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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <Jolt/Jolt.h>
- #include <Jolt/Physics/Collision/Shape/TriangleShape.h>
- #include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
- #include <Jolt/Physics/Collision/Shape/GetTrianglesContext.h>
- #include <Jolt/Physics/Collision/RayCast.h>
- #include <Jolt/Physics/Collision/ShapeCast.h>
- #include <Jolt/Physics/Collision/CastResult.h>
- #include <Jolt/Physics/Collision/CollidePointResult.h>
- #include <Jolt/Physics/Collision/TransformedShape.h>
- #include <Jolt/Physics/Collision/CastConvexVsTriangles.h>
- #include <Jolt/Physics/Collision/CastSphereVsTriangles.h>
- #include <Jolt/Physics/Collision/CollideConvexVsTriangles.h>
- #include <Jolt/Physics/Collision/CollideSphereVsTriangles.h>
- #include <Jolt/Physics/Collision/CollisionDispatch.h>
- #include <Jolt/Physics/Collision/CollideSoftBodyVerticesVsTriangles.h>
- #include <Jolt/Geometry/ConvexSupport.h>
- #include <Jolt/Geometry/RayTriangle.h>
- #include <Jolt/Geometry/ClosestPoint.h>
- #include <Jolt/ObjectStream/TypeDeclarations.h>
- #include <Jolt/Core/StreamIn.h>
- #include <Jolt/Core/StreamOut.h>
- #ifdef JPH_DEBUG_RENDERER
- #include <Jolt/Renderer/DebugRenderer.h>
- #endif // JPH_DEBUG_RENDERER
- JPH_NAMESPACE_BEGIN
- JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(TriangleShapeSettings)
- {
- JPH_ADD_BASE_CLASS(TriangleShapeSettings, ConvexShapeSettings)
- JPH_ADD_ATTRIBUTE(TriangleShapeSettings, mV1)
- JPH_ADD_ATTRIBUTE(TriangleShapeSettings, mV2)
- JPH_ADD_ATTRIBUTE(TriangleShapeSettings, mV3)
- JPH_ADD_ATTRIBUTE(TriangleShapeSettings, mConvexRadius)
- }
- ShapeSettings::ShapeResult TriangleShapeSettings::Create() const
- {
- if (mCachedResult.IsEmpty())
- Ref<Shape> shape = new TriangleShape(*this, mCachedResult);
- return mCachedResult;
- }
- TriangleShape::TriangleShape(const TriangleShapeSettings &inSettings, ShapeResult &outResult) :
- ConvexShape(EShapeSubType::Triangle, inSettings, outResult),
- mV1(inSettings.mV1),
- mV2(inSettings.mV2),
- mV3(inSettings.mV3),
- mConvexRadius(inSettings.mConvexRadius)
- {
- if (inSettings.mConvexRadius < 0.0f)
- {
- outResult.SetError("Invalid convex radius");
- return;
- }
- outResult.Set(this);
- }
- AABox TriangleShape::GetLocalBounds() const
- {
- AABox bounds(mV1, mV1);
- bounds.Encapsulate(mV2);
- bounds.Encapsulate(mV3);
- bounds.ExpandBy(Vec3::sReplicate(mConvexRadius));
- return bounds;
- }
- AABox TriangleShape::GetWorldSpaceBounds(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale) const
- {
- JPH_ASSERT(IsValidScale(inScale));
- Vec3 v1 = inCenterOfMassTransform * (inScale * mV1);
- Vec3 v2 = inCenterOfMassTransform * (inScale * mV2);
- Vec3 v3 = inCenterOfMassTransform * (inScale * mV3);
- AABox bounds(v1, v1);
- bounds.Encapsulate(v2);
- bounds.Encapsulate(v3);
- bounds.ExpandBy(inScale * mConvexRadius);
- return bounds;
- }
- class TriangleShape::TriangleNoConvex final : public Support
- {
- public:
- TriangleNoConvex(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3) :
- mTriangleSupport(inV1, inV2, inV3)
- {
- static_assert(sizeof(TriangleNoConvex) <= sizeof(SupportBuffer), "Buffer size too small");
