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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/Core/QuickSort.h>
- #include <Jolt/Physics/Collision/CollisionDispatch.h>
- //#define JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
- #ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
- #include <Jolt/Renderer/DebugRenderer.h>
- #endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
- JPH_NAMESPACE_BEGIN
- /// Removes internal edges from collision results. Can be used to filter out 'ghost collisions'.
- /// Based on: Contact generation for meshes - Pierre Terdiman (https://www.codercorner.com/MeshContacts.pdf)
- class InternalEdgeRemovingCollector : public CollideShapeCollector
- {
- static constexpr uint cMaxDelayedResults = 16;
- static constexpr uint cMaxVoidedFeatures = 128;
- /// Check if a vertex is voided
- inline bool IsVoided(Vec3 inV) const
- {
- for (const Float3 &vf : mVoidedFeatures)
- if (inV.IsClose(Vec3::sLoadFloat3Unsafe(vf), 1.0e-8f))
- return true;
- return false;
- }
- /// Add all vertices of a face to the voided features
- inline void VoidFeatures(const CollideShapeResult &inResult)
- {
- for (const Vec3 &v : inResult.mShape2Face)
- if (!IsVoided(v))
- {
- if (mVoidedFeatures.size() == cMaxVoidedFeatures)
- break;
- Float3 f;
- v.StoreFloat3(&f);
- mVoidedFeatures.push_back(f);
- }
- }
- /// Call the chained collector
- inline void Chain(const CollideShapeResult &inResult)
- {
- // Make sure the chained collector has the same context as we do
- mChainedCollector.SetContext(GetContext());
- // Forward the hit
- mChainedCollector.AddHit(inResult);
- // If our chained collector updated its early out fraction, we need to follow
- UpdateEarlyOutFraction(mChainedCollector.GetEarlyOutFraction());
- }
- /// Call the chained collector and void all features of inResult
- inline void ChainAndVoid(const CollideShapeResult &inResult)
- {
- Chain(inResult);
- VoidFeatures(inResult);
- #ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
- DebugRenderer::sInstance->DrawWirePolygon(RMat44::sIdentity(), inResult.mShape2Face, Color::sGreen);
- DebugRenderer::sInstance->DrawArrow(RVec3(inResult.mContactPointOn2), RVec3(inResult.mContactPointOn2) + inResult.mPenetrationAxis.NormalizedOr(Vec3::sZero()), Color::sGreen, 0.1f);
- #endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
- }
- public:
- /// Constructor, configures a collector to be called with all the results that do not hit internal edges
- explicit InternalEdgeRemovingCollector(CollideShapeCollector &inChainedCollector) :
- mChainedCollector(inChainedCollector)
- {
- }
- // See: CollideShapeCollector::Reset
- virtual void Reset() override
- {
- CollideShapeCollector::Reset();
- mChainedCollector.Reset();
- mVoidedFeatures.clear();
- mDelayedResults.clear();
- }
- // See: CollideShapeCollector::OnBody
- virtual void OnBody(const Body &inBody) override
- {
- // Just forward the call to our chained collector
- mChainedCollector.OnBody(inBody);
- }
- // See: CollideShapeCollector::AddHit
- virtual void AddHit(const CollideShapeResult &inResult) override
- {
- // We only support welding when the shape is a triangle or has more vertices so that we can calculate a normal
- if (inResult.mShape2Face.size() < 3)
- return ChainAndVoid(inResult);
- // Get the triangle normal of shape 2 face
- Vec3 triangle_normal = (inResult.mShape2Face[1] - inResult.mShape2Face[0]).Cross(inResult.mShape2Face[2] - inResult.mShape2Face[0]);
- float triangle_normal_len = triangle_normal.Length();
- if (triangle_normal_len < 1e-6f)
- return ChainAndVoid(inResult);
- // If the triangle normal matches the contact normal within 1 degree, we can process the contact immediately
- // We make the assumption here that if the contact normal and the triangle normal align that the we're dealing with a 'face contact'
- Vec3 contact_normal = -inResult.mPenetrationAxis;
- float contact_normal_len = inResult.mPenetrationAxis.Length();
- if (triangle_normal.Dot(contact_normal) > 0.999848f * contact_normal_len * triangle_normal_len) // cos(1 degree)
- return ChainAndVoid(inResult);
- // Delayed processing
- if (mDelayedResults.size() == cMaxDelayedResults)
- return ChainAndVoid(inResult);
