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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/ConvexShape.h>
- #include <Jolt/Physics/Collision/RayCast.h>
- #include <Jolt/Physics/Collision/ShapeCast.h>
- #include <Jolt/Physics/Collision/CollideShape.h>
- #include <Jolt/Physics/Collision/CastResult.h>
- #include <Jolt/Physics/Collision/CollidePointResult.h>
- #include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
- #include <Jolt/Physics/Collision/Shape/GetTrianglesContext.h>
- #include <Jolt/Physics/Collision/Shape/PolyhedronSubmergedVolumeCalculator.h>
- #include <Jolt/Physics/Collision/TransformedShape.h>
- #include <Jolt/Physics/Collision/CollisionDispatch.h>
- #include <Jolt/Physics/Collision/NarrowPhaseStats.h>
- #include <Jolt/Physics/PhysicsSettings.h>
- #include <Jolt/Core/StreamIn.h>
- #include <Jolt/Core/StreamOut.h>
- #include <Jolt/Geometry/EPAPenetrationDepth.h>
- #include <Jolt/Geometry/OrientedBox.h>
- #include <Jolt/ObjectStream/TypeDeclarations.h>
- JPH_NAMESPACE_BEGIN
- JPH_IMPLEMENT_SERIALIZABLE_ABSTRACT(ConvexShapeSettings)
- {
- JPH_ADD_BASE_CLASS(ConvexShapeSettings, ShapeSettings)
- JPH_ADD_ATTRIBUTE(ConvexShapeSettings, mDensity)
- JPH_ADD_ATTRIBUTE(ConvexShapeSettings, mMaterial)
- }
- const std::vector<Vec3> ConvexShape::sUnitSphereTriangles = []() {
- const int level = 2;
- std::vector<Vec3> verts;
- GetTrianglesContextVertexList::sCreateHalfUnitSphereTop(verts, level);
- GetTrianglesContextVertexList::sCreateHalfUnitSphereBottom(verts, level);
- return verts;
- }();
- void ConvexShape::sCollideConvexVsConvex(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_PROFILE_FUNCTION();
- // Get the shapes
- JPH_ASSERT(inShape1->GetType() == EShapeType::Convex);
- JPH_ASSERT(inShape2->GetType() == EShapeType::Convex);
- const ConvexShape *shape1 = static_cast<const ConvexShape *>(inShape1);
- const ConvexShape *shape2 = static_cast<const ConvexShape *>(inShape2);
- // Get transforms
- Mat44 inverse_transform1 = inCenterOfMassTransform1.InversedRotationTranslation();
- Mat44 transform_2_to_1 = inverse_transform1 * inCenterOfMassTransform2;
- // Get bounding boxes
- AABox shape1_bbox = shape1->GetLocalBounds().Scaled(inScale1);
- shape1_bbox.ExpandBy(Vec3::sReplicate(inCollideShapeSettings.mMaxSeparationDistance));
- AABox shape2_bbox = shape2->GetLocalBounds().Scaled(inScale2);
- // Check if they overlap
- if (!OrientedBox(transform_2_to_1, shape2_bbox).Overlaps(shape1_bbox))
- return;
- // Note: As we don't remember the penetration axis from the last iteration, and it is likely that shape2 is pushed out of
- // collision relative to shape1 by comparing their COM's, we use that as an initial penetration axis: shape2.com - shape1.com
- // This has been seen to improve performance by approx. 1% over using a fixed axis like (1, 0, 0).
