174 lines
7.7 KiB
C++
174 lines
7.7 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Geometry/AABox.h>
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#include <Jolt/Physics/Collision/CollideShape.h>
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#include <Jolt/Physics/Collision/Shape/Shape.h>
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JPH_NAMESPACE_BEGIN
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/// Structure that holds a single shape cast (a shape moving along a linear path in 3d space with no rotation)
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template <class Vec, class Mat, class ShapeCastType>
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struct ShapeCastT
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{
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JPH_OVERRIDE_NEW_DELETE
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/// Constructor
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ShapeCastT(const Shape *inShape, Vec3Arg inScale, typename Mat::ArgType inCenterOfMassStart, Vec3Arg inDirection, const AABox &inWorldSpaceBounds) :
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mShape(inShape),
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mScale(inScale),
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mCenterOfMassStart(inCenterOfMassStart),
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mDirection(inDirection),
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mShapeWorldBounds(inWorldSpaceBounds)
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{
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}
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/// Constructor
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ShapeCastT(const Shape *inShape, Vec3Arg inScale, typename Mat::ArgType inCenterOfMassStart, Vec3Arg inDirection) :
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ShapeCastT<Vec, Mat, ShapeCastType>(inShape, inScale, inCenterOfMassStart, inDirection, inShape->GetWorldSpaceBounds(inCenterOfMassStart, inScale))
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{
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}
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/// Construct a shape cast using a world transform for a shape instead of a center of mass transform
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static inline ShapeCastType sFromWorldTransform(const Shape *inShape, Vec3Arg inScale, typename Mat::ArgType inWorldTransform, Vec3Arg inDirection)
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{
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return ShapeCastType(inShape, inScale, inWorldTransform.PreTranslated(inShape->GetCenterOfMass()), inDirection);
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}
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/// Transform this shape cast using inTransform. Multiply transform on the left left hand side.
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ShapeCastType PostTransformed(typename Mat::ArgType inTransform) const
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{
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Mat44 start = inTransform * mCenterOfMassStart;
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Vec3 direction = inTransform.Multiply3x3(mDirection);
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return { mShape, mScale, start, direction };
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}
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/// Translate this shape cast by inTranslation.
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ShapeCastType PostTranslated(typename Vec::ArgType inTranslation) const
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{
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return { mShape, mScale, mCenterOfMassStart.PostTranslated(inTranslation), mDirection };
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}
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/// Get point with fraction inFraction on ray from mCenterOfMassStart to mCenterOfMassStart + mDirection (0 = start of ray, 1 = end of ray)
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inline Vec GetPointOnRay(float inFraction) const
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{
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return mCenterOfMassStart.GetTranslation() + inFraction * mDirection;
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}
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const Shape * mShape; ///< Shape that's being cast (cannot be mesh shape). Note that this structure does not assume ownership over the shape for performance reasons.
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const Vec3 mScale; ///< Scale in local space of the shape being cast (scales relative to its center of mass)
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const Mat mCenterOfMassStart; ///< Start position and orientation of the center of mass of the shape (construct using sFromWorldTransform if you have a world transform for your shape)
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const Vec3 mDirection; ///< Direction and length of the cast (anything beyond this length will not be reported as a hit)
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const AABox mShapeWorldBounds; ///< Cached shape's world bounds, calculated in constructor
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};
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struct ShapeCast : public ShapeCastT<Vec3, Mat44, ShapeCast>
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{
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using ShapeCastT<Vec3, Mat44, ShapeCast>::ShapeCastT;
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};
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struct RShapeCast : public ShapeCastT<RVec3, RMat44, RShapeCast>
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{
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using ShapeCastT<RVec3, RMat44, RShapeCast>::ShapeCastT;
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/// Convert from ShapeCast, converts single to double precision
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explicit RShapeCast(const ShapeCast &inCast) :
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RShapeCast(inCast.mShape, inCast.mScale, RMat44(inCast.mCenterOfMassStart), inCast.mDirection, inCast.mShapeWorldBounds)
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{
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}
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/// Convert to ShapeCast, which implies casting from double precision to single precision
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explicit operator ShapeCast() const
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{
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return ShapeCast(mShape, mScale, mCenterOfMassStart.ToMat44(), mDirection, mShapeWorldBounds);
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}
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};
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/// Settings to be passed with a shape cast
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class ShapeCastSettings : public CollideSettingsBase
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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/// Set the backfacing mode for all shapes
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void SetBackFaceMode(EBackFaceMode inMode) { mBackFaceModeTriangles = mBackFaceModeConvex = inMode; }
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/// How backfacing triangles should be treated (should we report moving from back to front for triangle based shapes, e.g. for MeshShape/HeightFieldShape?)