- mDelayedResults.push_back(inResult);
- }
- /// After all hits have been added, call this function to process the delayed results
- void Flush()
- {
- // Sort on biggest penetration depth first
- uint sorted_indices[cMaxDelayedResults];
- for (uint i = 0; i < uint(mDelayedResults.size()); ++i)
- sorted_indices[i] = i;
- QuickSort(sorted_indices, sorted_indices + mDelayedResults.size(), [this](uint inLHS, uint inRHS) { return mDelayedResults[inLHS].mPenetrationDepth > mDelayedResults[inRHS].mPenetrationDepth; });
- // Loop over all results
- for (uint i = 0; i < uint(mDelayedResults.size()); ++i)
- {
- const CollideShapeResult &r = mDelayedResults[sorted_indices[i]];
- // Determine which vertex or which edge is the closest to the contact point
- float best_dist_sq = FLT_MAX;
- uint best_v1_idx = 0;
- uint best_v2_idx = 0;
- uint num_v = uint(r.mShape2Face.size());
- uint v1_idx = num_v - 1;
- Vec3 v1 = r.mShape2Face[v1_idx] - r.mContactPointOn2;
- for (uint v2_idx = 0; v2_idx < num_v; ++v2_idx)
- {
- Vec3 v2 = r.mShape2Face[v2_idx] - r.mContactPointOn2;
- Vec3 v1_v2 = v2 - v1;
- float denominator = v1_v2.LengthSq();
- if (denominator < Square(FLT_EPSILON))
- {
- // Degenerate, assume v1 is closest, v2 will be tested in a later iteration
- float v1_len_sq = v1.LengthSq();
- if (v1_len_sq < best_dist_sq)
- {
- best_dist_sq = v1_len_sq;
- best_v1_idx = v1_idx;
- best_v2_idx = v1_idx;
- }
- }
- else
- {
- // Taken from ClosestPoint::GetBaryCentricCoordinates
- float fraction = -v1.Dot(v1_v2) / denominator;
- if (fraction < 1.0e-6f)
- {
- // Closest lies on v1
- float v1_len_sq = v1.LengthSq();
- if (v1_len_sq < best_dist_sq)
- {
- best_dist_sq = v1_len_sq;
- best_v1_idx = v1_idx;
- best_v2_idx = v1_idx;
- }
- }
- else if (fraction < 1.0f - 1.0e-6f)
- {
- // Closest lies on the line segment v1, v2
- Vec3 closest = v1 + fraction * v1_v2;
- float closest_len_sq = closest.LengthSq();
- if (closest_len_sq < best_dist_sq)
- {
- best_dist_sq = closest_len_sq;
- best_v1_idx = v1_idx;
- best_v2_idx = v2_idx;
- }
- }
- // else closest is v2, but v2 will be tested in a later iteration
- }
- v1_idx = v2_idx;
- v1 = v2;
- }
- // Check if this vertex/edge is voided
- bool voided = IsVoided(r.mShape2Face[best_v1_idx])
- && (best_v1_idx == best_v2_idx || IsVoided(r.mShape2Face[best_v2_idx]));
- #ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
- Color color = voided? Color::sRed : Color::sYellow;
- DebugRenderer::sInstance->DrawText3D(RVec3(r.mContactPointOn2), StringFormat("%d: %g", i, r.mPenetrationDepth), color, 0.1f);
- DebugRenderer::sInstance->DrawWirePolygon(RMat44::sIdentity(), r.mShape2Face, color);
- DebugRenderer::sInstance->DrawArrow(RVec3(r.mContactPointOn2), RVec3(r.mContactPointOn2) + r.mPenetrationAxis.NormalizedOr(Vec3::sZero()), color, 0.1f);
- DebugRenderer::sInstance->DrawMarker(RVec3(r.mShape2Face[best_v1_idx]), IsVoided(r.mShape2Face[best_v1_idx])? Color::sRed : Color::sYellow, 0.1f);
- DebugRenderer::sInstance->DrawMarker(RVec3(r.mShape2Face[best_v2_idx]), IsVoided(r.mShape2Face[best_v2_idx])? Color::sRed : Color::sYellow, 0.1f);
- #endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
- // No voided features, accept the contact
- if (!voided)
- Chain(r);
- // Void the features of this face
- VoidFeatures(r);
- }
- }
- /// Version of CollisionDispatch::sCollideShapeVsShape that removes internal edges
- static void sCollideShapeVsShape(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, const ShapeFilter &inShapeFilter = { })
- {
- JPH_ASSERT(inCollideShapeSettings.mCollectFacesMode == ECollectFacesMode::CollectFaces); // Won't work without collecting faces
- InternalEdgeRemovingCollector wrapper(ioCollector);
- CollisionDispatch::sCollideShapeVsShape(inShape1, inShape2, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1, inSubShapeIDCreator2, inCollideShapeSettings, wrapper, inShapeFilter);
- wrapper.Flush();
- }
- private:
- CollideShapeCollector & mChainedCollector;
- StaticArray<Float3, cMaxVoidedFeatures> mVoidedFeatures; // Read with Vec3::sLoadFloat3Unsafe so must not be the last member
- StaticArray<CollideShapeResult, cMaxDelayedResults> mDelayedResults;
- };
- JPH_NAMESPACE_END
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