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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2025 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Physics/Collision/CollideShape.h>
- #include <Jolt/Physics/Collision/CollisionDispatch.h>
- #include <Jolt/Core/STLLocalAllocator.h>
- JPH_NAMESPACE_BEGIN
- /// Collide 2 shapes and returns at most 1 hit per leaf shape pairs that overlapping. This can be used when not all contacts between the shapes are needed.
- /// E.g. when testing a compound with 2 MeshShapes A and B against a compound with 2 SphereShapes C and D, then at most you'll get 4 collisions: AC, AD, BC, BD.
- /// The default CollisionDispatch::sCollideShapeVsShape function would return all intersecting triangles in A against C, all in B against C etc.
- /// @param inShape1 The first shape
- /// @param inShape2 The second shape
- /// @param inScale1 Local space scale of shape 1 (scales relative to its center of mass)
- /// @param inScale2 Local space scale of shape 2 (scales relative to its center of mass)
- /// @param inCenterOfMassTransform1 Transform to transform center of mass of shape 1 into world space
- /// @param inCenterOfMassTransform2 Transform to transform center of mass of shape 2 into world space
- /// @param inSubShapeIDCreator1 Class that tracks the current sub shape ID for shape 1
- /// @param inSubShapeIDCreator2 Class that tracks the current sub shape ID for shape 2
- /// @param inCollideShapeSettings Options for the CollideShape test
- /// @param ioCollector The collector that receives the results.
- /// @param inShapeFilter allows selectively disabling collisions between pairs of (sub) shapes.
- /// @tparam LeafCollector The type of the collector that will be used to collect hits between leaf pairs. Must be either AnyHitCollisionCollector<CollideShapeCollector> to get any hit (cheapest) or ClosestHitCollisionCollector<CollideShapeCollector> to get the deepest hit (more expensive).
- template <class LeafCollector>
- void CollideShapeVsShapePerLeaf(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 = { })
- {
- // Tracks information we need about a leaf shape
- struct LeafShape
- {
- LeafShape() = default;
- LeafShape(const AABox &inBounds, Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Shape *inShape, const SubShapeIDCreator &inSubShapeIDCreator) :
- mBounds(inBounds),
- mCenterOfMassTransform(inCenterOfMassTransform),
- mScale(inScale),
- mShape(inShape),
- mSubShapeIDCreator(inSubShapeIDCreator)
- {
- }
- AABox mBounds;
- Mat44 mCenterOfMassTransform;
- Vec3 mScale;
- const Shape * mShape;
- SubShapeIDCreator mSubShapeIDCreator;
- };
- constexpr uint cMaxLocalLeafShapes = 32;
- // A collector that stores the information we need from a leaf shape in an array that is usually on the stack but can fall back to the heap if needed
- class MyCollector : public TransformedShapeCollector
- {
- public:
- MyCollector()
- {
- mHits.reserve(cMaxLocalLeafShapes);
- }
- void AddHit(const TransformedShape &inShape) override
- {
- mHits.emplace_back(inShape.GetWorldSpaceBounds(), inShape.GetCenterOfMassTransform().ToMat44(), inShape.GetShapeScale(), inShape.mShape, inShape.mSubShapeIDCreator);
- }
- Array<LeafShape, STLLocalAllocator<LeafShape, cMaxLocalLeafShapes>> mHits;
- };
- // Get bounds of both shapes
- AABox bounds1 = inShape1->GetWorldSpaceBounds(inCenterOfMassTransform1, inScale1);
- AABox bounds2 = inShape2->GetWorldSpaceBounds(inCenterOfMassTransform2, inScale2);
- // Get leaf shapes that overlap with the bounds of the other shape
- MyCollector leaf_shapes1, leaf_shapes2;
- inShape1->CollectTransformedShapes(bounds2, inCenterOfMassTransform1.GetTranslation(), inCenterOfMassTransform1.GetQuaternion(), inScale1, inSubShapeIDCreator1, leaf_shapes1, inShapeFilter);
- inShape2->CollectTransformedShapes(bounds1, inCenterOfMassTransform2.GetTranslation(), inCenterOfMassTransform2.GetQuaternion(), inScale2, inSubShapeIDCreator2, leaf_shapes2, inShapeFilter);
- // Now test each leaf shape against each other leaf
- for (const LeafShape &leaf1 : leaf_shapes1.mHits)
- for (const LeafShape &leaf2 : leaf_shapes2.mHits)
- if (leaf1.mBounds.Overlaps(leaf2.mBounds))
- {
- // Use the leaf collector to collect max 1 hit for this pair and pass it on to ioCollector
- LeafCollector collector;
- CollisionDispatch::sCollideShapeVsShape(leaf1.mShape, leaf2.mShape, leaf1.mScale, leaf2.mScale, leaf1.mCenterOfMassTransform, leaf2.mCenterOfMassTransform, leaf1.mSubShapeIDCreator, leaf2.mSubShapeIDCreator, inCollideShapeSettings, collector, inShapeFilter);
- if (collector.HadHit())
- ioCollector.AddHit(collector.mHit);
- }
- }
- JPH_NAMESPACE_END
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