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EBackFaceMode mBackFaceModeTriangles = EBackFaceMode::IgnoreBackFaces;
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/// How backfacing convex objects should be treated (should we report starting inside an object and moving out?)
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EBackFaceMode mBackFaceModeConvex = EBackFaceMode::IgnoreBackFaces;
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/// Indicates if we want to shrink the shape by the convex radius and then expand it again. This speeds up collision detection and gives a more accurate normal at the cost of a more 'rounded' shape.
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bool mUseShrunkenShapeAndConvexRadius = false;
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/// When true, and the shape is intersecting at the beginning of the cast (fraction = 0) then this will calculate the deepest penetration point (costing additional CPU time)
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bool mReturnDeepestPoint = false;
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};
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/// Result of a shape cast test
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class ShapeCastResult : public CollideShapeResult
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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/// Default constructor
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ShapeCastResult() = default;
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/// Constructor
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/// @param inFraction Fraction at which the cast hit
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/// @param inContactPoint1 Contact point on shape 1
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/// @param inContactPoint2 Contact point on shape 2
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/// @param inContactNormalOrPenetrationDepth Contact normal pointing from shape 1 to 2 or penetration depth vector when the objects are penetrating (also from 1 to 2)
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/// @param inBackFaceHit If this hit was a back face hit
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/// @param inSubShapeID1 Sub shape id for shape 1
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/// @param inSubShapeID2 Sub shape id for shape 2
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/// @param inBodyID2 BodyID that was hit
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ShapeCastResult(float inFraction, Vec3Arg inContactPoint1, Vec3Arg inContactPoint2, Vec3Arg inContactNormalOrPenetrationDepth, bool inBackFaceHit, const SubShapeID &inSubShapeID1, const SubShapeID &inSubShapeID2, const BodyID &inBodyID2) :
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CollideShapeResult(inContactPoint1, inContactPoint2, inContactNormalOrPenetrationDepth, (inContactPoint2 - inContactPoint1).Length(), inSubShapeID1, inSubShapeID2, inBodyID2),
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mFraction(inFraction),
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mIsBackFaceHit(inBackFaceHit)
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{
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}
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/// Function required by the CollisionCollector. A smaller fraction is considered to be a 'better hit'. For rays/cast shapes we can just use the collision fraction. The fraction and penetration depth are combined in such a way that deeper hits at fraction 0 go first.
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inline float GetEarlyOutFraction() const { return mFraction > 0.0f? mFraction : -mPenetrationDepth; }
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/// Reverses the hit result, swapping contact point 1 with contact point 2 etc.
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/// @param inWorldSpaceCastDirection Direction of the shape cast in world space
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ShapeCastResult Reversed(Vec3Arg inWorldSpaceCastDirection) const
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{
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// Calculate by how much to shift the contact points
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Vec3 delta = mFraction * inWorldSpaceCastDirection;
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ShapeCastResult result;
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result.mContactPointOn2 = mContactPointOn1 - delta;
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result.mContactPointOn1 = mContactPointOn2 - delta;
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result.mPenetrationAxis = -mPenetrationAxis;
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result.mPenetrationDepth = mPenetrationDepth;
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result.mSubShapeID2 = mSubShapeID1;
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result.mSubShapeID1 = mSubShapeID2;
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result.mBodyID2 = mBodyID2;
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result.mFraction = mFraction;
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result.mIsBackFaceHit = mIsBackFaceHit;
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result.mShape2Face.resize(mShape1Face.size());
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for (Face::size_type i = 0; i < mShape1Face.size(); ++i)
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result.mShape2Face[i] = mShape1Face[i] - delta;
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result.mShape1Face.resize(mShape2Face.size());
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for (Face::size_type i = 0; i < mShape2Face.size(); ++i)
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result.mShape1Face[i] = mShape2Face[i] - delta;
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return result;
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}
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float mFraction; ///< This is the fraction where the shape hit the other shape: CenterOfMassOnHit = Start + value * (End - Start)
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bool mIsBackFaceHit; ///< True if the shape was hit from the back side
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};
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JPH_NAMESPACE_END
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