedCapsuleFace[] =
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+{
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+ Vec3(0.0f, 0.0f, 1.0f),
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+ Vec3(0.7071067f, 0.0f, 0.7071067f),
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+ Vec3(1.0f, 0.0f, 0.0f),
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+ Vec3(0.7071067f, 0.0f, -0.7071067f),
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+ Vec3(-0.0f, 0.0f, -1.0f),
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+ Vec3(-0.7071067f, 0.0f, -0.7071067f),
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+ Vec3(-1.0f, 0.0f, 0.0f),
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+ Vec3(-0.7071067f, 0.0f, 0.7071067f)
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+};
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+
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+JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(TaperedCylinderShapeSettings)
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+{
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+ JPH_ADD_BASE_CLASS(TaperedCylinderShapeSettings, ConvexShapeSettings)
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+
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+ JPH_ADD_ATTRIBUTE(TaperedCylinderShapeSettings, mHalfHeight)
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+ JPH_ADD_ATTRIBUTE(TaperedCylinderShapeSettings, mTopRadius)
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+ JPH_ADD_ATTRIBUTE(TaperedCylinderShapeSettings, mBottomRadius)
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+ JPH_ADD_ATTRIBUTE(TaperedCylinderShapeSettings, mConvexRadius)
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+}
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+
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+ShapeSettings::ShapeResult TaperedCylinderShapeSettings::Create() const
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+{
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+ if (mCachedResult.IsEmpty())
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+ {
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+ Ref<Shape> shape;
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+ if (mTopRadius == mBottomRadius)
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+ {
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+ // Convert to regular cylinder
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+ CylinderShapeSettings settings;
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+ settings.mHalfHeight = mHalfHeight;
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+ settings.mRadius = mTopRadius;
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+ settings.mMaterial = mMaterial;
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+ settings.mConvexRadius = mConvexRadius;
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+ new CylinderShape(settings, mCachedResult);
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+ }
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+ else
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+ {
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+ // Normal tapered cylinder shape
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+ new TaperedCylinderShape(*this, mCachedResult);
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+ }
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+ }
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+ return mCachedResult;
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+}
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+
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+TaperedCylinderShapeSettings::TaperedCylinderShapeSettings(float inHalfHeightOfTaperedCylinder, float inTopRadius, float inBottomRadius, float inConvexRadius, const PhysicsMaterial *inMaterial) :
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+ ConvexShapeSettings(inMaterial),
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+ mHalfHeight(inHalfHeightOfTaperedCylinder),
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+ mTopRadius(inTopRadius),
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+ mBottomRadius(inBottomRadius),
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+ mConvexRadius(inConvexRadius)
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+{
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+}
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+
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+TaperedCylinderShape::TaperedCylinderShape(const TaperedCylinderShapeSettings &inSettings, ShapeResult &outResult) :
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+ ConvexShape(EShapeSubType::TaperedCylinder, inSettings, outResult),
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+ mTopRadius(inSettings.mTopRadius),
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+ mBottomRadius(inSettings.mBottomRadius),
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+ mConvexRadius(inSettings.mConvexRadius)
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+{
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+ if (mTopRadius < 0.0f)
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+ {
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+ outResult.SetError("Invalid top radius");
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+ return;
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+ }
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+
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+ if (mBottomRadius < 0.0f)
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+ {
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+ outResult.SetError("Invalid bottom radius");
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+ return;
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+ }
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+
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+ if (inSettings.mHalfHeight <= 0.0f)
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+ {
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+ outResult.SetError("Invalid height");
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+ return;
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+ }
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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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+
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+ if (inSettings.mTopRadius < inSettings.mConvexRadius)
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+ {
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+ outResult.SetError("Convex radius must be smaller than convex radius");
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+ return;
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+ }
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+
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+ if (inSettings.mBottomRadius < inSettings.mConvexRadius)
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+ {
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+ outResult.SetError("Convex radius must be smaller than bottom radius");
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+ return;
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+ }
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+
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+ // Calculate the center of mass (using wxMaxima).
