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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/CollideConvexVsTriangles.h>
- #include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
- #include <Jolt/Physics/Collision/CollideShape.h>
- #include <Jolt/Physics/Collision/TransformedShape.h>
- #include <Jolt/Physics/Collision/ActiveEdges.h>
- #include <Jolt/Physics/Collision/NarrowPhaseStats.h>
- #include <Jolt/Geometry/EPAPenetrationDepth.h>
- #include <Jolt/Geometry/Plane.h>
- JPH_NAMESPACE_BEGIN
- CollideConvexVsTriangles::CollideConvexVsTriangles(const ConvexShape *inShape1, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeID &inSubShapeID1, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector) :
- mCollideShapeSettings(inCollideShapeSettings),
- mCollector(ioCollector),
- mShape1(inShape1),
- mScale1(inScale1),
- mScale2(inScale2),
- mTransform1(inCenterOfMassTransform1),
- mSubShapeID1(inSubShapeID1)
- {
- // Get transforms
- Mat44 inverse_transform2 = inCenterOfMassTransform2.InversedRotationTranslation();
- Mat44 transform1_to_2 = inverse_transform2 * inCenterOfMassTransform1;
- mTransform2To1 = transform1_to_2.InversedRotationTranslation();
- // Calculate bounds
- mBoundsOf1 = inShape1->GetLocalBounds().Scaled(inScale1);
- mBoundsOf1.ExpandBy(Vec3::sReplicate(inCollideShapeSettings.mMaxSeparationDistance));
- mBoundsOf1InSpaceOf2 = mBoundsOf1.Transformed(transform1_to_2); // Convert bounding box of 1 into space of 2
- // Determine if shape 2 is inside out or not
- mScaleSign2 = ScaleHelpers::IsInsideOut(inScale2)? -1.0f : 1.0f;
- }
- void CollideConvexVsTriangles::Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2)
- {
- JPH_PROFILE_FUNCTION();
- // Scale triangle and transform it to the space of 1
- Vec3 v0 = mTransform2To1 * (mScale2 * inV0);
- Vec3 v1 = mTransform2To1 * (mScale2 * inV1);
- Vec3 v2 = mTransform2To1 * (mScale2 * inV2);
- // Calculate triangle normal
- Vec3 triangle_normal = mScaleSign2 * (v1 - v0).Cross(v2 - v0);
- // Backface check
- bool back_facing = triangle_normal.Dot(v0) > 0.0f;
- if (mCollideShapeSettings.mBackFaceMode == EBackFaceMode::IgnoreBackFaces && back_facing)
- return;
- // Get bounding box for triangle
- AABox triangle_bbox = AABox::sFromTwoPoints(v0, v1);
- triangle_bbox.Encapsulate(v2);
- // Get intersection between triangle and shape box, if there is none, we're done
- if (!triangle_bbox.Overlaps(mBoundsOf1))
- return;
- // Create triangle support function
- TriangleConvexSupport triangle(v0, v1, v2);
- // Perform collision detection
- // Note: As we don't remember the penetration axis from the last iteration, and it is likely that the shape (A) we're colliding the triangle (B) against is in front of the triangle,
- // and the penetration axis is the shortest distance along to push B out of collision, we use the inverse of the triangle normal as an initial penetration axis. This has been seen
- // to improve performance by approx. 5% over using a fixed axis like (1, 0, 0).
- Vec3 penetration_axis = -triangle_normal, point1, point2;
- EPAPenetrationDepth pen_depth;
- EPAPenetrationDepth::EStatus status;
- // Get the support function
- if (mShape1ExCvxRadius == nullptr)
- mShape1ExCvxRadius = mShape1->GetSupportFunction(ConvexShape::ESupportMode::ExcludeConvexRadius, mBufferExCvxRadius, mScale1);
- // Perform GJK step
- status = pen_depth.GetPenetrationDepthStepGJK(*mShape1ExCvxRadius, mShape1ExCvxRadius->GetConvexRadius() + mCollideShapeSettings.mMaxSeparationDistance, triangle, 0.0f, mCollideShapeSettings.mCollisionTolerance, penetration_axis, point1, point2);
- // Check result of collision detection
- if (status == EPAPenetrationDepth::EStatus::NotColliding)
- return;
- else if (status == EPAPenetrationDepth::EStatus::Indeterminate)
- {
- // Need to run expensive EPA algorithm
- // Get the support function
- if (mShape1IncCvxRadius == nullptr)
- mShape1IncCvxRadius = mShape1->GetSupportFunction(ConvexShape::ESupportMode::IncludeConvexRadius, mBufferIncCvxRadius, mScale1);
- // Add convex radius
- AddConvexRadius<ConvexShape::Support> shape1_add_max_separation_distance(*mShape1IncCvxRadius, mCollideShapeSettings.mMaxSeparationDistance);
- // Perform EPA step
- if (!pen_depth.GetPenetrationDepthStepEPA(shape1_add_max_separation_distance, triangle, mCollideShapeSettings.mPenetrationTolerance, penetration_axis, point1, point2))
- return;
- }
- // Check if the penetration is bigger than the early out fraction
- float penetration_depth = (point2 - point1).Length() - mCollideShapeSettings.mMaxSeparationDistance;
- if (-penetration_depth >= mCollector.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 * (mCollideShapeSettings.mMaxSeparationDistance / penetration_axis_len);
- // Check if we have enabled active edge detection
- if (mCollideShapeSettings.mActiveEdgeMode == EActiveEdgeMode::CollideOnlyWithActive && inActiveEdges != 0b111)
- {
- // Convert the active edge velocity hint to local space
- Vec3 active_edge_movement_direction = mTransform1.Multiply3x3Transposed(mCollideShapeSettings.mActiveEdgeMovementDirection);
- // Update the penetration axis to account for active edges
- // Note that we flip the triangle normal as the penetration axis is pointing towards the triangle instead of away
- penetration_axis = ActiveEdges::FixNormal(v0, v1, v2, back_facing? triangle_normal : -triangle_normal, inActiveEdges, point2, penetration_axis, active_edge_movement_direction);
- }
- // Convert to world space
- point1 = mTransform1 * point1;
- point2 = mTransform1 * point2;
- Vec3 penetration_axis_world = mTransform1.Multiply3x3(penetration_axis);
- // Create collision result
- CollideShapeResult result(point1, point2, penetration_axis_world, penetration_depth, mSubShapeID1, inSubShapeID2, TransformedShape::sGetBodyID(mCollector.GetContext()));
- // Gather faces
- if (mCollideShapeSettings.mCollectFacesMode == ECollectFacesMode::CollectFaces)
- {
- // Get supporting face of shape 1
- mShape1->GetSupportingFace(SubShapeID(), -penetration_axis, mScale1, mTransform1, result.mShape1Face);
- // Get face of the triangle
- result.mShape2Face.resize(3);
- result.mShape2Face[0] = mTransform1 * v0;
- result.mShape2Face[1] = mTransform1 * v1;
- result.mShape2Face[2] = mTransform1 * v2;
- }
- // Notify the collector
- JPH_IF_TRACK_NARROWPHASE_STATS(TrackNarrowPhaseCollector track;)
- mCollector.AddHit(result);
- }
- JPH_NAMESPACE_END
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