godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideSoftBodyVerticesVsTriangles.h

91 lines
3 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Collision/CollideSoftBodyVertexIterator.h>
#include <Jolt/Geometry/ClosestPoint.h>
JPH_NAMESPACE_BEGIN
/// Collision detection helper that collides soft body vertices vs triangles
class JPH_EXPORT CollideSoftBodyVerticesVsTriangles
{
public:
CollideSoftBodyVerticesVsTriangles(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale) :
mTransform(inCenterOfMassTransform * Mat44::sScale(inScale)),
mInvTransform(mTransform.Inversed()),
mNormalSign(ScaleHelpers::IsInsideOut(inScale)? -1.0f : 1.0f)
{
}
JPH_INLINE void StartVertex(const CollideSoftBodyVertexIterator &inVertex)
{
mLocalPosition = mInvTransform * inVertex.GetPosition();
mClosestDistanceSq = FLT_MAX;
}
JPH_INLINE void ProcessTriangle(Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2)
{
// Get the closest point from the vertex to the triangle
uint32 set;
Vec3 closest_point = ClosestPoint::GetClosestPointOnTriangle(inV0 - mLocalPosition, inV1 - mLocalPosition, inV2 - mLocalPosition, set);
float dist_sq = closest_point.LengthSq();
if (dist_sq < mClosestDistanceSq)
{
mV0 = inV0;
mV1 = inV1;
mV2 = inV2;
mClosestPoint = closest_point;
mClosestDistanceSq = dist_sq;
mSet = set;
}
}
JPH_INLINE void FinishVertex(const CollideSoftBodyVertexIterator &ioVertex, int inCollidingShapeIndex) const
{
if (mClosestDistanceSq < FLT_MAX)
{
// Convert triangle to world space
Vec3 v0 = mTransform * mV0;
Vec3 v1 = mTransform * mV1;
Vec3 v2 = mTransform * mV2;
Vec3 triangle_normal = mNormalSign * (v1 - v0).Cross(v2 - v0).NormalizedOr(Vec3::sAxisY());
if (mSet == 0b111)
{
// Closest is interior to the triangle, use plane as collision plane but don't allow more than 0.1 m penetration
// because otherwise a triangle half a level a way will have a huge penetration if it is back facing
float penetration = min(triangle_normal.Dot(v0 - ioVertex.GetPosition()), 0.1f);
if (ioVertex.UpdatePenetration(penetration))
ioVertex.SetCollision(Plane::sFromPointAndNormal(v0, triangle_normal), inCollidingShapeIndex);
}
else
{
// Closest point is on an edge or vertex, use closest point as collision plane
Vec3 closest_point = mTransform * (mLocalPosition + mClosestPoint);
Vec3 normal = ioVertex.GetPosition() - closest_point;
if (normal.Dot(triangle_normal) > 0.0f) // Ignore back facing edges
{
float normal_length = normal.Length();
float penetration = -normal_length;
if (ioVertex.UpdatePenetration(penetration))
ioVertex.SetCollision(Plane::sFromPointAndNormal(closest_point, normal_length > 0.0f? normal / normal_length : triangle_normal), inCollidingShapeIndex);
}
}
}
}
Mat44 mTransform;
Mat44 mInvTransform;
Vec3 mLocalPosition;
Vec3 mV0, mV1, mV2;
Vec3 mClosestPoint;
float mNormalSign;
float mClosestDistanceSq;
uint32 mSet;
};
JPH_NAMESPACE_END