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+ // Radius of cross section for tapered cylinder from 0 to h:
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+ // r(x):=br+x*(tr-br)/h;
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+ // Area:
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+ // area(x):=%pi*r(x)^2;
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+ // Total volume of cylinder:
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+ // volume(h):=integrate(area(x),x,0,h);
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+ // Center of mass:
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+ // com(br,tr,h):=integrate(x*area(x),x,0,h)/volume(h);
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+ // Results:
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+ // ratsimp(com(br,tr,h),br,bt);
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+ // Non-tapered cylinder should have com = 0.5:
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+ // ratsimp(com(r,r,h));
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+ // Cone with tip at origin and height h should have com = 3/4 h
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+ // ratsimp(com(0,r,h));
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+ float h = 2.0f * inSettings.mHalfHeight;
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+ float tr = mTopRadius;
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+ float tr2 = Square(tr);
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+ float br = mBottomRadius;
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+ float br2 = Square(br);
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+ float com = h * (3 * tr2 + 2 * br * tr + br2) / (4.0f * (tr2 + br * tr + br2));
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+ mTop = h - com;
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+ mBottom = -com;
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+
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+ outResult.Set(this);
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+}
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+
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+class TaperedCylinderShape::TaperedCylinder final : public Support
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+{
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+public:
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+ TaperedCylinder(float inTop, float inBottom, float inTopRadius, float inBottomRadius, float inConvexRadius) :
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+ mTop(inTop),
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+ mBottom(inBottom),
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+ mTopRadius(inTopRadius),
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+ mBottomRadius(inBottomRadius),
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+ mConvexRadius(inConvexRadius)
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+ {
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+ static_assert(sizeof(TaperedCylinder) <= sizeof(SupportBuffer), "Buffer size too small");
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+ JPH_ASSERT(IsAligned(this, alignof(TaperedCylinder)));
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+ }
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+
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+ virtual Vec3 GetSupport(Vec3Arg inDirection) const override
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+ {
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+ float x = inDirection.GetX(), y = inDirection.GetY(), z = inDirection.GetZ();
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+ float o = sqrt(Square(x) + Square(z));
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+ if (o > 0.0f)
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+ {
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+ Vec3 top_support((mTopRadius * x) / o, mTop, (mTopRadius * z) / o);
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+ Vec3 bottom_support((mBottomRadius * x) / o, mBottom, (mBottomRadius * z) / o);
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+ return inDirection.Dot(top_support) > inDirection.Dot(bottom_support)? top_support : bottom_support;
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+ }
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+ else
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+ {
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+ if (y > 0.0f)
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+ return Vec3(0, mTop, 0);
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+ else
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+ return Vec3(0, mBottom, 0);
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+ }
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+ }