- JPH_ASSERT(IsAligned(this, alignof(TriangleNoConvex)));
- }
- virtual Vec3 GetSupport(Vec3Arg inDirection) const override
- {
- return mTriangleSupport.GetSupport(inDirection);
- }
- virtual float GetConvexRadius() const override
- {
- return 0.0f;
- }
- private:
- TriangleConvexSupport mTriangleSupport;
- };
- class TriangleShape::TriangleWithConvex final : public Support
- {
- public:
- TriangleWithConvex(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, float inConvexRadius) :
- mConvexRadius(inConvexRadius),
- mTriangleSupport(inV1, inV2, inV3)
- {
- static_assert(sizeof(TriangleWithConvex) <= sizeof(SupportBuffer), "Buffer size too small");
- JPH_ASSERT(IsAligned(this, alignof(TriangleWithConvex)));
- }
- virtual Vec3 GetSupport(Vec3Arg inDirection) const override
- {
- Vec3 support = mTriangleSupport.GetSupport(inDirection);
- float len = inDirection.Length();
- if (len > 0.0f)
- support += (mConvexRadius / len) * inDirection;
- return support;
- }
- virtual float GetConvexRadius() const override
- {
- return mConvexRadius;
- }
- private:
- float mConvexRadius;
- TriangleConvexSupport mTriangleSupport;
- };
- const ConvexShape::Support *TriangleShape::GetSupportFunction(ESupportMode inMode, SupportBuffer &inBuffer, Vec3Arg inScale) const
- {
- switch (inMode)
- {
- case ESupportMode::IncludeConvexRadius:
- case ESupportMode::Default:
- if (mConvexRadius > 0.0f)
- return new (&inBuffer) TriangleWithConvex(inScale * mV1, inScale * mV2, inScale * mV3, mConvexRadius);
- [[fallthrough]];
- case ESupportMode::ExcludeConvexRadius:
- return new (&inBuffer) TriangleNoConvex(inScale * mV1, inScale * mV2, inScale * mV3);
- }
- JPH_ASSERT(false);
- return nullptr;
- }
- void TriangleShape::GetSupportingFace(const SubShapeID &inSubShapeID, Vec3Arg inDirection, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform, SupportingFace &outVertices) const
- {
- JPH_ASSERT(inSubShapeID.IsEmpty(), "Invalid subshape ID");
- // Calculate transform with scale
- Mat44 transform = inCenterOfMassTransform.PreScaled(inScale);
- // Flip triangle if scaled inside out
- if (ScaleHelpers::IsInsideOut(inScale))
- {
- outVertices.push_back(transform * mV1);
- outVertices.push_back(transform * mV3);
- outVertices.push_back(transform * mV2);
- }
- else
- {
- outVertices.push_back(transform * mV1);
- outVertices.push_back(transform * mV2);
- outVertices.push_back(transform * mV3);
- }
- }
- MassProperties TriangleShape::GetMassProperties() const
- {
- // We cannot calculate the volume for a triangle, so we return invalid mass properties.
- // If you want your triangle to be dynamic, then you should provide the mass properties yourself when
- // creating a Body:
- //
- // BodyCreationSettings::mOverrideMassProperties = EOverrideMassProperties::MassAndInertiaProvided;
- // BodyCreationSettings::mMassPropertiesOverride.SetMassAndInertiaOfSolidBox(Vec3::sOne(), 1000.0f);
- //
- // Note that this makes the triangle shape behave the same as a mesh shape with a single triangle.
- // In practice there is very little use for a dynamic triangle shape as back side collisions will be ignored
- // so if the triangle falls the wrong way it will sink through the floor.
