// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2021 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include JPH_NAMESPACE_BEGIN static constexpr uint8 sClosestFeatureToActiveEdgesMask[] = { 0b000, // 0b000: Invalid, guarded by an assert 0b101, // 0b001: Vertex 1 -> edge 1 or 3 0b011, // 0b010: Vertex 2 -> edge 1 or 2 0b001, // 0b011: Vertex 1 & 2 -> edge 1 0b110, // 0b100: Vertex 3 -> edge 2 or 3 0b100, // 0b101: Vertex 1 & 3 -> edge 3 0b010, // 0b110: Vertex 2 & 3 -> edge 2 // 0b111: Vertex 1, 2 & 3 -> interior, guarded by an if }; CollideSphereVsTriangles::CollideSphereVsTriangles(const SphereShape *inShape1, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeID &inSubShapeID1, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector) : mCollideShapeSettings(inCollideShapeSettings), mCollector(ioCollector), mShape1(inShape1), mScale2(inScale2), mTransform2(inCenterOfMassTransform2), mSubShapeID1(inSubShapeID1) { // Calculate the center of the sphere in the space of 2 mSphereCenterIn2 = inCenterOfMassTransform2.Multiply3x3Transposed(inCenterOfMassTransform1.GetTranslation() - inCenterOfMassTransform2.GetTranslation()); // Determine if shape 2 is inside out or not mScaleSign2 = ScaleHelpers::IsInsideOut(inScale2)? -1.0f : 1.0f; // Check that the sphere is uniformly scaled JPH_ASSERT(ScaleHelpers::IsUniformScale(inScale1.Abs())); mRadius = abs(inScale1.GetX()) * inShape1->GetRadius(); mRadiusPlusMaxSeparationSq = Square(mRadius + inCollideShapeSettings.mMaxSeparationDistance); } void CollideSphereVsTriangles::Collide(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2, uint8 inActiveEdges, const SubShapeID &inSubShapeID2) { JPH_PROFILE_FUNCTION(); // Scale triangle and make it relative to the center of the sphere Vec3 v0 = mScale2 * inV0 - mSphereCenterIn2; Vec3 v1 = mScale2 * inV1 - mSphereCenterIn2; Vec3 v2 = mScale2 * inV2 - mSphereCenterIn2; // 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; // Check if we collide with the sphere uint32 closest_feature; Vec3 point2 = ClosestPoint::GetClosestPointOnTriangle(v0, v1, v2, closest_feature); float point2_len_sq = point2.LengthSq(); if (point2_len_sq > mRadiusPlusMaxSeparationSq) return; // Calculate penetration depth float penetration_depth = mRadius - sqrt(point2_len_sq); if (-penetration_depth >= mCollector.GetEarlyOutFraction()) return; // Calculate penetration axis, direction along which to push 2 to move it out of collision (this is always away from the sphere center) Vec3 penetration_axis = point2.NormalizedOr(Vec3::sAxisY()); // Calculate the point on the sphere Vec3 point1 = mRadius * penetration_axis; // Check if we have enabled active edge detection JPH_ASSERT(closest_feature != 0); if (mCollideShapeSettings.mActiveEdgeMode == EActiveEdgeMode::CollideOnlyWithActive && closest_feature != 0b111 // For an interior hit we should already have the right normal && (inActiveEdges & sClosestFeatureToActiveEdgesMask[closest_feature]) == 0) // If we didn't hit an active edge we should take the triangle normal { // Convert the active edge velocity hint to local space Vec3 active_edge_movement_direction = mTransform2.Multiply3x3Transposed(mCollideShapeSettings.mActiveEdgeMovementDirection); // See ActiveEdges::FixNormal. If penetration_axis affects the movement less than the triangle normal we keep penetration_axis. Vec3 new_penetration_axis = back_facing? triangle_normal : -triangle_normal; if (active_edge_movement_direction.Dot(penetration_axis) * new_penetration_axis.Length() >= active_edge_movement_direction.Dot(new_penetration_axis)) penetration_axis = new_penetration_axis; } // Convert to world space point1 = mTransform2 * (mSphereCenterIn2 + point1); point2 = mTransform2 * (mSphereCenterIn2 + point2); Vec3 penetration_axis_world = mTransform2.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) { // The sphere doesn't have a supporting face // Get face of triangle 2 result.mShape2Face.resize(3); result.mShape2Face[0] = mTransform2 * (mSphereCenterIn2 + v0); result.mShape2Face[1] = mTransform2 * (mSphereCenterIn2 + v1); result.mShape2Face[2] = mTransform2 * (mSphereCenterIn2 + v2); } // Notify the collector JPH_IF_TRACK_NARROWPHASE_STATS(TrackNarrowPhaseCollector track;) mCollector.AddHit(result); } JPH_NAMESPACE_END