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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Physics/Collision/CollideSoftBodyVertexIterator.h>
- #include <Jolt/Geometry/ClosestPoint.h>
- JPH_NAMESPACE_BEGIN
- /// Collision detection helper that collides soft body vertices vs triangles
- class JPH_EXPORT CollideSoftBodyVerticesVsTriangles
- {
- public:
- CollideSoftBodyVerticesVsTriangles(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale) :
- mTransform(inCenterOfMassTransform),
- mInvTransform(mTransform.InversedRotationTranslation()),
- mScale(inScale),
- mNormalSign(ScaleHelpers::IsInsideOut(inScale)? -1.0f : 1.0f)
- {
- }
- JPH_INLINE void StartVertex(const CollideSoftBodyVertexIterator &inVertex)
- {
- mLocalPosition = mInvTransform * inVertex.GetPosition();
- mClosestDistanceSq = FLT_MAX;
- }
- JPH_INLINE void ProcessTriangle(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2)
- {
- // Apply the scale to the triangle
- Vec3 v0 = mScale * inV0;
- Vec3 v1 = mScale * inV1;
- Vec3 v2 = mScale * inV2;
- // Get the closest point from the vertex to the triangle
- uint32 set;
- Vec3 closest_point = ClosestPoint::GetClosestPointOnTriangle(v0 - mLocalPosition, v1 - mLocalPosition, v2 - mLocalPosition, set);
- float dist_sq = closest_point.LengthSq();
- if (dist_sq < mClosestDistanceSq)
- {
- mV0 = v0;
- mV1 = v1;
- mV2 = v2;
- mClosestPoint = closest_point;
- mClosestDistanceSq = dist_sq;
- mSet = set;
- }
- }
- JPH_INLINE void FinishVertex(const CollideSoftBodyVertexIterator &ioVertex, int inCollidingShapeIndex) const
- {
- if (mClosestDistanceSq < FLT_MAX)
- {
- // Convert triangle to world space
- Vec3 v0 = mTransform * mV0;
- Vec3 v1 = mTransform * mV1;
- Vec3 v2 = mTransform * mV2;
- Vec3 triangle_normal = mNormalSign * (v1 - v0).Cross(v2 - v0).NormalizedOr(Vec3::sAxisY());
- if (mSet == 0b111)
- {
- // Closest is interior to the triangle, use plane as collision plane but don't allow more than sTriangleThickness penetration
- // because otherwise a triangle half a level a way will have a huge penetration if it is back facing
- float penetration = triangle_normal.Dot(v0 - ioVertex.GetPosition());
- if (penetration < sTriangleThickness && ioVertex.UpdatePenetration(penetration))
- ioVertex.SetCollision(Plane::sFromPointAndNormal(v0, triangle_normal), inCollidingShapeIndex);
- }
- else
- {
- // Closest point is on an edge or vertex, use closest point as collision plane
- Vec3 closest_point = mTransform * (mLocalPosition + mClosestPoint);
- Vec3 normal = ioVertex.GetPosition() - closest_point;
- if (normal.Dot(triangle_normal) > 0.0f) // Ignore back facing edges
- {
- float normal_length = normal.Length();
- float penetration = -normal_length;
- if (ioVertex.UpdatePenetration(penetration))
- ioVertex.SetCollision(Plane::sFromPointAndNormal(closest_point, normal_length > 0.0f? normal / normal_length : triangle_normal), inCollidingShapeIndex);
- }
- }
- }
- }
- /// Triangles are considered to have some thickness. This thickness extends backwards along the negative triangle normal.
- /// Make this value smaller than the smallest 'wall thickness' so that the back side of the triangle doesn't protrude through the other side.
- /// Make this value too small and tunneling is more likely to occur.
- static inline float sTriangleThickness = 0.1f;
- Mat44 mTransform;
- Mat44 mInvTransform;
- Vec3 mScale;
- Vec3 mLocalPosition;
- Vec3 mV0, mV1, mV2;
- Vec3 mClosestPoint;
- float mNormalSign;
- float mClosestDistanceSq;
- uint32 mSet;
- };
- JPH_NAMESPACE_END
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