- Vec3 penetration_axis = transform_2_to_1.GetTranslation();
- // Ensure that we do not pass in a near zero penetration axis
- if (penetration_axis.IsNearZero())
- penetration_axis = Vec3::sAxisX();
- Vec3 point1, point2;
- EPAPenetrationDepth pen_depth;
- EPAPenetrationDepth::EStatus status;
- // Scope to limit lifetime of SupportBuffer
- {
- // Create support function
- SupportBuffer buffer1_excl_cvx_radius, buffer2_excl_cvx_radius;
- const Support *shape1_excl_cvx_radius = shape1->GetSupportFunction(ConvexShape::ESupportMode::ExcludeConvexRadius, buffer1_excl_cvx_radius, inScale1);
- const Support *shape2_excl_cvx_radius = shape2->GetSupportFunction(ConvexShape::ESupportMode::ExcludeConvexRadius, buffer2_excl_cvx_radius, inScale2);
- // Transform shape 2 in the space of shape 1
- TransformedConvexObject<Support> transformed2_excl_cvx_radius(transform_2_to_1, *shape2_excl_cvx_radius);
-
- // Perform GJK step
- status = pen_depth.GetPenetrationDepthStepGJK(*shape1_excl_cvx_radius, shape1_excl_cvx_radius->GetConvexRadius() + inCollideShapeSettings.mMaxSeparationDistance, transformed2_excl_cvx_radius, shape2_excl_cvx_radius->GetConvexRadius(), inCollideShapeSettings.mCollisionTolerance, penetration_axis, point1, point2);
- }
- // Check result of collision detection
- switch (status)
- {
- case EPAPenetrationDepth::EStatus::Colliding:
- break;
- case EPAPenetrationDepth::EStatus::NotColliding:
- return;
- case EPAPenetrationDepth::EStatus::Indeterminate:
- {
- // Need to run expensive EPA algorithm
- // Create support function
- SupportBuffer buffer1_incl_cvx_radius, buffer2_incl_cvx_radius;
- const Support *shape1_incl_cvx_radius = shape1->GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer1_incl_cvx_radius, inScale1);
- const Support *shape2_incl_cvx_radius = shape2->GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer2_incl_cvx_radius, inScale2);
- // Add separation distance
- AddConvexRadius<Support> shape1_add_max_separation_distance(*shape1_incl_cvx_radius, inCollideShapeSettings.mMaxSeparationDistance);
- // Transform shape 2 in the space of shape 1
- TransformedConvexObject<Support> transformed2_incl_cvx_radius(transform_2_to_1, *shape2_incl_cvx_radius);
- // Perform EPA step
- if (!pen_depth.GetPenetrationDepthStepEPA(shape1_add_max_separation_distance, transformed2_incl_cvx_radius, inCollideShapeSettings.mPenetrationTolerance, penetration_axis, point1, point2))
- return;
- break;
- }
- }
- // Check if the penetration is bigger than the early out fraction
- float penetration_depth = (point2 - point1).Length() - inCollideShapeSettings.mMaxSeparationDistance;
- if (-penetration_depth >= ioCollector.GetEarlyOutFraction())
- return;
- // Correct point1 for the added separation distance
- float penetration_axis_len = penetration_axis.Length();
- if (penetration_axis_len > 0.0f)
- point1 -= penetration_axis * (inCollideShapeSettings.mMaxSeparationDistance / penetration_axis_len);
- // Convert to world space
- point1 = inCenterOfMassTransform1 * point1;
- point2 = inCenterOfMassTransform1 * point2;
- Vec3 penetration_axis_world = inCenterOfMassTransform1.Multiply3x3(penetration_axis);
- // Create collision result
- CollideShapeResult result(point1, point2, penetration_axis_world, penetration_depth, inSubShapeIDCreator1.GetID(), inSubShapeIDCreator2.GetID(), TransformedShape::sGetBodyID(ioCollector.GetContext()));
- // Gather faces
- if (inCollideShapeSettings.mCollectFacesMode == ECollectFacesMode::CollectFaces)
- {
- // Get supporting face of shape 1
- shape1->GetSupportingFace(SubShapeID(), -penetration_axis, inScale1, inCenterOfMassTransform1, result.mShape1Face);
- // Get supporting face of shape 2
- shape2->GetSupportingFace(SubShapeID(), transform_2_to_1.Multiply3x3Transposed(penetration_axis), inScale2, inCenterOfMassTransform2, result.mShape2Face);
- }
- // Notify the collector
- JPH_IF_TRACK_NARROWPHASE_STATS(TrackNarrowPhaseCollector track;)
- ioCollector.AddHit(result);
- }
- bool ConvexShape::CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const
- {
- // Note: This is a fallback routine, most convex shapes should implement a more performant version!
- JPH_PROFILE_FUNCTION();
- // Create support function
- SupportBuffer buffer;
- const Support *support = GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sReplicate(1.0f));
- // Cast ray
- GJKClosestPoint gjk;
- if (gjk.CastRay(inRay.mOrigin, inRay.mDirection, cDefaultCollisionTolerance, *support, ioHit.mFraction))
- {
- ioHit.mSubShapeID2 = inSubShapeIDCreator.GetID();
- return true;
- }
- return false;
- }
- void ConvexShape::CastRay(const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter) const
- {
- // Note: This is a fallback routine, most convex shapes should implement a more performant version!