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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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+
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+private:
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+ float mTop;
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+ float mBottom;
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+ float mTopRadius;
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+ float mBottomRadius;
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+ float mConvexRadius;
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+};
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+
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+JPH_INLINE void TaperedCylinderShape::GetScaled(Vec3Arg inScale, float &outTop, float &outBottom, float &outTopRadius, float &outBottomRadius, float &outConvexRadius) const
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+{
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+ Vec3 abs_scale = inScale.Abs();
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+ float scale_xz = abs_scale.GetX();
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+ float scale_y = inScale.GetY();
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+
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+ outTop = scale_y * mTop;
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+ outBottom = scale_y * mBottom;
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+ outTopRadius = scale_xz * mTopRadius;
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+ outBottomRadius = scale_xz * mBottomRadius;
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+ outConvexRadius = min(abs_scale.GetY(), scale_xz) * mConvexRadius;
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+
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+ // Negative Y-scale flips the top and bottom
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+ if (outBottom > outTop)
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+ {
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+ swap(outTop, outBottom);
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+ swap(outTopRadius, outBottomRadius);
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+ }
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+}
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+
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+const ConvexShape::Support *TaperedCylinderShape::GetSupportFunction(ESupportMode inMode, SupportBuffer &inBuffer, Vec3Arg inScale) const
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+{
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+ JPH_ASSERT(IsValidScale(inScale));
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+
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+ // Get scaled tapered cylinder
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+ float top, bottom, top_radius, bottom_radius, convex_radius;
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+ GetScaled(inScale, top, bottom, top_radius, bottom_radius, convex_radius);
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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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+ return new (&inBuffer) TaperedCylinder(top, bottom, top_radius, bottom_radius, 0.0f);
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+
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+ case ESupportMode::ExcludeConvexRadius:
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+ return new (&inBuffer) TaperedCylinder(top - convex_radius, bottom + convex_radius, top_radius - convex_radius, bottom_radius - convex_radius, 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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+
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+JPH_INLINE static Vec3 sCalculateSideNormalXZ(Vec3Arg inSurfacePosition)
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+{
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+ return (Vec3(1, 0, 1) * inSurfacePosition).NormalizedOr(Vec3::sAxisX());
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+}
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+
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+JPH_INLINE static Vec3 sCalculateSideNormal(Vec3Arg inNormalXZ, float inTop, float inBottom, float inTopRadius, float inBottomRadius)
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+{
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+ float tan_alpha = (inBottomRadius - inTopRadius) / (inTop - inBottom);
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+ return Vec3(inNormalXZ.GetX(), tan_alpha, inNormalXZ.GetZ()).Normalized();
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+}
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+
