84 lines
4.5 KiB
C++
84 lines
4.5 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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#pragma once
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#include <Jolt/Physics/PhysicsSettings.h>
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JPH_NAMESPACE_BEGIN
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/// Helper functions to get properties of a scaling vector
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namespace ScaleHelpers
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{
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/// Minimum valid scale value. This is used to prevent division by zero when scaling a shape with a zero scale.
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static constexpr float cMinScale = 1.0e-6f;
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/// The tolerance used to check if components of the scale vector are the same
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static constexpr float cScaleToleranceSq = 1.0e-8f;
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/// Test if a scale is identity
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inline bool IsNotScaled(Vec3Arg inScale) { return inScale.IsClose(Vec3::sReplicate(1.0f), cScaleToleranceSq); }
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/// Test if a scale is uniform
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inline bool IsUniformScale(Vec3Arg inScale) { return inScale.Swizzle<SWIZZLE_Y, SWIZZLE_Z, SWIZZLE_X>().IsClose(inScale, cScaleToleranceSq); }
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/// Test if a scale is uniform in XZ
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inline bool IsUniformScaleXZ(Vec3Arg inScale) { return inScale.Swizzle<SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_X>().IsClose(inScale, ScaleHelpers::cScaleToleranceSq); }
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/// Scale the convex radius of an object
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inline float ScaleConvexRadius(float inConvexRadius, Vec3Arg inScale) { return min(inConvexRadius * inScale.Abs().ReduceMin(), cDefaultConvexRadius); }
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/// Test if a scale flips an object inside out (which requires flipping all normals and polygon windings)
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inline bool IsInsideOut(Vec3Arg inScale) { return (CountBits(Vec3::sLess(inScale, Vec3::sZero()).GetTrues() & 0x7) & 1) != 0; }
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/// Test if any of the components of the scale have a value below cMinScale
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inline bool IsZeroScale(Vec3Arg inScale) { return Vec3::sLess(inScale.Abs(), Vec3::sReplicate(cMinScale)).TestAnyXYZTrue(); }
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/// Ensure that the scale for each component is at least cMinScale
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inline Vec3 MakeNonZeroScale(Vec3Arg inScale) { return inScale.GetSign() * Vec3::sMax(inScale.Abs(), Vec3::sReplicate(cMinScale)); }
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/// Get the average scale if inScale, used to make the scale uniform when a shape doesn't support non-uniform scale
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inline Vec3 MakeUniformScale(Vec3Arg inScale) { return Vec3::sReplicate((inScale.GetX() + inScale.GetY() + inScale.GetZ()) / 3.0f); }
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/// Average the scale in XZ, used to make the scale uniform when a shape doesn't support non-uniform scale in the XZ plane
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inline Vec3 MakeUniformScaleXZ(Vec3Arg inScale) { return 0.5f * (inScale + inScale.Swizzle<SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_X>()); }
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/// Checks in scale can be rotated to child shape
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/// @param inRotation Rotation of child shape
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/// @param inScale Scale in local space of parent shape
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/// @return True if the scale is valid (no shearing introduced)
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inline bool CanScaleBeRotated(QuatArg inRotation, Vec3Arg inScale)
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{
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// inScale is a scale in local space of the shape, so the transform for the shape (ignoring translation) is: T = Mat44::sScale(inScale) * mRotation.
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// when we pass the scale to the child it needs to be local to the child, so we want T = mRotation * Mat44::sScale(ChildScale).
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// Solving for ChildScale: ChildScale = mRotation^-1 * Mat44::sScale(inScale) * mRotation = mRotation^T * Mat44::sScale(inScale) * mRotation
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// If any of the off diagonal elements are non-zero, it means the scale / rotation is not compatible.
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Mat44 r = Mat44::sRotation(inRotation);
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Mat44 child_scale = r.Multiply3x3LeftTransposed(r.PostScaled(inScale));
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// Get the columns, but zero the diagonal
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Vec4 zero = Vec4::sZero();
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Vec4 c0 = Vec4::sSelect(child_scale.GetColumn4(0), zero, UVec4(0xffffffff, 0, 0, 0)).Abs();
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Vec4 c1 = Vec4::sSelect(child_scale.GetColumn4(1), zero, UVec4(0, 0xffffffff, 0, 0)).Abs();
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Vec4 c2 = Vec4::sSelect(child_scale.GetColumn4(2), zero, UVec4(0, 0, 0xffffffff, 0)).Abs();
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// Check if all elements are less than epsilon
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Vec4 epsilon = Vec4::sReplicate(1.0e-6f);
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return UVec4::sAnd(UVec4::sAnd(Vec4::sLess(c0, epsilon), Vec4::sLess(c1, epsilon)), Vec4::sLess(c2, epsilon)).TestAllTrue();
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}
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/// Adjust scale for rotated child shape
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/// @param inRotation Rotation of child shape
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/// @param inScale Scale in local space of parent shape
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/// @return Rotated scale
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inline Vec3 RotateScale(QuatArg inRotation, Vec3Arg inScale)
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{
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// Get the diagonal of mRotation^T * Mat44::sScale(inScale) * mRotation (see comment at CanScaleBeRotated)
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Mat44 r = Mat44::sRotation(inRotation);
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return r.Multiply3x3LeftTransposed(r.PostScaled(inScale)).GetDiagonal3();
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}
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}
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JPH_NAMESPACE_END
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