- // Test shape filter
- if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID()))
- return;
- // First do a normal raycast, limited to the early out fraction
- RayCastResult hit;
- hit.mFraction = ioCollector.GetEarlyOutFraction();
- if (CastRay(inRay, inSubShapeIDCreator, hit))
- {
- // Check front side
- if (inRayCastSettings.mTreatConvexAsSolid || hit.mFraction > 0.0f)
- {
- hit.mBodyID = TransformedShape::sGetBodyID(ioCollector.GetContext());
- ioCollector.AddHit(hit);
- }
- // Check if we want back facing hits and the collector still accepts additional hits
- if (inRayCastSettings.mBackFaceMode == EBackFaceMode::CollideWithBackFaces && !ioCollector.ShouldEarlyOut())
- {
- // Invert the ray, going from the early out fraction back to the fraction where we found our forward hit
- float start_fraction = min(1.0f, ioCollector.GetEarlyOutFraction());
- float delta_fraction = hit.mFraction - start_fraction;
- if (delta_fraction < 0.0f)
- {
- RayCast inverted_ray { inRay.mOrigin + start_fraction * inRay.mDirection, delta_fraction * inRay.mDirection };
- // Cast another ray
- RayCastResult inverted_hit;
- inverted_hit.mFraction = 1.0f;
- if (CastRay(inverted_ray, inSubShapeIDCreator, inverted_hit)
- && inverted_hit.mFraction > 0.0f) // Ignore hits with fraction 0, this means the ray ends inside the object and we don't want to report it as a back facing hit
- {
- // Invert fraction and rescale it to the fraction of the original ray
- inverted_hit.mFraction = hit.mFraction + (inverted_hit.mFraction - 1.0f) * delta_fraction;
- inverted_hit.mBodyID = TransformedShape::sGetBodyID(ioCollector.GetContext());
- ioCollector.AddHit(inverted_hit);
- }
- }
- }
- }
- }
- void ConvexShape::CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter) const
- {
- // Test shape filter
- if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID()))
- return;
- // First test bounding box
- if (GetLocalBounds().Contains(inPoint))
- {
- // Create support function
- SupportBuffer buffer;
- const Support *support = GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, buffer, Vec3::sReplicate(1.0f));
- // Create support function for point
- PointConvexSupport point { inPoint };
- // Test intersection
- GJKClosestPoint gjk;
- Vec3 v = inPoint;
- if (gjk.Intersects(*support, point, cDefaultCollisionTolerance, v))
- ioCollector.AddHit({ TransformedShape::sGetBodyID(ioCollector.GetContext()), inSubShapeIDCreator.GetID() });
- }
- }
- void ConvexShape::sCastConvexVsConvex(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_PROFILE_FUNCTION();
- // Only supported for convex shapes
- JPH_ASSERT(inShapeCast.mShape->GetType() == EShapeType::Convex);
- const ConvexShape *cast_shape = static_cast<const ConvexShape *>(inShapeCast.mShape);
- JPH_ASSERT(inShape->GetType() == EShapeType::Convex);
- const ConvexShape *shape = static_cast<const ConvexShape *>(inShape);
- // Determine if we want to use the actual shape or a shrunken shape with convex radius
- ConvexShape::ESupportMode support_mode = inShapeCastSettings.mUseShrunkenShapeAndConvexRadius? ConvexShape::ESupportMode::ExcludeConvexRadius : ConvexShape::ESupportMode::IncludeConvexRadius;
- // Create support function for shape to cast
- SupportBuffer cast_buffer;
- const Support *cast_support = cast_shape->GetSupportFunction(support_mode, cast_buffer, inShapeCast.mScale);
- // Create support function for target shape
- SupportBuffer target_buffer;
- const Support *target_support = shape->GetSupportFunction(support_mode, target_buffer, inScale);
- // Do a raycast against the result