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+void TaperedCylinderShape::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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+ JPH_ASSERT(IsValidScale(inScale));
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+
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+ // Get scaled tapered cylinder
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+ float top, bottom, top_radius, bottom_radius, convex_radius;
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+ GetScaled(inScale, top, bottom, top_radius, bottom_radius, convex_radius);
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+
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+ // Get the normal of the side of the cylinder
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+ Vec3 normal_xz = sCalculateSideNormalXZ(-inDirection);
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+ Vec3 normal = sCalculateSideNormal(normal_xz, top, bottom, top_radius, bottom_radius);
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+
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+ constexpr float cMinRadius = 1.0e-3f;
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+
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+ // Check if the normal is closer to the side than to the top or bottom
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+ if (abs(normal.Dot(inDirection)) > abs(inDirection.GetY()))
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+ {
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+ // Return the side of the cylinder
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+ outVertices.push_back(inCenterOfMassTransform * (normal_xz * top_radius + Vec3(0, top, 0)));
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+ outVertices.push_back(inCenterOfMassTransform * (normal_xz * bottom_radius + Vec3(0, bottom, 0)));
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+ }
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+ else if (inDirection.GetY() < 0.0f)
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+ {
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+ // Top of the cylinder
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+ if (top_radius > cMinRadius)
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+ {
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+ Vec3 top_3d(0, top, 0);
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+ for (Vec3 v : cTaperedCapsuleFace)
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+ outVertices.push_back(inCenterOfMassTransform * (top_radius * v + top_3d));
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+ }
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+ }
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+ else
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+ {
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+ // Bottom of the cylinder
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+ if (bottom_radius > cMinRadius)
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+ {
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+ Vec3 bottom_3d(0, bottom, 0);
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+ for (const Vec3 *v = cTaperedCapsuleFace + std::size(cTaperedCapsuleFace) - 1; v >= cTaperedCapsuleFace; --v)
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+ outVertices.push_back(inCenterOfMassTransform * (bottom_radius * *v + bottom_3d));
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+ }
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+ }
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+}
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+
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+MassProperties TaperedCylinderShape::GetMassProperties() const
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+{
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+ MassProperties p;
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+
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+ // Calculate mass
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+ float density = GetDensity();
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+ p.mMass = GetVolume() * density;
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+
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+ // Calculate inertia of a tapered cylinder (using wxMaxima)
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+ // Radius:
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+ // r(x):=br+(x-b)*(tr-br)/(t-b);
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+ // Where t=top, b=bottom, tr=top radius, br=bottom radius
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+ // Area of the cross section of the cylinder at x:
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+ // area(x):=%pi*r(x)^2;
