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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/ManifoldBetweenTwoFaces.h>
- #include <Jolt/Physics/Constraints/ContactConstraintManager.h>
- #include <Jolt/Geometry/ClipPoly.h>
- #ifdef JPH_DEBUG_RENDERER
- #include <Jolt/Renderer/DebugRenderer.h>
- #endif // JPH_DEBUG_RENDERER
- JPH_NAMESPACE_BEGIN
- void PruneContactPoints(Vec3Arg inPenetrationAxis, ContactPoints &ioContactPointsOn1, ContactPoints &ioContactPointsOn2 JPH_IF_DEBUG_RENDERER(, RVec3Arg inCenterOfMass))
- {
- // Makes no sense to call this with 4 or less points
- JPH_ASSERT(ioContactPointsOn1.size() > 4);
- // Both arrays should have the same size
- JPH_ASSERT(ioContactPointsOn1.size() == ioContactPointsOn2.size());
- // Penetration axis must be normalized
- JPH_ASSERT(inPenetrationAxis.IsNormalized());
- // We use a heuristic of (distance to center of mass) * (penetration depth) to find the contact point that we should keep
- // Neither of those two terms should ever become zero, so we clamp against this minimum value
- constexpr float cMinDistanceSq = 1.0e-6f; // 1 mm
- ContactPoints projected;
- StaticArray<float, 64> penetration_depth_sq;
- for (ContactPoints::size_type i = 0; i < ioContactPointsOn1.size(); ++i)
- {
- // Project contact points on the plane through inCenterOfMass with normal inPenetrationAxis and center around the center of mass of body 1
- // (note that since all points are relative to inCenterOfMass we can project onto the plane through the origin)
- Vec3 v1 = ioContactPointsOn1[i];
- projected.push_back(v1 - v1.Dot(inPenetrationAxis) * inPenetrationAxis);
- // Calculate penetration depth^2 of each point and clamp against the minimal distance
- Vec3 v2 = ioContactPointsOn2[i];
- penetration_depth_sq.push_back(max(cMinDistanceSq, (v2 - v1).LengthSq()));
- }
- // Find the point that is furthest away from the center of mass (its torque will have the biggest influence)
- // and the point that has the deepest penetration depth. Use the heuristic (distance to center of mass) * (penetration depth) for this.
- uint point1 = 0;
- float val = max(cMinDistanceSq, projected[0].LengthSq()) * penetration_depth_sq[0];
- for (uint i = 0; i < projected.size(); ++i)
- {
- float v = max(cMinDistanceSq, projected[i].LengthSq()) * penetration_depth_sq[i];
- if (v > val)
- {
- val = v;
- point1 = i;
- }
- }
- Vec3 point1v = projected[point1];
- // Find point furthest from the first point forming a line segment with point1. Again combine this with the heuristic
- // for deepest point as per above.
- uint point2 = uint(-1);
- val = -FLT_MAX;
- for (uint i = 0; i < projected.size(); ++i)
- if (i != point1)
- {
- float v = max(cMinDistanceSq, (projected[i] - point1v).LengthSq()) * penetration_depth_sq[i];
- if (v > val)
- {
- val = v;
- point2 = i;
- }
- }
- JPH_ASSERT(point2 != uint(-1));
- Vec3 point2v = projected[point2];
- // Find furthest points on both sides of the line segment in order to maximize the area
- uint point3 = uint(-1);
- uint point4 = uint(-1);
- float min_val = 0.0f;
- float max_val = 0.0f;
- Vec3 perp = (point2v - point1v).Cross(inPenetrationAxis);
- for (uint i = 0; i < projected.size(); ++i)
- if (i != point1 && i != point2)
- {
- float v = perp.Dot(projected[i] - point1v);
- if (v < min_val)
- {
- min_val = v;
- point3 = i;
- }
- else if (v > max_val)
- {
- max_val = v;
- point4 = i;
- }
- }
- // Add points to array (in order so they form a polygon)
- StaticArray<Vec3, 4> points_to_keep_on_1, points_to_keep_on_2;
- points_to_keep_on_1.push_back(ioContactPointsOn1[point1]);
- points_to_keep_on_2.push_back(ioContactPointsOn2[point1]);
- if (point3 != uint(-1))
- {
- points_to_keep_on_1.push_back(ioContactPointsOn1[point3]);
- points_to_keep_on_2.push_back(ioContactPointsOn2[point3]);
- }
- points_to_keep_on_1.push_back(ioContactPointsOn1[point2]);
- points_to_keep_on_2.push_back(ioContactPointsOn2[point2]);
- if (point4 != uint(-1))
- {
- JPH_ASSERT(point3 != point4);
- points_to_keep_on_1.push_back(ioContactPointsOn1[point4]);
- points_to_keep_on_2.push_back(ioContactPointsOn2[point4]);
- }
- #ifdef JPH_DEBUG_RENDERER
- if (ContactConstraintManager::sDrawContactPointReduction)
- {
- // Draw input polygon
- DebugRenderer::sInstance->DrawWirePolygon(RMat44::sTranslation(inCenterOfMass), ioContactPointsOn1, Color::sOrange, 0.05f);
- // Draw primary axis
- DebugRenderer::sInstance->DrawArrow(inCenterOfMass + ioContactPointsOn1[point1], inCenterOfMass + ioContactPointsOn1[point2], Color::sRed, 0.05f);
- // Draw contact points we kept
- for (Vec3 p : points_to_keep_on_1)
- DebugRenderer::sInstance->DrawMarker(inCenterOfMass + p, Color::sGreen, 0.1f);
- }
- #endif // JPH_DEBUG_RENDERER
- // Copy the points back to the input buffer