- EPAPenetrationDepth epa;
- float fraction = ioCollector.GetEarlyOutFraction();
- Vec3 contact_point_a, contact_point_b, contact_normal;
- if (epa.CastShape(inShapeCast.mCenterOfMassStart, inShapeCast.mDirection, inShapeCastSettings.mCollisionTolerance, inShapeCastSettings.mPenetrationTolerance, *cast_support, *target_support, cast_support->GetConvexRadius(), target_support->GetConvexRadius(), inShapeCastSettings.mReturnDeepestPoint, fraction, contact_point_a, contact_point_b, contact_normal)
- && (inShapeCastSettings.mBackFaceModeConvex == EBackFaceMode::CollideWithBackFaces
- || contact_normal.Dot(inShapeCast.mDirection) > 0.0f)) // Test if backfacing
- {
- // Convert to world space
- contact_point_a = inCenterOfMassTransform2 * contact_point_a;
- contact_point_b = inCenterOfMassTransform2 * contact_point_b;
- Vec3 contact_normal_world = inCenterOfMassTransform2.Multiply3x3(contact_normal);
- ShapeCastResult result(fraction, contact_point_a, contact_point_b, contact_normal_world, false, inSubShapeIDCreator1.GetID(), inSubShapeIDCreator2.GetID(), TransformedShape::sGetBodyID(ioCollector.GetContext()));
- // Gather faces
- if (inShapeCastSettings.mCollectFacesMode == ECollectFacesMode::CollectFaces)
- {
- // Get supporting face of shape 1
- Mat44 transform_1_to_2 = inShapeCast.mCenterOfMassStart;
- transform_1_to_2.SetTranslation(transform_1_to_2.GetTranslation() + fraction * inShapeCast.mDirection);
- cast_shape->GetSupportingFace(SubShapeID(), transform_1_to_2.Multiply3x3Transposed(-contact_normal), inShapeCast.mScale, inCenterOfMassTransform2 * transform_1_to_2, result.mShape1Face);
- // Get supporting face of shape 2
- shape->GetSupportingFace(SubShapeID(), contact_normal, inScale, inCenterOfMassTransform2, result.mShape2Face);
- }
- JPH_IF_TRACK_NARROWPHASE_STATS(TrackNarrowPhaseCollector track;)
- ioCollector.AddHit(result);
- }
- }
- class ConvexShape::CSGetTrianglesContext
- {
- public:
- CSGetTrianglesContext(const ConvexShape *inShape, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) :
- mLocalToWorld(Mat44::sRotationTranslation(inRotation, inPositionCOM) * Mat44::sScale(inScale)),
- mIsInsideOut(ScaleHelpers::IsInsideOut(inScale))
- {
- mSupport = inShape->GetSupportFunction(ESupportMode::IncludeConvexRadius, mSupportBuffer, Vec3::sReplicate(1.0f));
- }
- SupportBuffer mSupportBuffer;
- const Support * mSupport;
- Mat44 mLocalToWorld;
- bool mIsInsideOut;
- size_t mCurrentVertex = 0;
- };
- void ConvexShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const
- {
- static_assert(sizeof(CSGetTrianglesContext) <= sizeof(GetTrianglesContext), "GetTrianglesContext too small");
- JPH_ASSERT(IsAligned(&ioContext, alignof(CSGetTrianglesContext)));
- new (&ioContext) CSGetTrianglesContext(this, inPositionCOM, inRotation, inScale);
- }
- int ConvexShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const
- {
- JPH_ASSERT(inMaxTrianglesRequested >= cGetTrianglesMinTrianglesRequested);
- CSGetTrianglesContext &context = (CSGetTrianglesContext &)ioContext;
- int total_num_vertices = min(inMaxTrianglesRequested * 3, int(sUnitSphereTriangles.size() - context.mCurrentVertex));
- if (context.mIsInsideOut)
- {
- // Store triangles flipped
- for (const Vec3 *v = sUnitSphereTriangles.data() + context.mCurrentVertex, *v_end = v + total_num_vertices; v < v_end; v += 3)
- {
- (context.mLocalToWorld * context.mSupport->GetSupport(v[0])).StoreFloat3(outTriangleVertices++);
- (context.mLocalToWorld * context.mSupport->GetSupport(v[2])).StoreFloat3(outTriangleVertices++);