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+ // Inertia x slice at x (using inertia of a solid disc, see https://en.wikipedia.org/wiki/List_of_moments_of_inertia, note needs to be multiplied by density):
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+ // dix(x):=area(x)*r(x)^2/4;
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+ // Inertia y slice at y (note needs to be multiplied by density)
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+ // diy(x):=area(x)*r(x)^2/2;
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+ // Volume:
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+ // volume(b,t):=integrate(area(x),x,b,t);
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+ // The constant density (note that we have this through GetDensity() so we'll use that instead):
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+ // density(b,t):=m/volume(b,t);
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+ // Inertia tensor element xx, note that we use the parallel axis theorem to move the inertia: Ixx' = Ixx + m translation^2, also note we multiply by density here:
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+ // Ixx(br,tr,b,t):=integrate(dix(x)+area(x)*x^2,x,b,t)*density(b,t);
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+ // Inertia tensor element yy:
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+ // Iyy(br,tr,b,t):=integrate(diy(x),x,b,t)*density(b,t);
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+ // Note that we can simplfy Ixx by using:
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+ // Ixx_delta(br,tr,b,t):=Ixx(br,tr,b,t)-Iyy(br,tr,b,t)/2;
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+ // For a cylinder this formula matches what is listed on the wiki:
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+ // factor(Ixx(r,r,-h/2,h/2));
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+ // factor(Iyy(r,r,-h/2,h/2));
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+ // For a cone with tip at origin too:
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+ // factor(Ixx(0,r,0,h));
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+ // factor(Iyy(0,r,0,h));
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+ // Now for the tapered cylinder:
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|
|
|
+ // rat(Ixx(br,tr,b,t),br,bt);
|
|
|
|
+ // rat(Iyy(br,tr,b,t),br,bt);
|
|
|
|
+ // rat(Ixx_delta(br,tr,b,t),br,bt);
|
|
|
|
+ float t = mTop;
|
|
|
|
+ float t2 = Square(t);
|
|
|
|
+ float t3 = t * t2;
|
|
|
|
+
|
|
|
|
+ float b = mBottom;
|
|
|
|
+ float b2 = Square(b);
|
|
|
|
+ float b3 = b * b2;
|
|
|
|
+
|
|
|
|
+ float br = mBottomRadius;
|
|
|
|
+ float br2 = Square(br);
|
|
|
|
+ float br3 = br * br2;
|
|
|
|
+ float br4 = Square(br2);
|
|
|
|
+
|
|
|
|
+ float tr = mTopRadius;
|
|
|
|
+ float tr2 = Square(tr);
|
|
|
|
+ float tr3 = tr * tr2;
|
|
|
|
+ float tr4 = Square(tr2);
|
|
|
|
+
|
|
|
|
+ float inertia_y = (JPH_PI / 10.0f) * density * (t - b) * (br4 + tr * br3 + tr2 * br2 + tr3 * br + tr4);
|
|
|
|
+ float inertia_x_delta = (JPH_PI / 30.0f) * density * ((t3 + 2 * b * t2 + 3 * b2 * t - 6 * b3) * br2 + (3 * t3 + b * t2 - b2 * t - 3 * b3) * tr * br + (6 * t3 - 3 * b * t2 - 2 * b2 * t - b3) * tr2);
|
|
|
|
+ float inertia_x = inertia_x_delta + inertia_y / 2;
|
|
|
|
+ float inertia_z = inertia_x;
|
|
|
|
+ p.mInertia = Mat44::sScale(Vec3(inertia_x, inertia_y, inertia_z));
|
|
|
|
+ return p;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+Vec3 TaperedCylinderShape::GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const
|
|
|
|
+{
|
|
|
|
+ JPH_ASSERT(inSubShapeID.IsEmpty(), "Invalid subshape ID");
|
|
|
|
+
|
|
|
|
+ constexpr float cEpsilon = 1.0e-5f;
|
|
|
|
+
|
|
|
|
+ if (inLocalSurfacePosition.GetY() > mTop - cEpsilon)
|
|
|
|
+ return Vec3(0, 1, 0);
|
|
|
|
+ else if (inLocalSurfacePosition.GetY() < mBottom + cEpsilon)
|
|
|
|
+ return Vec3(0, -1, 0);
|
|
|
|
+ else
|
|
|
|
+ return sCalculateSideNormal(sCalculateSideNormalXZ(inLocalSurfacePosition), mTop, mBottom, mTopRadius, mBottomRadius);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+AABox TaperedCylinderShape::GetLocalBounds() const
|
|
|
|
+{
|
|
|
|
+ float max_radius = max(mTopRadius, mBottomRadius);
|
|
|
|
+ return AABox(Vec3(-max_radius, mBottom, -max_radius), Vec3(max_radius, mTop, max_radius));
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void TaperedCylinderShape::CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, SoftBodyVertex *ioVertices, uint inNumVertices, [[maybe_unused]] float inDeltaTime, [[maybe_unused]] Vec3Arg inDisplacementDueToGravity, int inCollidingShapeIndex) const
|
|
|
|
+{
|
|
|
|
+ JPH_ASSERT(IsValidScale(inScale));
|
|
|
|
+
|
|
|
|
+ Mat44 inverse_transform = inCenterOfMassTransform.InversedRotationTranslation();
|
|
|
|
+
|
|
|
|
+ // Get scaled tapered cylinder
|
|
|
|
