CollideSoftBodyVerticesVsTriangles.h 3.0 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. #include <Jolt/Physics/Collision/CollideSoftBodyVertexIterator.h>
  6. #include <Jolt/Geometry/ClosestPoint.h>
  7. JPH_NAMESPACE_BEGIN
  8. /// Collision detection helper that collides soft body vertices vs triangles
  9. class JPH_EXPORT CollideSoftBodyVerticesVsTriangles
  10. {
  11. public:
  12. CollideSoftBodyVerticesVsTriangles(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale) :
  13. mTransform(inCenterOfMassTransform * Mat44::sScale(inScale)),
  14. mInvTransform(mTransform.Inversed()),
  15. mNormalSign(ScaleHelpers::IsInsideOut(inScale)? -1.0f : 1.0f)
  16. {
  17. }
  18. JPH_INLINE void StartVertex(const CollideSoftBodyVertexIterator &inVertex)
  19. {
  20. mLocalPosition = mInvTransform * inVertex.GetPosition();
  21. mClosestDistanceSq = FLT_MAX;
  22. }
  23. JPH_INLINE void ProcessTriangle(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2)
  24. {
  25. // Get the closest point from the vertex to the triangle
  26. uint32 set;
  27. Vec3 closest_point = ClosestPoint::GetClosestPointOnTriangle(inV0 - mLocalPosition, inV1 - mLocalPosition, inV2 - mLocalPosition, set);
  28. float dist_sq = closest_point.LengthSq();
  29. if (dist_sq < mClosestDistanceSq)
  30. {
  31. mV0 = inV0;
  32. mV1 = inV1;
  33. mV2 = inV2;
  34. mClosestPoint = closest_point;
  35. mClosestDistanceSq = dist_sq;
  36. mSet = set;
  37. }
  38. }
  39. JPH_INLINE void FinishVertex(const CollideSoftBodyVertexIterator &ioVertex, int inCollidingShapeIndex) const
  40. {
  41. if (mClosestDistanceSq < FLT_MAX)
  42. {
  43. // Convert triangle to world space
  44. Vec3 v0 = mTransform * mV0;
  45. Vec3 v1 = mTransform * mV1;
  46. Vec3 v2 = mTransform * mV2;
  47. Vec3 triangle_normal = mNormalSign * (v1 - v0).Cross(v2 - v0).NormalizedOr(Vec3::sAxisY());
  48. if (mSet == 0b111)
  49. {
  50. // Closest is interior to the triangle, use plane as collision plane but don't allow more than 0.1 m penetration
  51. // because otherwise a triangle half a level a way will have a huge penetration if it is back facing
  52. float penetration = min(triangle_normal.Dot(v0 - ioVertex.GetPosition()), 0.1f);
  53. if (ioVertex.UpdatePenetration(penetration))
  54. ioVertex.SetCollision(Plane::sFromPointAndNormal(v0, triangle_normal), inCollidingShapeIndex);
  55. }
  56. else
  57. {
  58. // Closest point is on an edge or vertex, use closest point as collision plane
  59. Vec3 closest_point = mTransform * (mLocalPosition + mClosestPoint);
  60. Vec3 normal = ioVertex.GetPosition() - closest_point;
  61. if (normal.Dot(triangle_normal) > 0.0f) // Ignore back facing edges
  62. {
  63. float normal_length = normal.Length();
  64. float penetration = -normal_length;
  65. if (ioVertex.UpdatePenetration(penetration))
  66. ioVertex.SetCollision(Plane::sFromPointAndNormal(closest_point, normal_length > 0.0f? normal / normal_length : triangle_normal), inCollidingShapeIndex);
  67. }
  68. }
  69. }
  70. }
  71. Mat44 mTransform;
  72. Mat44 mInvTransform;
  73. Vec3 mLocalPosition;
  74. Vec3 mV0, mV1, mV2;
  75. Vec3 mClosestPoint;
  76. float mNormalSign;
  77. float mClosestDistanceSq;
  78. uint32 mSet;
  79. };
  80. JPH_NAMESPACE_END