- (context.mLocalToWorld * context.mSupport->GetSupport(v[1])).StoreFloat3(outTriangleVertices++);
- }
- }
- else
- {
- // Store triangles
- for (const Vec3 *v = sUnitSphereTriangles.data() + context.mCurrentVertex, *v_end = v + total_num_vertices; v < v_end; v += 3)
- {
- (context.mLocalToWorld * context.mSupport->GetSupport(v[0])).StoreFloat3(outTriangleVertices++);
- (context.mLocalToWorld * context.mSupport->GetSupport(v[1])).StoreFloat3(outTriangleVertices++);
- (context.mLocalToWorld * context.mSupport->GetSupport(v[2])).StoreFloat3(outTriangleVertices++);
- }
- }
- context.mCurrentVertex += total_num_vertices;
- int total_num_triangles = total_num_vertices / 3;
- // 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;
- }
- void ConvexShape::GetSubmergedVolume(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Plane &inSurface, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outCenterOfBuoyancy JPH_IF_DEBUG_RENDERER(, RVec3Arg inBaseOffset)) const
- {
- // Calculate total volume
- Vec3 abs_scale = inScale.Abs();
- Vec3 extent = GetLocalBounds().GetExtent() * abs_scale;
- outTotalVolume = 8.0f * extent.GetX() * extent.GetY() * extent.GetZ();
- // Points of the bounding box
- Vec3 points[] =
- {
- Vec3(-1, -1, -1),
- Vec3( 1, -1, -1),
- Vec3(-1, 1, -1),
- Vec3( 1, 1, -1),
- Vec3(-1, -1, 1),
- Vec3( 1, -1, 1),
- Vec3(-1, 1, 1),
- Vec3( 1, 1, 1),
- };
- // Faces of the bounding box
- using Face = int[5];
- #define MAKE_FACE(a, b, c, d) { a, b, c, d, ((1 << a) | (1 << b) | (1 << c) | (1 << d)) } // Last int is a bit mask that indicates which indices are used
- Face faces[] =
- {
- MAKE_FACE(0, 2, 3, 1),
- MAKE_FACE(4, 6, 2, 0),
- MAKE_FACE(4, 5, 7, 6),
- MAKE_FACE(1, 3, 7, 5),
- MAKE_FACE(2, 6, 7, 3),
- MAKE_FACE(0, 1, 5, 4),
- };
- PolyhedronSubmergedVolumeCalculator::Point *buffer = (PolyhedronSubmergedVolumeCalculator::Point *)JPH_STACK_ALLOC(8 * sizeof(PolyhedronSubmergedVolumeCalculator::Point));
- PolyhedronSubmergedVolumeCalculator submerged_vol_calc(inCenterOfMassTransform * Mat44::sScale(extent), points, sizeof(Vec3), 8, inSurface, buffer JPH_IF_DEBUG_RENDERER(, inBaseOffset));
- if (submerged_vol_calc.AreAllAbove())
- {
- // We're above the water
- outSubmergedVolume = 0.0f;
- outCenterOfBuoyancy = Vec3::sZero();
- }
- else if (submerged_vol_calc.AreAllBelow())
- {
- // We're fully submerged
- outSubmergedVolume = outTotalVolume;
- outCenterOfBuoyancy = inCenterOfMassTransform.GetTranslation();
- }
- else
- {
- // Calculate submerged volume
- int reference_point_bit = 1 << submerged_vol_calc.GetReferencePointIdx();
- for (const Face &f : faces)
- {
- // Test if this face includes the reference point
- if ((f[4] & reference_point_bit) == 0)
- {
- // Triangulate the face (a quad)
- submerged_vol_calc.AddFace(f[0], f[1], f[2]);
- submerged_vol_calc.AddFace(f[0], f[2], f[3]);
- }
- }
- submerged_vol_calc.GetResult(outSubmergedVolume, outCenterOfBuoyancy);
- }
- }
- #ifdef JPH_DEBUG_RENDERER
- void ConvexShape::DrawGetSupportFunction(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inDrawSupportDirection) const
- {
- // Get the support function with convex radius
- SupportBuffer buffer;
- const Support *support = GetSupportFunction(ESupportMode::ExcludeConvexRadius, buffer, inScale);
- AddConvexRadius<Support> add_convex(*support, support->GetConvexRadius());
- // Draw the shape
- DebugRenderer::GeometryRef geometry = inRenderer->CreateTriangleGeometryForConvex([&add_convex](Vec3Arg inDirection) { return add_convex.GetSupport(inDirection); });
- AABox bounds = geometry->mBounds.Transformed(inCenterOfMassTransform);