+ float top, bottom, top_radius, bottom_radius, convex_radius;
|
|
|
|
+ GetScaled(inScale, top, bottom, top_radius, bottom_radius, convex_radius);
|
|
|
|
+ Vec3 top_3d(0, top, 0);
|
|
|
|
+ Vec3 bottom_3d(0, bottom, 0);
|
|
|
|
+
|
|
|
|
+ for (SoftBodyVertex *v = ioVertices, *sbv_end = ioVertices + inNumVertices; v < sbv_end; ++v)
|
|
|
|
+ if (v->mInvMass > 0.0f)
|
|
|
|
+ {
|
|
|
|
+ Vec3 local_pos = inverse_transform * v->mPosition;
|
|
|
|
+
|
|
|
|
+ // Calculate penetration into side surface
|
|
|
|
+ Vec3 normal_xz = sCalculateSideNormalXZ(local_pos);
|
|
|
|
+ Vec3 side_normal = sCalculateSideNormal(normal_xz, top, bottom, top_radius, bottom_radius);
|
|
|
|
+ Vec3 side_support_top = normal_xz * top_radius + top_3d;
|
|
|
|
+ float side_penetration = (side_support_top - local_pos).Dot(side_normal);
|
|
|
|
+
|
|
|
|
+ // Calculate penetration into top and bottom plane
|
|
|
|
+ float top_penetration = top - local_pos.GetY();
|
|
|
|
+ float bottom_penetration = local_pos.GetY() - bottom;
|
|
|
|
+ float min_top_bottom_penetration = min(top_penetration, bottom_penetration);
|
|
|
|
+
|
|
|
|
+ Vec3 point, normal;
|
|
|
|
+ if (side_penetration < 0.0f || min_top_bottom_penetration < 0.0f)
|
|
|
|
+ {
|
|
|
|
+ // We're outside the cylinder
|
|
|
|
+ // Calculate the closest point on the line segment from bottom to top support point:
|
|
|
|
+ // closest_point = bottom + fraction * (top - bottom) / |top - bottom|^2
|
|
|
|
+ Vec3 side_support_bottom = normal_xz * bottom_radius + bottom_3d;
|
|
|
|
+ Vec3 bottom_to_top = side_support_top - side_support_bottom;
|
|
|
|
+ float fraction = (local_pos - side_support_bottom).Dot(bottom_to_top);
|
|
|
|
+
|
|
|
|
+ // Calculate the distance to the axis of the cylinder
|
|
|
|
+ float distance_to_axis = normal_xz.Dot(local_pos);
|
|
|
|
+ bool inside_top_radius = distance_to_axis <= top_radius;
|
|
|
|
+ bool inside_bottom_radius = distance_to_axis <= bottom_radius;
|
|
|
|
+
|
|
|
|
+ /*
|
|
|
|
+ Regions of tapered cylinder (side view):
|
|
|
|
+
|
|
|
|
+ _ B | |
|
|
|
|
+ --_ | A |
|
|
|
|
+ t-------+
|
|
|
|
+ C / \
|
|
|
|
+ / tapered \
|
|
|
|
+ _ / cylinder \
|
|
|
|
+ --_ / \
|
|
|
|
+ b-----------------+
|
|
|
|
+ D | E |
|
|
|
|
+ | |
|
|
|
|
+
|
|
|
|
+ t = side_support_top, b = side_support_bottom
|
|
|
|
+ Lines between B and C and C and D are at a 90 degree angle to the line between t and b
|
|
|
|
+ */
|
|
|
|
+ if (fraction >= bottom_to_top.LengthSq() // Region B: Above the line segment
|
|
|
|
+ && !inside_top_radius) // Outside the top radius
|
|
|
|
+ {
|
|
|
|
+ // Top support point is closest
|
|
|
|
+ point = side_support_top;
|
|
|
|
+ normal = (local_pos - point).NormalizedOr(Vec3::sAxisY());
|
|
|
|
+ }
|
|
|
|
+ else if (fraction < 0.0f // Region D: Below the line segment
|
|
|
|
+ && !inside_bottom_radius) // Outside the bottom radius
|
|
|
|
+ {
|
|
|
|
+ // Bottom support point is closest
|
|
|
|
+ point = side_support_bottom;
|
|
|
|
+ normal = (local_pos - point).NormalizedOr(Vec3::sAxisY());
|
|
|
|
+ }
|
|
|
|
+ else if (top_penetration < 0.0f // Region A: Above the top plane
|
|
|
|
+ && inside_top_radius) // Inside the top radius
|
|
|
|
+ {
|
|
|
|
+ // Top plane is closest
|
|
|
|
+ point = top_3d;
|
|
|
|
+ normal = Vec3(0, 1, 0);
|
|
|
|
+ }
|
|
|
|
+ else if (bottom_penetration < 0.0f // Region E: Below the bottom plane
|
|
|
|
+ && inside_bottom_radius) // Inside the bottom radius
|
|
|
|
+ {
|
|
|
|
+ // Bottom plane is closest
|
|
|
|
+ point = bottom_3d;
|
|
|
|
+ normal = Vec3(0, -1, 0);
|
|
|
|
+ }
|
|
|
|
+ else // Region C
|
|
|
|
+ {
|
|
|
|
+ // Side surface is closest
|
|
|
|
+ point = side_support_top;
|
|
|
|
+ normal = side_normal;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ else if (side_penetration < min_top_bottom_penetration)
|
|
|
|
+ {
|
|
|
|
+ // Side surface is closest
|
|
|
|
+ point = side_support_top;
|
|
|
|
+ normal = side_normal;
|
|
|
|
+ }
|
|
|
|
+ else if (top_penetration < bottom_penetration)
|
|
|
|
+ {
|
|
|
|
+ // Top plane is closest
|
|
|
|
+ point = top_3d;
|
|
|
|
+ normal = Vec3(0, 1, 0);
|
|
|
|
+ }
|
|
|
|
+ else
|
|
|
|
+ {
|
|
|
|
+ // Bottom plane is closest
|
|
|
|
+ point = bottom_3d;
|
|
|
|
+ normal = Vec3(0, -1, 0);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Calculate penetration
|
|
|
|
+ Plane plane = Plane::sFromPointAndNormal(point, normal);
|
|
|
|
+ float penetration = -plane.SignedDistance(local_pos);
|
|
|
|
+ if (penetration > v->mLargestPenetration)
|
|
|
|
+ {
|
|
|
|
+ v->mLargestPenetration = penetration;
|
|
|
|
+
|
|
|
|
+ // Store collision
|
|
|
|
+ v->mCollisionPlane = plane.GetTransformed(inCenterOfMassTransform);
|
|
|
|
+ v->mCollidingShapeIndex = inCollidingShapeIndex;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+class TaperedCylinderShape::TCSGetTrianglesContext
|
|
|
|
+{
|
|
|
|
+public:
|
|
|
|
