// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2024 Jorrit Rouwe // SPDX-License-Identifier: MIT #include #include #include #include #include #include #include #include #include #include #ifdef JPH_DEBUG_RENDERER #include #endif // JPH_DEBUG_RENDERER JPH_NAMESPACE_BEGIN // Approximation of a face of the tapered cylinder static const Vec3 cTaperedCylinderFace[] = { Vec3(0.0f, 0.0f, 1.0f), Vec3(0.707106769f, 0.0f, 0.707106769f), Vec3(1.0f, 0.0f, 0.0f), Vec3(0.707106769f, 0.0f, -0.707106769f), Vec3(-0.0f, 0.0f, -1.0f), Vec3(-0.707106769f, 0.0f, -0.707106769f), Vec3(-1.0f, 0.0f, 0.0f), Vec3(-0.707106769f, 0.0f, 0.707106769f) }; JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(TaperedCylinderShapeSettings) { JPH_ADD_BASE_CLASS(TaperedCylinderShapeSettings, ConvexShapeSettings) JPH_ADD_ATTRIBUTE(TaperedCylinderShapeSettings, mHalfHeight) JPH_ADD_ATTRIBUTE(TaperedCylinderShapeSettings, mTopRadius) JPH_ADD_ATTRIBUTE(TaperedCylinderShapeSettings, mBottomRadius) JPH_ADD_ATTRIBUTE(TaperedCylinderShapeSettings, mConvexRadius) } ShapeSettings::ShapeResult TaperedCylinderShapeSettings::Create() const { if (mCachedResult.IsEmpty()) { Ref shape; if (mTopRadius == mBottomRadius) { // Convert to regular cylinder CylinderShapeSettings settings; settings.mHalfHeight = mHalfHeight; settings.mRadius = mTopRadius; settings.mMaterial = mMaterial; settings.mConvexRadius = mConvexRadius; new CylinderShape(settings, mCachedResult); } else { // Normal tapered cylinder shape new TaperedCylinderShape(*this, mCachedResult); } } return mCachedResult; } TaperedCylinderShapeSettings::TaperedCylinderShapeSettings(float inHalfHeightOfTaperedCylinder, float inTopRadius, float inBottomRadius, float inConvexRadius, const PhysicsMaterial *inMaterial) : ConvexShapeSettings(inMaterial), mHalfHeight(inHalfHeightOfTaperedCylinder), mTopRadius(inTopRadius), mBottomRadius(inBottomRadius), mConvexRadius(inConvexRadius) { } TaperedCylinderShape::TaperedCylinderShape(const TaperedCylinderShapeSettings &inSettings, ShapeResult &outResult) : ConvexShape(EShapeSubType::TaperedCylinder, inSettings, outResult), mTopRadius(inSettings.mTopRadius), mBottomRadius(inSettings.mBottomRadius), mConvexRadius(inSettings.mConvexRadius) { if (mTopRadius < 0.0f) { outResult.SetError("Invalid top radius"); return; } if (mBottomRadius < 0.0f) { outResult.SetError("Invalid bottom radius"); return; } if (inSettings.mHalfHeight <= 0.0f) { outResult.SetError("Invalid height"); return; } if (inSettings.mConvexRadius < 0.0f) { outResult.SetError("Invalid convex radius"); return; } if (inSettings.mTopRadius < inSettings.mConvexRadius) { outResult.SetError("Convex radius must be smaller than convex radius"); return; } if (inSettings.mBottomRadius < inSettings.mConvexRadius) { outResult.SetError("Convex radius must be smaller than bottom radius"); return; } // Calculate the center of mass (using wxMaxima). // Radius of cross section for tapered cylinder from 0 to h: // r(x):=br+x*(tr-br)/h; // Area: // area(x):=%pi*r(x)^2; // Total volume of cylinder: // volume(h):=integrate(area(x),x,0,h); // Center of mass: // com(br,tr,h):=integrate(x*area(x),x,0,h)/volume(h); // Results: // ratsimp(com(br,tr,h),br,bt); // Non-tapered cylinder should have com = 0.5: // ratsimp(com(r,r,h)); // Cone with tip at origin and height h should have com = 3/4 h // ratsimp(com(0,r,h)); float h = 2.0f * inSettings.mHalfHeight; float tr = mTopRadius; float tr2 = Square(tr); float br = mBottomRadius; float br2 = Square(br); float com = h * (3 * tr2 + 2 * br * tr + br2) / (4.0f * (tr2 + br * tr + br2)); mTop = h - com; mBottom = -com; outResult.Set(this); } class TaperedCylinderShape::TaperedCylinder final : public Support { public: TaperedCylinder(float inTop, float inBottom, float inTopRadius, float inBottomRadius, float inConvexRadius) : mTop(inTop), mBottom(inBottom), mTopRadius(inTopRadius), mBottomRadius(inBottomRadius), mConvexRadius(inConvexRadius) { static_assert(sizeof(TaperedCylinder) <= sizeof(SupportBuffer), "Buffer size too small"); JPH_ASSERT(IsAligned(this, alignof(TaperedCylinder))); } virtual Vec3 GetSupport(Vec3Arg inDirection) const override { float x = inDirection.GetX(), y = inDirection.GetY(), z = inDirection.GetZ(); float o = sqrt(Square(x) + Square(z)); if (o > 0.0f) { Vec3 top_support((mTopRadius * x) / o, mTop, (mTopRadius * z) / o); Vec3 bottom_support((mBottomRadius * x) / o, mBottom, (mBottomRadius * z) / o); return inDirection.Dot(top_support) > inDirection.Dot(bottom_support)? top_support : bottom_support; } else { if (y > 0.0f) return Vec3(0, mTop, 0); else return Vec3(0, mBottom, 0); } } virtual float GetConvexRadius() const override { return mConvexRadius; } private: float mTop; float mBottom; float mTopRadius; float mBottomRadius; float mConvexRadius; }; JPH_INLINE void TaperedCylinderShape::GetScaled(Vec3Arg inScale, float &outTop, float &outBottom, float &outTopRadius, float &outBottomRadius, float &outConvexRadius) const { Vec3 abs_scale = inScale.Abs(); float scale_xz = abs_scale.GetX(); float scale_y = inScale.GetY(); outTop = scale_y * mTop; outBottom = scale_y * mBottom; outTopRadius = scale_xz * mTopRadius; outBottomRadius = scale_xz * mBottomRadius; outConvexRadius = min(abs_scale.GetY(), scale_xz) * mConvexRadius; // Negative Y-scale flips the top and bottom if (outBottom > outTop) { std::swap(outTop, outBottom); std::swap(outTopRadius, outBottomRadius); } } const ConvexShape::Support *TaperedCylinderShape::GetSupportFunction(ESupportMode inMode, SupportBuffer &inBuffer, Vec3Arg inScale) const { JPH_ASSERT(IsValidScale(inScale)); // Get scaled tapered cylinder float top, bottom, top_radius, bottom_radius, convex_radius; GetScaled(inScale, top, bottom, top_radius, bottom_radius, convex_radius); switch (inMode) { case ESupportMode::IncludeConvexRadius: case ESupportMode::Default: return new (&inBuffer) TaperedCylinder(top, bottom, top_radius, bottom_radius, 0.0f); case ESupportMode::ExcludeConvexRadius: return new (&inBuffer) TaperedCylinder(top - convex_radius, bottom + convex_radius, top_radius - convex_radius, bottom_radius - convex_radius, convex_radius); } JPH_ASSERT(false); return nullptr; } JPH_INLINE static Vec3 sCalculateSideNormalXZ(Vec3Arg inSurfacePosition) { return (Vec3(1, 0, 1) * inSurfacePosition).NormalizedOr(Vec3::sAxisX()); } JPH_INLINE static Vec3 sCalculateSideNormal(Vec3Arg inNormalXZ, float inTop, float inBottom, float inTopRadius, float inBottomRadius) { float tan_alpha = (inBottomRadius - inTopRadius) / (inTop - inBottom); return Vec3(inNormalXZ.GetX(), tan_alpha, inNormalXZ.GetZ()).Normalized(); } void TaperedCylinderShape::GetSupportingFace(const SubShapeID &inSubShapeID, Vec3Arg inDirection, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform, SupportingFace &outVertices) const { JPH_ASSERT(inSubShapeID.IsEmpty(), "Invalid subshape ID"); JPH_ASSERT(IsValidScale(inScale)); // Get scaled tapered cylinder float top, bottom, top_radius, bottom_radius, convex_radius; GetScaled(inScale, top, bottom, top_radius, bottom_radius, convex_radius); // Get the normal of the side of the cylinder Vec3 normal_xz = sCalculateSideNormalXZ(-inDirection); Vec3 normal = sCalculateSideNormal(normal_xz, top, bottom, top_radius, bottom_radius); constexpr float cMinRadius = 1.0e-3f; // Check if the normal is closer to the side than to the top or bottom if (abs(normal.Dot(inDirection)) > abs(inDirection.GetY())) { // Return the side of the cylinder outVertices.push_back(inCenterOfMassTransform * (normal_xz * top_radius + Vec3(0, top, 0))); outVertices.push_back(inCenterOfMassTransform * (normal_xz * bottom_radius + Vec3(0, bottom, 0))); } else if (inDirection.GetY() < 0.0f) { // Top of the cylinder if (top_radius > cMinRadius) { Vec3 top_3d(0, top, 0); for (Vec3 v : cTaperedCylinderFace) outVertices.push_back(inCenterOfMassTransform * (top_radius * v + top_3d)); } } else { // Bottom of the cylinder if (bottom_radius > cMinRadius) { Vec3 bottom_3d(0, bottom, 0); for (const Vec3 *v = cTaperedCylinderFace + std::size(cTaperedCylinderFace) - 1; v >= cTaperedCylinderFace; --v) outVertices.push_back(inCenterOfMassTransform * (bottom_radius * *v + bottom_3d)); } } } MassProperties TaperedCylinderShape::GetMassProperties() const { MassProperties p; // Calculate mass float density = GetDensity(); p.mMass = GetVolume() * density; // Calculate inertia of a tapered cylinder (using wxMaxima) // Radius: // r(x):=br+(x-b)*(tr-br)/(t-b); // Where t=top, b=bottom, tr=top radius, br=bottom radius // Area of the cross section of the cylinder at x: // area(x):=%pi*r(x)^2; // Inertia x slice at x (using inertia of a solid disc, see https://en.wikipedia.org/wiki/List_of_moments_of_inertia, note needs to be multiplied by density): // dix(x):=area(x)*r(x)^2/4; // Inertia y slice at y (note needs to be multiplied by density) // diy(x):=area(x)*r(x)^2/2; // Volume: // volume(b,t):=integrate(area(x),x,b,t); // The constant density (note that we have this through GetDensity() so we'll use that instead): // density(b,t):=m/volume(b,t); // Inertia tensor element xx, note that we use the parallel axis theorem to move the inertia: Ixx' = Ixx + m translation^2, also note we multiply by density here: // Ixx(br,tr,b,t):=integrate(dix(x)+area(x)*x^2,x,b,t)*density(b,t); // Inertia tensor element yy: // Iyy(br,tr,b,t):=integrate(diy(x),x,b,t)*density(b,t); // Note that we can simplify Ixx by using: // Ixx_delta(br,tr,b,t):=Ixx(br,tr,b,t)-Iyy(br,tr,b,t)/2; // For a cylinder this formula matches what is listed on the wiki: // factor(Ixx(r,r,-h/2,h/2)); // factor(Iyy(r,r,-h/2,h/2)); // For a cone with tip at origin too: // factor(Ixx(0,r,0,h)); // factor(Iyy(0,r,0,h)); // Now for the tapered cylinder: // rat(Ixx(br,tr,b,t),br,bt); // rat(Iyy(br,tr,b,t),br,bt); // rat(Ixx_delta(br,tr,b,t),br,bt); float t = mTop; float t2 = Square(t); float t3 = t * t2; float b = mBottom; float b2 = Square(b); float b3 = b * b2; float br = mBottomRadius; float br2 = Square(br); float br3 = br * br2; float br4 = Square(br2); float tr = mTopRadius; float tr2 = Square(tr); float tr3 = tr * tr2; float tr4 = Square(tr2); float inertia_y = (JPH_PI / 10.0f) * density * (t - b) * (br4 + tr * br3 + tr2 * br2 + tr3 * br + tr4); float inertia_x_delta = (JPH_PI / 30.0f) * density * ((t3 + 2 * b * t2 + 3 * b2 * t - 6 * b3) * br2 + (3 * t3 + b * t2 - b2 * t - 3 * b3) * tr * br + (6 * t3 - 3 * b * t2 - 2 * b2 * t - b3) * tr2); float inertia_x = inertia_x_delta + inertia_y / 2; float inertia_z = inertia_x; p.mInertia = Mat44::sScale(Vec3(inertia_x, inertia_y, inertia_z)); return p; } Vec3 TaperedCylinderShape::GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const { JPH_ASSERT(inSubShapeID.IsEmpty(), "Invalid subshape ID"); constexpr float cEpsilon = 1.0e-5f; if (inLocalSurfacePosition.GetY() > mTop - cEpsilon) return Vec3(0, 1, 0); else if (inLocalSurfacePosition.GetY() < mBottom + cEpsilon) return Vec3(0, -1, 0); else return sCalculateSideNormal(sCalculateSideNormalXZ(inLocalSurfacePosition), mTop, mBottom, mTopRadius, mBottomRadius); } AABox TaperedCylinderShape::GetLocalBounds() const { float max_radius = max(mTopRadius, mBottomRadius); return AABox(Vec3(-max_radius, mBottom, -max_radius), Vec3(max_radius, mTop, max_radius)); } void TaperedCylinderShape::CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter) const { // Test shape filter if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID())) return; // Check if the point is in the tapered cylinder if (inPoint.GetY() >= mBottom && inPoint.GetY() <= mTop // Within height && Square(inPoint.GetX()) + Square(inPoint.GetZ()) <= Square(mBottomRadius + (inPoint.GetY() - mBottom) * (mTopRadius - mBottomRadius) / (mTop - mBottom))) // Within the radius ioCollector.AddHit({ TransformedShape::sGetBodyID(ioCollector.GetContext()), inSubShapeIDCreator.GetID() }); } void TaperedCylinderShape::CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const CollideSoftBodyVertexIterator &inVertices, uint inNumVertices, int inCollidingShapeIndex) const { JPH_ASSERT(IsValidScale(inScale)); Mat44 inverse_transform = inCenterOfMassTransform.InversedRotationTranslation(); // Get scaled tapered cylinder float top, bottom, top_radius, bottom_radius, convex_radius; GetScaled(inScale, top, bottom, top_radius, bottom_radius, convex_radius); Vec3 top_3d(0, top, 0); Vec3 bottom_3d(0, bottom, 0); for (CollideSoftBodyVertexIterator v = inVertices, sbv_end = inVertices + inNumVertices; v != sbv_end; ++v) if (v.GetInvMass() > 0.0f) { Vec3 local_pos = inverse_transform * v.GetPosition(); // Calculate penetration into side surface Vec3 normal_xz = sCalculateSideNormalXZ(local_pos); Vec3 side_normal = sCalculateSideNormal(normal_xz, top, bottom, top_radius, bottom_radius); Vec3 side_support_top = normal_xz * top_radius + top_3d; float side_penetration = (side_support_top - local_pos).Dot(side_normal); // Calculate penetration into top and bottom plane float top_penetration = top - local_pos.GetY(); float bottom_penetration = local_pos.GetY() - bottom; float min_top_bottom_penetration = min(top_penetration, bottom_penetration); Vec3 point, normal; if (side_penetration < 0.0f || min_top_bottom_penetration < 0.0f) { // We're outside the cylinder // Calculate the closest point on the line segment from bottom to top support point: // closest_point = bottom + fraction * (top - bottom) / |top - bottom|^2 Vec3 side_support_bottom = normal_xz * bottom_radius + bottom_3d; Vec3 bottom_to_top = side_support_top - side_support_bottom; float fraction = (local_pos - side_support_bottom).Dot(bottom_to_top); // Calculate the distance to the axis of the cylinder float distance_to_axis = normal_xz.Dot(local_pos); bool inside_top_radius = distance_to_axis <= top_radius; bool inside_bottom_radius = distance_to_axis <= bottom_radius; /* Regions of tapered cylinder (side view): _ B | | --_ | A | t-------+ C / \ / tapered \ _ / cylinder \ --_ / \ b-----------------+ D | E | | | t = side_support_top, b = side_support_bottom Lines between B and C and C and D are at a 90 degree angle to the line between t and b */ if (fraction >= bottom_to_top.LengthSq() // Region B: Above the line segment && !inside_top_radius) // Outside the top radius { // Top support point is closest point = side_support_top; normal = (local_pos - point).NormalizedOr(Vec3::sAxisY()); } else if (fraction < 0.0f // Region D: Below the line segment && !inside_bottom_radius) // Outside the bottom radius { // Bottom support point is closest point = side_support_bottom; normal = (local_pos - point).NormalizedOr(Vec3::sAxisY()); } else if (top_penetration < 0.0f // Region A: Above the top plane && inside_top_radius) // Inside the top radius { // Top plane is closest point = top_3d; normal = Vec3(0, 1, 0); } else if (bottom_penetration < 0.0f // Region E: Below the bottom plane && inside_bottom_radius) // Inside the bottom radius { // Bottom plane is closest point = bottom_3d; normal = Vec3(0, -1, 0); } else // Region C { // Side surface is closest point = side_support_top; normal = side_normal; } } else if (side_penetration < min_top_bottom_penetration) { // Side surface is closest point = side_support_top; normal = side_normal; } else if (top_penetration < bottom_penetration) { // Top plane is closest point = top_3d; normal = Vec3(0, 1, 0); } else { // Bottom plane is closest point = bottom_3d; normal = Vec3(0, -1, 0); } // Calculate penetration Plane plane = Plane::sFromPointAndNormal(point, normal); float penetration = -plane.SignedDistance(local_pos); if (v.UpdatePenetration(penetration)) v.SetCollision(plane.GetTransformed(inCenterOfMassTransform), inCollidingShapeIndex); } } class TaperedCylinderShape::TCSGetTrianglesContext { public: explicit TCSGetTrianglesContext(Mat44Arg inTransform) : mTransform(inTransform) { } Mat44 mTransform; uint mProcessed = 0; // Which elements we processed, bit 0 = top, bit 1 = bottom, bit 2 = side }; void TaperedCylinderShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const { static_assert(sizeof(TCSGetTrianglesContext) <= sizeof(GetTrianglesContext), "GetTrianglesContext too small"); JPH_ASSERT(IsAligned(&ioContext, alignof(TCSGetTrianglesContext))); // Make sure the scale is not inside out Vec3 scale = ScaleHelpers::IsInsideOut(inScale)? Vec3(-1, 1, 1) * inScale : inScale; // Mark top and bottom processed if their radius is too small TCSGetTrianglesContext *context = new (&ioContext) TCSGetTrianglesContext(Mat44::sRotationTranslation(inRotation, inPositionCOM) * Mat44::sScale(scale)); constexpr float cMinRadius = 1.0e-3f; if (mTopRadius < cMinRadius) context->mProcessed |= 0b001; if (mBottomRadius < cMinRadius) context->mProcessed |= 0b010; } int TaperedCylinderShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const { constexpr int cNumVertices = int(std::size(cTaperedCylinderFace)); static_assert(cGetTrianglesMinTrianglesRequested >= 2 * cNumVertices); JPH_ASSERT(inMaxTrianglesRequested >= cGetTrianglesMinTrianglesRequested); TCSGetTrianglesContext &context = (TCSGetTrianglesContext &)ioContext; int total_num_triangles = 0; // Top cap Vec3 top_3d(0, mTop, 0); if ((context.mProcessed & 0b001) == 0) { Vec3 v0 = context.mTransform * (top_3d + mTopRadius * cTaperedCylinderFace[0]); Vec3 v1 = context.mTransform * (top_3d + mTopRadius * cTaperedCylinderFace[1]); for (const Vec3 *v = cTaperedCylinderFace + 2, *v_end = cTaperedCylinderFace + cNumVertices; v < v_end; ++v) { Vec3 v2 = context.mTransform * (top_3d + mTopRadius * *v); v0.StoreFloat3(outTriangleVertices++); v1.StoreFloat3(outTriangleVertices++); v2.StoreFloat3(outTriangleVertices++); v1 = v2; } total_num_triangles = cNumVertices - 2; context.mProcessed |= 0b001; } // Bottom cap Vec3 bottom_3d(0, mBottom, 0); if ((context.mProcessed & 0b010) == 0 && total_num_triangles + cNumVertices - 2 < inMaxTrianglesRequested) { Vec3 v0 = context.mTransform * (bottom_3d + mBottomRadius * cTaperedCylinderFace[0]); Vec3 v1 = context.mTransform * (bottom_3d + mBottomRadius * cTaperedCylinderFace[1]); for (const Vec3 *v = cTaperedCylinderFace + 2, *v_end = cTaperedCylinderFace + cNumVertices; v < v_end; ++v) { Vec3 v2 = context.mTransform * (bottom_3d + mBottomRadius * *v); v0.StoreFloat3(outTriangleVertices++); v2.StoreFloat3(outTriangleVertices++); v1.StoreFloat3(outTriangleVertices++); v1 = v2; } total_num_triangles += cNumVertices - 2; context.mProcessed |= 0b010; } // Side if ((context.mProcessed & 0b100) == 0 && total_num_triangles + 2 * cNumVertices < inMaxTrianglesRequested) { Vec3 v0t = context.mTransform * (top_3d + mTopRadius * cTaperedCylinderFace[cNumVertices - 1]); Vec3 v0b = context.mTransform * (bottom_3d + mBottomRadius * cTaperedCylinderFace[cNumVertices - 1]); for (const Vec3 *v = cTaperedCylinderFace, *v_end = cTaperedCylinderFace + cNumVertices; v < v_end; ++v) { Vec3 v1t = context.mTransform * (top_3d + mTopRadius * *v); v0t.StoreFloat3(outTriangleVertices++); v0b.StoreFloat3(outTriangleVertices++); v1t.StoreFloat3(outTriangleVertices++); Vec3 v1b = context.mTransform * (bottom_3d + mBottomRadius * *v); v1t.StoreFloat3(outTriangleVertices++); v0b.StoreFloat3(outTriangleVertices++); v1b.StoreFloat3(outTriangleVertices++); v0t = v1t; v0b = v1b; } total_num_triangles += 2 * cNumVertices; context.mProcessed |= 0b100; } // Store materials if (outMaterials != nullptr) { const PhysicsMaterial *material = GetMaterial(); for (const PhysicsMaterial **m = outMaterials, **m_end = outMaterials + total_num_triangles; m < m_end; ++m) *m = material; } return total_num_triangles; } #ifdef JPH_DEBUG_RENDERER void TaperedCylinderShape::Draw(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const { // Preserve flip along y axis but make sure we're not inside out Vec3 scale = ScaleHelpers::IsInsideOut(inScale)? Vec3(-1, 1, 1) * inScale : inScale; RMat44 world_transform = inCenterOfMassTransform * Mat44::sScale(scale); DebugRenderer::EDrawMode draw_mode = inDrawWireframe? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid; inRenderer->DrawTaperedCylinder(world_transform, mTop, mBottom, mTopRadius, mBottomRadius, inUseMaterialColors? GetMaterial()->GetDebugColor() : inColor, DebugRenderer::ECastShadow::On, draw_mode); } #endif // JPH_DEBUG_RENDERER void TaperedCylinderShape::SaveBinaryState(StreamOut &inStream) const { ConvexShape::SaveBinaryState(inStream); inStream.Write(mTop); inStream.Write(mBottom); inStream.Write(mTopRadius); inStream.Write(mBottomRadius); inStream.Write(mConvexRadius); } void TaperedCylinderShape::RestoreBinaryState(StreamIn &inStream) { ConvexShape::RestoreBinaryState(inStream); inStream.Read(mTop); inStream.Read(mBottom); inStream.Read(mTopRadius); inStream.Read(mBottomRadius); inStream.Read(mConvexRadius); } float TaperedCylinderShape::GetVolume() const { // Volume of a tapered cylinder is: integrate(%pi*(b+x*(t-b)/h)^2,x,0,h) where t is the top radius, b is the bottom radius and h is the height return (JPH_PI / 3.0f) * (mTop - mBottom) * (Square(mTopRadius) + mTopRadius * mBottomRadius + Square(mBottomRadius)); } bool TaperedCylinderShape::IsValidScale(Vec3Arg inScale) const { return ConvexShape::IsValidScale(inScale) && ScaleHelpers::IsUniformScaleXZ(inScale.Abs()); } Vec3 TaperedCylinderShape::MakeScaleValid(Vec3Arg inScale) const { Vec3 scale = ScaleHelpers::MakeNonZeroScale(inScale); return scale.GetSign() * ScaleHelpers::MakeUniformScaleXZ(scale.Abs()); } void TaperedCylinderShape::sRegister() { ShapeFunctions &f = ShapeFunctions::sGet(EShapeSubType::TaperedCylinder); f.mConstruct = []() -> Shape * { return new TaperedCylinderShape; }; f.mColor = Color::sGreen; } JPH_NAMESPACE_END