- float lod_scale_sq = geometry->mBounds.GetExtent().LengthSq();
- inRenderer->DrawGeometry(inCenterOfMassTransform, bounds, lod_scale_sq, inColor, geometry);
- if (inDrawSupportDirection)
- {
- // Iterate on all directions and draw the support point and an arrow in the direction that was sampled to test if the support points make sense
- for (Vec3 v : Vec3::sUnitSphere)
- {
- Vec3 direction = 0.05f * v;
- Vec3 pos = add_convex.GetSupport(direction);
- RVec3 from = inCenterOfMassTransform * pos;
- RVec3 to = inCenterOfMassTransform * (pos + direction);
- inRenderer->DrawMarker(from, Color::sWhite, 0.001f);
- inRenderer->DrawArrow(from, to, Color::sWhite, 0.001f);
- }
- }
- }
- void ConvexShape::DrawGetSupportingFace(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale) const
- {
- // Sample directions and map which faces belong to which directions
- using FaceToDirection = UnorderedMap<SupportingFace, Array<Vec3>>;
- FaceToDirection faces;
- for (Vec3 v : Vec3::sUnitSphere)
- {
- Vec3 direction = 0.05f * v;
-
- SupportingFace face;
- GetSupportingFace(SubShapeID(), direction, inScale, Mat44::sIdentity(), face);
-
- if (!face.empty())
- {
- JPH_ASSERT(face.size() >= 2, "The GetSupportingFace function should either return nothing or at least an edge");
- faces[face].push_back(direction);
- }
- }
- // Draw each face in a unique color and draw corresponding directions
- int color_it = 0;
- for (FaceToDirection::value_type &ftd : faces)
- {
- Color color = Color::sGetDistinctColor(color_it++);
- // Create copy of face (key in map is read only)
- SupportingFace face = ftd.first;
- // Displace the face a little bit forward so it is easier to see
- Vec3 normal = face.size() >= 3? (face[2] - face[1]).Cross(face[0] - face[1]).Normalized() : Vec3::sZero();
- Vec3 displacement = 0.001f * normal;
-
- // Transform face to world space and calculate center of mass
- Vec3 com_ls = Vec3::sZero();
- for (Vec3 &v : face)
- {
- v = inCenterOfMassTransform.Multiply3x3(v + displacement);
- com_ls += v;
- }
- RVec3 com = inCenterOfMassTransform.GetTranslation() + com_ls / (float)face.size();
-
- // Draw the polygon and directions
- inRenderer->DrawWirePolygon(RMat44::sTranslation(inCenterOfMassTransform.GetTranslation()), face, color, face.size() >= 3? 0.001f : 0.0f);
- if (face.size() >= 3)
- inRenderer->DrawArrow(com, com + inCenterOfMassTransform.Multiply3x3(normal), color, 0.01f);
- for (Vec3 &v : ftd.second)
- inRenderer->DrawArrow(com, com + inCenterOfMassTransform.Multiply3x3(-v), color, 0.001f);
- }
- }
- #endif // JPH_DEBUG_RENDERER
- void ConvexShape::SaveBinaryState(StreamOut &inStream) const
- {
- Shape::SaveBinaryState(inStream);
- inStream.Write(mDensity);
- }
- void ConvexShape::RestoreBinaryState(StreamIn &inStream)
- {
- Shape::RestoreBinaryState(inStream);
- inStream.Read(mDensity);
- }
- void ConvexShape::SaveMaterialState(PhysicsMaterialList &outMaterials) const
- {
- outMaterials.clear();
- outMaterials.push_back(mMaterial);
- }
- void ConvexShape::RestoreMaterialState(const PhysicsMaterialRefC *inMaterials, uint inNumMaterials)
- {
- JPH_ASSERT(inNumMaterials == 1);
- mMaterial = inMaterials[0];
- }
- void ConvexShape::sRegister()
- {
- for (EShapeSubType s1 : sConvexSubShapeTypes)
- for (EShapeSubType s2 : sConvexSubShapeTypes)
- {
- CollisionDispatch::sRegisterCollideShape(s1, s2, sCollideConvexVsConvex);
- CollisionDispatch::sRegisterCastShape(s1, s2, sCastConvexVsConvex);
- }
- }
- JPH_NAMESPACE_END
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