181 lines
6.5 KiB
C++
181 lines
6.5 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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#include <Jolt/Jolt.h>
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#include <Jolt/Physics/Collision/TransformedShape.h>
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#include <Jolt/Physics/Collision/RayCast.h>
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#include <Jolt/Physics/Collision/ShapeCast.h>
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#include <Jolt/Physics/Collision/CastResult.h>
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#include <Jolt/Physics/Collision/Shape/SubShapeID.h>
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#include <Jolt/Physics/Collision/CollisionDispatch.h>
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#include <Jolt/Geometry/OrientedBox.h>
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JPH_NAMESPACE_BEGIN
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bool TransformedShape::CastRay(const RRayCast &inRay, RayCastResult &ioHit) const
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{
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if (mShape != nullptr)
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{
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// Transform the ray to local space, note that this drops precision which is possible because we're in local space now
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RayCast ray(inRay.Transformed(GetInverseCenterOfMassTransform()));
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// Scale the ray
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Vec3 inv_scale = GetShapeScale().Reciprocal();
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ray.mOrigin *= inv_scale;
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ray.mDirection *= inv_scale;
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// Cast the ray on the shape
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SubShapeIDCreator sub_shape_id(mSubShapeIDCreator);
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if (mShape->CastRay(ray, sub_shape_id, ioHit))
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{
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// Set body ID on the hit result
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ioHit.mBodyID = mBodyID;
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return true;
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}
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}
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return false;
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}
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void TransformedShape::CastRay(const RRayCast &inRay, const RayCastSettings &inRayCastSettings, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter) const
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{
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if (mShape != nullptr)
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{
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// Set the context on the collector and filter
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ioCollector.SetContext(this);
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inShapeFilter.mBodyID2 = mBodyID;
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// Transform the ray to local space, note that this drops precision which is possible because we're in local space now
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RayCast ray(inRay.Transformed(GetInverseCenterOfMassTransform()));
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// Scale the ray
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Vec3 inv_scale = GetShapeScale().Reciprocal();
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ray.mOrigin *= inv_scale;
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ray.mDirection *= inv_scale;
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// Cast the ray on the shape
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SubShapeIDCreator sub_shape_id(mSubShapeIDCreator);
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mShape->CastRay(ray, inRayCastSettings, sub_shape_id, ioCollector, inShapeFilter);
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}
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}
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void TransformedShape::CollidePoint(RVec3Arg inPoint, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter) const
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{
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if (mShape != nullptr)
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{
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// Set the context on the collector and filter
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ioCollector.SetContext(this);
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inShapeFilter.mBodyID2 = mBodyID;
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// Transform and scale the point to local space
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Vec3 point = Vec3(GetInverseCenterOfMassTransform() * inPoint) / GetShapeScale();
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// Do point collide on the shape
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SubShapeIDCreator sub_shape_id(mSubShapeIDCreator);
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mShape->CollidePoint(point, sub_shape_id, ioCollector, inShapeFilter);
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}
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}
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void TransformedShape::CollideShape(const Shape *inShape, Vec3Arg inShapeScale, RMat44Arg inCenterOfMassTransform, const CollideShapeSettings &inCollideShapeSettings, RVec3Arg inBaseOffset, CollideShapeCollector &ioCollector, const ShapeFilter &inShapeFilter) const
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{
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if (mShape != nullptr)
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{
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// Set the context on the collector and filter
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ioCollector.SetContext(this);
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inShapeFilter.mBodyID2 = mBodyID;
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SubShapeIDCreator sub_shape_id1, sub_shape_id2(mSubShapeIDCreator);
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Mat44 transform1 = inCenterOfMassTransform.PostTranslated(-inBaseOffset).ToMat44();
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Mat44 transform2 = GetCenterOfMassTransform().PostTranslated(-inBaseOffset).ToMat44();
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CollisionDispatch::sCollideShapeVsShape(inShape, mShape, inShapeScale, GetShapeScale(), transform1, transform2, sub_shape_id1, sub_shape_id2, inCollideShapeSettings, ioCollector, inShapeFilter);
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}
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}
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void TransformedShape::CastShape(const RShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, RVec3Arg inBaseOffset, CastShapeCollector &ioCollector, const ShapeFilter &inShapeFilter) const
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{
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if (mShape != nullptr)
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{
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// Set the context on the collector and filter
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ioCollector.SetContext(this);
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inShapeFilter.mBodyID2 = mBodyID;
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// Get the shape cast relative to the base offset and convert it to floats
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ShapeCast shape_cast(inShapeCast.PostTranslated(-inBaseOffset));
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// Get center of mass of object we're casting against relative to the base offset and convert it to floats
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Mat44 center_of_mass_transform2 = GetCenterOfMassTransform().PostTranslated(-inBaseOffset).ToMat44();
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SubShapeIDCreator sub_shape_id1, sub_shape_id2(mSubShapeIDCreator);
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CollisionDispatch::sCastShapeVsShapeWorldSpace(shape_cast, inShapeCastSettings, mShape, GetShapeScale(), inShapeFilter, center_of_mass_transform2, sub_shape_id1, sub_shape_id2, ioCollector);
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}
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}
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void TransformedShape::CollectTransformedShapes(const AABox &inBox, TransformedShapeCollector &ioCollector, const ShapeFilter &inShapeFilter) const
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{
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if (mShape != nullptr)
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{
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struct MyCollector : public TransformedShapeCollector
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{
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MyCollector(TransformedShapeCollector &ioCollector, RVec3 inShapePositionCOM) :
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TransformedShapeCollector(ioCollector),
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mCollector(ioCollector),
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mShapePositionCOM(inShapePositionCOM)
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{
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}
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virtual void AddHit(const TransformedShape &inResult) override
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{
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// Apply the center of mass offset
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TransformedShape ts = inResult;
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ts.mShapePositionCOM += mShapePositionCOM;
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// Pass hit on to child collector
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mCollector.AddHit(ts);
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// Update early out fraction based on child collector
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UpdateEarlyOutFraction(mCollector.GetEarlyOutFraction());
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}
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TransformedShapeCollector & mCollector;
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RVec3 mShapePositionCOM;
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};
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// Set the context on the collector
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ioCollector.SetContext(this);
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// Wrap the collector so we can add the center of mass precision, we do this to avoid losing precision because CollectTransformedShapes uses single precision floats
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MyCollector collector(ioCollector, mShapePositionCOM);
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// Take box to local space for the shape
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AABox box = inBox;
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box.Translate(-mShapePositionCOM);
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mShape->CollectTransformedShapes(box, Vec3::sZero(), mShapeRotation, GetShapeScale(), mSubShapeIDCreator, collector, inShapeFilter);
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}
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}
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void TransformedShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, RVec3Arg inBaseOffset) const
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{
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if (mShape != nullptr)
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{
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// Take box to local space for the shape
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AABox box = inBox;
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box.Translate(-inBaseOffset);
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mShape->GetTrianglesStart(ioContext, box, Vec3(mShapePositionCOM - inBaseOffset), mShapeRotation, GetShapeScale());
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}
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}
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int TransformedShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const
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{
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if (mShape != nullptr)
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return mShape->GetTrianglesNext(ioContext, inMaxTrianglesRequested, outTriangleVertices, outMaterials);
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else
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return 0;
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}
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JPH_NAMESPACE_END
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