godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Collision/CollideSphereVsTriangles.cpp

124 lines
5.2 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Collision/CollideSphereVsTriangles.h>
#include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
#include <Jolt/Physics/Collision/CollideShape.h>
#include <Jolt/Physics/Collision/TransformedShape.h>
#include <Jolt/Physics/Collision/ActiveEdges.h>
#include <Jolt/Physics/Collision/NarrowPhaseStats.h>
#include <Jolt/Core/Profiler.h>
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