- return MassProperties();
- }
- Vec3 TriangleShape::GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const
- {
- JPH_ASSERT(inSubShapeID.IsEmpty(), "Invalid subshape ID");
- Vec3 cross = (mV2 - mV1).Cross(mV3 - mV1);
- float len = cross.Length();
- return len != 0.0f? cross / len : Vec3::sAxisY();
- }
- void TriangleShape::GetSubmergedVolume(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Plane &inSurface, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outCenterOfBuoyancy JPH_IF_DEBUG_RENDERER(, RVec3Arg inBaseOffset)) const
- {
- // A triangle has no volume
- outTotalVolume = outSubmergedVolume = 0.0f;
- outCenterOfBuoyancy = Vec3::sZero();
- }
- #ifdef JPH_DEBUG_RENDERER
- void TriangleShape::Draw(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const
- {
- RVec3 v1 = inCenterOfMassTransform * (inScale * mV1);
- RVec3 v2 = inCenterOfMassTransform * (inScale * mV2);
- RVec3 v3 = inCenterOfMassTransform * (inScale * mV3);
- if (ScaleHelpers::IsInsideOut(inScale))
- std::swap(v1, v2);
- if (inDrawWireframe)
- inRenderer->DrawWireTriangle(v1, v2, v3, inUseMaterialColors? GetMaterial()->GetDebugColor() : inColor);
- else
- inRenderer->DrawTriangle(v1, v2, v3, inUseMaterialColors? GetMaterial()->GetDebugColor() : inColor);
- }
- #endif // JPH_DEBUG_RENDERER
- bool TriangleShape::CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const
- {
- float fraction = RayTriangle(inRay.mOrigin, inRay.mDirection, mV1, mV2, mV3);
- if (fraction < ioHit.mFraction)
- {
- ioHit.mFraction = fraction;
- ioHit.mSubShapeID2 = inSubShapeIDCreator.GetID();
- return true;
- }
- return false;
- }
- void TriangleShape::CastRay(const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter) const
- {
- // Test shape filter
- if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID()))
- return;
- // Back facing check
- if (inRayCastSettings.mBackFaceModeTriangles == EBackFaceMode::IgnoreBackFaces && (mV2 - mV1).Cross(mV3 - mV1).Dot(inRay.mDirection) > 0.0f)
- return;
- // Test ray against triangle
- float fraction = RayTriangle(inRay.mOrigin, inRay.mDirection, mV1, mV2, mV3);
- if (fraction < ioCollector.GetEarlyOutFraction())
- {
- // Better hit than the current hit
- RayCastResult hit;
- hit.mBodyID = TransformedShape::sGetBodyID(ioCollector.GetContext());
- hit.mFraction = fraction;
- hit.mSubShapeID2 = inSubShapeIDCreator.GetID();
- ioCollector.AddHit(hit);
- }
- }
- void TriangleShape::CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter) const
- {
- // Can't be inside a triangle
- }
- void TriangleShape::CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const CollideSoftBodyVertexIterator &inVertices, uint inNumVertices, int inCollidingShapeIndex) const
- {
- CollideSoftBodyVerticesVsTriangles collider(inCenterOfMassTransform, inScale);
- for (CollideSoftBodyVertexIterator v = inVertices, sbv_end = inVertices + inNumVertices; v != sbv_end; ++v)
- if (v.GetInvMass() > 0.0f)
- {
- collider.StartVertex(v);
- collider.ProcessTriangle(mV1, mV2, mV3);
- collider.FinishVertex(v, inCollidingShapeIndex);
- }
- }
- 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)
- {
- JPH_ASSERT(inShape1->GetType() == EShapeType::Convex);
- const ConvexShape *shape1 = static_cast<const ConvexShape *>(inShape1);
- JPH_ASSERT(inShape2->GetSubType() == EShapeSubType::Triangle);
- const TriangleShape *shape2 = static_cast<const TriangleShape *>(inShape2);
- CollideConvexVsTriangles collider(shape1, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1.GetID(), inCollideShapeSettings, ioCollector);
- collider.Collide(shape2->mV1, shape2->mV2, shape2->mV3, 0b111, inSubShapeIDCreator2.GetID());
- }
- 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)
- {
- JPH_ASSERT(inShape1->GetSubType() == EShapeSubType::Sphere);
- const SphereShape *shape1 = static_cast<const SphereShape *>(inShape1);
- JPH_ASSERT(inShape2->GetSubType() == EShapeSubType::Triangle);
- const TriangleShape *shape2 = static_cast<const TriangleShape *>(inShape2);
- CollideSphereVsTriangles collider(shape1, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1.GetID(), inCollideShapeSettings, ioCollector);
- collider.Collide(shape2->mV1, shape2->mV2, shape2->mV3, 0b111, inSubShapeIDCreator2.GetID());
- }