+ explicit TCSGetTrianglesContext(Mat44Arg inTransform) : mTransform(inTransform) { }
|
|
|
|
+
|
|
|
|
+ Mat44 mTransform;
|
|
|
|
+ uint mProcessed = 0; // Which elements we processed, bit 0 = top, bit 1 = bottom, bit 2 = side
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+void TaperedCylinderShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const
|
|
|
|
+{
|
|
|
|
+ static_assert(sizeof(TCSGetTrianglesContext) <= sizeof(GetTrianglesContext), "GetTrianglesContext too small");
|
|
|
|
+ JPH_ASSERT(IsAligned(&ioContext, alignof(TCSGetTrianglesContext)));
|
|
|
|
+
|
|
|
|
+ // Make sure the scale is not inside out
|
|
|
|
+ Vec3 scale = ScaleHelpers::IsInsideOut(inScale)? Vec3(-1, 1, 1) * inScale : inScale;
|
|
|
|
+
|
|
|
|
+ // Mark top and bottom processed if their radius is too small
|
|
|
|
+ TCSGetTrianglesContext *context = new (&ioContext) TCSGetTrianglesContext(Mat44::sRotationTranslation(inRotation, inPositionCOM) * Mat44::sScale(scale));
|
|
|
|
+ constexpr float cMinRadius = 1.0e-3f;
|
|
|
|
+ if (mTopRadius < cMinRadius)
|
|
|
|
+ context->mProcessed |= 0b001;
|
|
|
|
+ if (mBottomRadius < cMinRadius)
|
|
|
|
+ context->mProcessed |= 0b010;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int TaperedCylinderShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const
|
|
|
|
+{
|
|
|
|
+ constexpr int cNumVertices = int(std::size(cTaperedCapsuleFace));
|
|
|
|
+
|
|
|
|
+ static_assert(cGetTrianglesMinTrianglesRequested >= 2 * cNumVertices);
|
|
|
|
+ JPH_ASSERT(inMaxTrianglesRequested >= cGetTrianglesMinTrianglesRequested);
|
|
|
|
+
|
|
|
|
+ TCSGetTrianglesContext &context = (TCSGetTrianglesContext &)ioContext;
|
|
|
|
+
|
|
|
|
+ int total_num_triangles = 0;
|
|
|
|
+
|
|
|
|
+ // Top cap
|
|
|
|
+ Vec3 top_3d(0, mTop, 0);
|
|
|
|
+ if ((context.mProcessed & 0b001) == 0)
|
|
|
|
+ {
|
|
|
|
+ Vec3 v0 = context.mTransform * (top_3d + mTopRadius * cTaperedCapsuleFace[0]);
|
|
|
|
+ Vec3 v1 = context.mTransform * (top_3d + mTopRadius * cTaperedCapsuleFace[1]);
|
|
|
|
+
|
|
|
|
+ for (const Vec3 *v = cTaperedCapsuleFace + 2, *v_end = cTaperedCapsuleFace + cNumVertices; v < v_end; ++v)
|
|
|
|
+ {
|
|
|
|
+ Vec3 v2 = context.mTransform * (top_3d + mTopRadius * *v);
|
|
|
|
+
|
|
|
|
+ v0.StoreFloat3(outTriangleVertices++);
|
|
|
|
+ v1.StoreFloat3(outTriangleVertices++);
|
|
|
|
+ v2.StoreFloat3(outTriangleVertices++);
|
|
|
|
+
|
|
|
|
+ v1 = v2;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ total_num_triangles = cNumVertices - 2;
|
|
|
|
+ context.mProcessed |= 0b001;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Bottom cap
|
|
|
|
+ Vec3 bottom_3d(0, mBottom, 0);
|
|
|
|
+ if ((context.mProcessed & 0b010) == 0
|
|
|
|
+ && total_num_triangles + cNumVertices - 2 < inMaxTrianglesRequested)
|
|
|
|
+ {
|
|
|
|
+ Vec3 v0 = context.mTransform * (bottom_3d + mBottomRadius * cTaperedCapsuleFace[0]);
|
|
|
|
+ Vec3 v1 = context.mTransform * (bottom_3d + mBottomRadius * cTaperedCapsuleFace[1]);
|
|
|
|
+
|
|
|
|
+ for (const Vec3 *v = cTaperedCapsuleFace + 2, *v_end = cTaperedCapsuleFace + cNumVertices; v < v_end; ++v)
|
|
|
|
+ {
|
|
|
|
+ Vec3 v2 = context.mTransform * (bottom_3d + mBottomRadius * *v);
|
|
|
|
+
|
|
|
|
+ v0.StoreFloat3(outTriangleVertices++);
|
|
|
|
+ v2.StoreFloat3(outTriangleVertices++);
|
|
|
|
+ v1.StoreFloat3(outTriangleVertices++);
|
|
|
|
+
|
|
|
|
+ v1 = v2;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ total_num_triangles += cNumVertices - 2;
|
|
|
|
+ context.mProcessed |= 0b010;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Side
|
|
|
|
+ if ((context.mProcessed & 0b100) == 0
|
|
|
|
+ && total_num_triangles + 2 * cNumVertices < inMaxTrianglesRequested)
|
|
|
|
+ {
|
|
|
|
+ Vec3 v0t = context.mTransform * (top_3d + mTopRadius * cTaperedCapsuleFace[cNumVertices - 1]);
|
|
|
|
+ Vec3 v0b = context.mTransform * (bottom_3d + mBottomRadius * cTaperedCapsuleFace[cNumVertices - 1]);
|
|
|
|
+
|
|
|
|
+ for (const Vec3 *v = cTaperedCapsuleFace, *v_end = cTaperedCapsuleFace + cNumVertices; v < v_end; ++v)
|
|
|
|
+ {
|
|
|
|
+ Vec3 v1t = context.mTransform * (top_3d + mTopRadius * *v);
|
|
|
|
+ v0t.StoreFloat3(outTriangleVertices++);
|
|
|
|
+ v0b.StoreFloat3(outTriangleVertices++);
|
|
|
|
+ v1t.StoreFloat3(outTriangleVertices++);
|
|
|
|
+
|
|
|
|
+ Vec3 v1b = context.mTransform * (bottom_3d + mBottomRadius * *v);
|
|
|
|
+ v1t.StoreFloat3(outTriangleVertices++);
|
|
|
|
+ v0b.StoreFloat3(outTriangleVertices++);
|
|
|
|
+ v1b.StoreFloat3(outTriangleVertices++);
|
|
|
|
+
|
|
|
|
+ v0t = v1t;
|
|
|
|
+ v0b = v1b;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ total_num_triangles += 2 * cNumVertices;
|
|
|
|
+ context.mProcessed |= 0b100;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Store materials
|
|
|
|
+ if (outMaterials != nullptr)
|
|
|
|
+ {
|
|
|
|
+ const PhysicsMaterial *material = GetMaterial();
|
|
|
|