- ioContactPointsOn1 = points_to_keep_on_1;
- ioContactPointsOn2 = points_to_keep_on_2;
- }
- void ManifoldBetweenTwoFaces(Vec3Arg inContactPoint1, Vec3Arg inContactPoint2, Vec3Arg inPenetrationAxis, float inMaxContactDistanceSq , const ConvexShape::SupportingFace &inShape1Face, const ConvexShape::SupportingFace &inShape2Face, ContactPoints &outContactPoints1, ContactPoints &outContactPoints2 JPH_IF_DEBUG_RENDERER(, RVec3Arg inCenterOfMass))
- {
- #ifdef JPH_DEBUG_RENDERER
- if (ContactConstraintManager::sDrawContactPoint)
- {
- RVec3 cp1 = inCenterOfMass + inContactPoint1;
- RVec3 cp2 = inCenterOfMass + inContactPoint2;
- // Draw contact points
- DebugRenderer::sInstance->DrawMarker(cp1, Color::sRed, 0.1f);
- DebugRenderer::sInstance->DrawMarker(cp2, Color::sGreen, 0.1f);
- // Draw contact normal
- DebugRenderer::sInstance->DrawArrow(cp1, cp1 + inPenetrationAxis.Normalized(), Color::sRed, 0.05f);
- }
- #endif // JPH_DEBUG_RENDERER
- // Remember size before adding new points, to check at the end if we added some
- ContactPoints::size_type old_size = outContactPoints1.size();
- // Check if both shapes have polygon faces
- if (inShape1Face.size() >= 2 // The dynamic shape needs to have at least 2 points or else there can never be more than 1 contact point
- && inShape2Face.size() >= 3) // The dynamic/static shape needs to have at least 3 points (in the case that it has 2 points only if the edges match exactly you can have 2 contact points, but this situation is unstable anyhow)
- {
- // Clip the polygon of face 2 against that of 1
- ConvexShape::SupportingFace clipped_face;
- if (inShape1Face.size() >= 3)
- ClipPolyVsPoly(inShape2Face, inShape1Face, inPenetrationAxis, clipped_face);
- else if (inShape1Face.size() == 2)
- ClipPolyVsEdge(inShape2Face, inShape1Face[0], inShape1Face[1], inPenetrationAxis, clipped_face);
- // Project the points back onto the plane of shape 1 face and only keep those that are behind the plane
- Vec3 plane_origin = inShape1Face[0];
- Vec3 plane_normal;
- Vec3 first_edge = inShape1Face[1] - plane_origin;
- if (inShape1Face.size() >= 3)
- {
- // Three vertices, can just calculate the normal
- plane_normal = first_edge.Cross(inShape1Face[2] - plane_origin);
- }
- else
- {
- // Two vertices, first find a perpendicular to the edge and penetration axis and then use the perpendicular together with the edge to form a normal
- plane_normal = first_edge.Cross(inPenetrationAxis).Cross(first_edge);
- }
- // Check if the plane normal has any length, if not the clipped shape is so small that we'll just use the contact points
- float plane_normal_len_sq = plane_normal.LengthSq();
- if (plane_normal_len_sq > 0.0f)
- {
- // Discard points of faces that are too far away to collide
- for (Vec3 p2 : clipped_face)
- {
- float distance = (p2 - plane_origin).Dot(plane_normal); // Note should divide by length of plane_normal (unnormalized here)
- if (distance <= 0.0f || Square(distance) < inMaxContactDistanceSq * plane_normal_len_sq) // Must be close enough to plane, note we correct for not dividing by plane normal length here
- {
- // Project point back on shape 1 using the normal, note we correct for not dividing by plane normal length here:
- // p1 = p2 - (distance / sqrt(plane_normal_len_sq)) * (plane_normal / sqrt(plane_normal_len_sq));
- Vec3 p1 = p2 - (distance / plane_normal_len_sq) * plane_normal;
- outContactPoints1.push_back(p1);
- outContactPoints2.push_back(p2);
- }
- }
- }
- #ifdef JPH_DEBUG_RENDERER
- if (ContactConstraintManager::sDrawSupportingFaces)
- {
- RMat44 com = RMat44::sTranslation(inCenterOfMass);
- // Draw clipped poly
- DebugRenderer::sInstance->DrawWirePolygon(com, clipped_face, Color::sOrange);
- // Draw supporting faces
- DebugRenderer::sInstance->DrawWirePolygon(com, inShape1Face, Color::sRed, 0.05f);
- DebugRenderer::sInstance->DrawWirePolygon(com, inShape2Face, Color::sGreen, 0.05f);
- // Draw normal
- if (plane_normal_len_sq > 0.0f)
- {
- RVec3 plane_origin_ws = inCenterOfMass + plane_origin;
- DebugRenderer::sInstance->DrawArrow(plane_origin_ws, plane_origin_ws + plane_normal / sqrt(plane_normal_len_sq), Color::sYellow, 0.05f);
- }
- // Draw contact points that remain after distance check
- for (ContactPoints::size_type p = old_size; p < outContactPoints1.size(); ++p)
- DebugRenderer::sInstance->DrawMarker(inCenterOfMass + outContactPoints1[p], Color::sYellow, 0.1f);
- }
- #endif // JPH_DEBUG_RENDERER
- }
- // If the clipping result is empty, use the contact point itself
- if (outContactPoints1.size() == old_size)
- {
- outContactPoints1.push_back(inContactPoint1);
- outContactPoints2.push_back(inContactPoint2);
- }
- }
- JPH_NAMESPACE_END
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