- 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)
- {
- JPH_ASSERT(inShape->GetSubType() == EShapeSubType::Triangle);
- const TriangleShape *shape = static_cast<const TriangleShape *>(inShape);
- CastConvexVsTriangles caster(inShapeCast, inShapeCastSettings, inScale, inCenterOfMassTransform2, inSubShapeIDCreator1, ioCollector);
- caster.Cast(shape->mV1, shape->mV2, shape->mV3, 0b111, inSubShapeIDCreator2.GetID());
- }
- 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)
- {
- JPH_ASSERT(inShape->GetSubType() == EShapeSubType::Triangle);
- const TriangleShape *shape = static_cast<const TriangleShape *>(inShape);
- CastSphereVsTriangles caster(inShapeCast, inShapeCastSettings, inScale, inCenterOfMassTransform2, inSubShapeIDCreator1, ioCollector);
- caster.Cast(shape->mV1, shape->mV2, shape->mV3, 0b111, inSubShapeIDCreator2.GetID());
- }
- class TriangleShape::TSGetTrianglesContext
- {
- public:
- TSGetTrianglesContext(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3) : mV1(inV1), mV2(inV2), mV3(inV3) { }
- Vec3 mV1;
- Vec3 mV2;
- Vec3 mV3;
- bool mIsDone = false;
- };
- void TriangleShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const
- {
- static_assert(sizeof(TSGetTrianglesContext) <= sizeof(GetTrianglesContext), "GetTrianglesContext too small");
- JPH_ASSERT(IsAligned(&ioContext, alignof(TSGetTrianglesContext)));
- Mat44 m = Mat44::sRotationTranslation(inRotation, inPositionCOM) * Mat44::sScale(inScale);
- new (&ioContext) TSGetTrianglesContext(m * mV1, m * mV2, m * mV3);
- }
- int TriangleShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const
- {
- static_assert(cGetTrianglesMinTrianglesRequested >= 3, "cGetTrianglesMinTrianglesRequested is too small");
- JPH_ASSERT(inMaxTrianglesRequested >= cGetTrianglesMinTrianglesRequested);
- TSGetTrianglesContext &context = (TSGetTrianglesContext &)ioContext;
- // Only return the triangle the 1st time
- if (context.mIsDone)
- return 0;
- context.mIsDone = true;
- // Store triangle
- context.mV1.StoreFloat3(outTriangleVertices);
- context.mV2.StoreFloat3(outTriangleVertices + 1);
- context.mV3.StoreFloat3(outTriangleVertices + 2);
- // Store material
- if (outMaterials != nullptr)
- *outMaterials = GetMaterial();
- return 1;
- }
- void TriangleShape::SaveBinaryState(StreamOut &inStream) const
- {
- ConvexShape::SaveBinaryState(inStream);
- inStream.Write(mV1);
- inStream.Write(mV2);
- inStream.Write(mV3);
- inStream.Write(mConvexRadius);
- }
- void TriangleShape::RestoreBinaryState(StreamIn &inStream)
- {
- ConvexShape::RestoreBinaryState(inStream);
- inStream.Read(mV1);
- inStream.Read(mV2);
- inStream.Read(mV3);
- inStream.Read(mConvexRadius);
- }
- bool TriangleShape::IsValidScale(Vec3Arg inScale) const
- {
- return ConvexShape::IsValidScale(inScale) && (mConvexRadius == 0.0f || ScaleHelpers::IsUniformScale(inScale.Abs()));
- }
- Vec3 TriangleShape::MakeScaleValid(Vec3Arg inScale) const
- {
- Vec3 scale = ScaleHelpers::MakeNonZeroScale(inScale);
- if (mConvexRadius == 0.0f)
- return scale;
- return scale.GetSign() * ScaleHelpers::MakeUniformScale(scale.Abs());
- }
- void TriangleShape::sRegister()
- {
- ShapeFunctions &f = ShapeFunctions::sGet(EShapeSubType::Triangle);
- f.mConstruct = []() -> Shape * { return new TriangleShape; };
- f.mColor = Color::sGreen;
- for (EShapeSubType s : sConvexSubShapeTypes)
- {
- CollisionDispatch::sRegisterCollideShape(s, EShapeSubType::Triangle, sCollideConvexVsTriangle);
- CollisionDispatch::sRegisterCastShape(s, EShapeSubType::Triangle, sCastConvexVsTriangle);
- // Avoid registering triangle vs triangle as a reversed test to prevent infinite recursion
- if (s != EShapeSubType::Triangle)
- {
- CollisionDispatch::sRegisterCollideShape(EShapeSubType::Triangle, s, CollisionDispatch::sReversedCollideShape);
- CollisionDispatch::sRegisterCastShape(EShapeSubType::Triangle, s, CollisionDispatch::sReversedCastShape);
- }
- }
- // Specialized collision functions
- CollisionDispatch::sRegisterCollideShape(EShapeSubType::Sphere, EShapeSubType::Triangle, sCollideSphereVsTriangle);
- CollisionDispatch::sRegisterCastShape(EShapeSubType::Sphere, EShapeSubType::Triangle, sCastSphereVsTriangle);
- }
- JPH_NAMESPACE_END
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