+ for (const PhysicsMaterial **m = outMaterials, **m_end = outMaterials + total_num_triangles; m < m_end; ++m)
|
|
|
|
+ *m = material;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return total_num_triangles;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+#ifdef JPH_DEBUG_RENDERER
|
|
|
|
+void TaperedCylinderShape::Draw(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const
|
|
|
|
+{
|
|
|
|
+ // Preserve flip along y axis but make sure we're not inside out
|
|
|
|
+ Vec3 scale = ScaleHelpers::IsInsideOut(inScale)? Vec3(-1, 1, 1) * inScale : inScale;
|
|
|
|
+ RMat44 world_transform = inCenterOfMassTransform * Mat44::sScale(scale);
|
|
|
|
+
|
|
|
|
+ DebugRenderer::EDrawMode draw_mode = inDrawWireframe? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid;
|
|
|
|
+ inRenderer->DrawTaperedCylinder(world_transform, mTop, mBottom, mTopRadius, mBottomRadius, inUseMaterialColors? GetMaterial()->GetDebugColor() : inColor, DebugRenderer::ECastShadow::On, draw_mode);
|
|
|
|
+}
|
|
|
|
+#endif // JPH_DEBUG_RENDERER
|
|
|
|
+
|
|
|
|
+void TaperedCylinderShape::SaveBinaryState(StreamOut &inStream) const
|
|
|
|
+{
|
|
|
|
+ ConvexShape::SaveBinaryState(inStream);
|
|
|
|
+
|
|
|
|
+ inStream.Write(mTop);
|
|
|
|
+ inStream.Write(mBottom);
|
|
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+ inStream.Write(mTopRadius);
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+ inStream.Write(mBottomRadius);
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+ inStream.Write(mConvexRadius);
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+}
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+
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+void TaperedCylinderShape::RestoreBinaryState(StreamIn &inStream)
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+{
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+ ConvexShape::RestoreBinaryState(inStream);
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+
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+ inStream.Read(mTop);
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+ inStream.Read(mBottom);
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+ inStream.Read(mTopRadius);
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+ inStream.Read(mBottomRadius);
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+ inStream.Read(mConvexRadius);
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+}
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+
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+float TaperedCylinderShape::GetVolume() const
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+{
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+ // Volume of a tapered cylinder is: integrate(%pi*(b+x*(t-b)/h)^2,x,0,h) where t is the top radius, b is the bottom radius and h is the height
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+ return (JPH_PI / 3.0f) * (mTop - mBottom) * (Square(mTopRadius) + mTopRadius * mBottomRadius + Square(mBottomRadius));
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+}
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+
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+bool TaperedCylinderShape::IsValidScale(Vec3Arg inScale) const
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+{
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+ return ConvexShape::IsValidScale(inScale) && ScaleHelpers::IsUniformScaleXZ(inScale.Abs());
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+}
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+
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+Vec3 TaperedCylinderShape::MakeScaleValid(Vec3Arg inScale) const
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+{
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+ Vec3 scale = ScaleHelpers::MakeNonZeroScale(inScale);
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+
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+ return scale.GetSign() * ScaleHelpers::MakeUniformScaleXZ(scale.Abs());
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+}
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+
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+void TaperedCylinderShape::sRegister()
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|
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+{
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|
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+ ShapeFunctions &f = ShapeFunctions::sGet(EShapeSubType::TaperedCylinder);
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+ f.mConstruct = []() -> Shape * { return new TaperedCylinderShape; };
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+ f.mColor = Color::sGreen;
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+}
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+
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+JPH_NAMESPACE_END
|