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

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