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

313 lines
10 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/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
#include <Jolt/Physics/Collision/Shape/GetTrianglesContext.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/CollidePointResult.h>
#include <Jolt/Physics/Collision/TransformedShape.h>
#include <Jolt/Physics/Collision/CollideSoftBodyVertexIterator.h>
#include <Jolt/Geometry/RayAABox.h>
#include <Jolt/ObjectStream/TypeDeclarations.h>
#include <Jolt/Core/StreamIn.h>
#include <Jolt/Core/StreamOut.h>
#ifdef JPH_DEBUG_RENDERER
#include <Jolt/Renderer/DebugRenderer.h>
#endif // JPH_DEBUG_RENDERER
JPH_NAMESPACE_BEGIN
JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(BoxShapeSettings)
{
JPH_ADD_BASE_CLASS(BoxShapeSettings, ConvexShapeSettings)
JPH_ADD_ATTRIBUTE(BoxShapeSettings, mHalfExtent)
JPH_ADD_ATTRIBUTE(BoxShapeSettings, mConvexRadius)
}
static const Vec3 sUnitBoxTriangles[] = {
Vec3(-1, 1, -1), Vec3(-1, 1, 1), Vec3(1, 1, 1),
Vec3(-1, 1, -1), Vec3(1, 1, 1), Vec3(1, 1, -1),
Vec3(-1, -1, -1), Vec3(1, -1, -1), Vec3(1, -1, 1),
Vec3(-1, -1, -1), Vec3(1, -1, 1), Vec3(-1, -1, 1),
Vec3(-1, 1, -1), Vec3(-1, -1, -1), Vec3(-1, -1, 1),
Vec3(-1, 1, -1), Vec3(-1, -1, 1), Vec3(-1, 1, 1),
Vec3(1, 1, 1), Vec3(1, -1, 1), Vec3(1, -1, -1),
Vec3(1, 1, 1), Vec3(1, -1, -1), Vec3(1, 1, -1),
Vec3(-1, 1, 1), Vec3(-1, -1, 1), Vec3(1, -1, 1),
Vec3(-1, 1, 1), Vec3(1, -1, 1), Vec3(1, 1, 1),
Vec3(-1, 1, -1), Vec3(1, 1, -1), Vec3(1, -1, -1),
Vec3(-1, 1, -1), Vec3(1, -1, -1), Vec3(-1, -1, -1)
};
ShapeSettings::ShapeResult BoxShapeSettings::Create() const
{
if (mCachedResult.IsEmpty())
Ref<Shape> shape = new BoxShape(*this, mCachedResult);
return mCachedResult;
}
BoxShape::BoxShape(const BoxShapeSettings &inSettings, ShapeResult &outResult) :
ConvexShape(EShapeSubType::Box, inSettings, outResult),
mHalfExtent(inSettings.mHalfExtent),
mConvexRadius(inSettings.mConvexRadius)
{
// Check convex radius
if (inSettings.mConvexRadius < 0.0f
|| inSettings.mHalfExtent.ReduceMin() < inSettings.mConvexRadius)
{
outResult.SetError("Invalid convex radius");
return;
}
// Result is valid
outResult.Set(this);
}
class BoxShape::Box final : public Support
{
public:
Box(const AABox &inBox, float inConvexRadius) :
mBox(inBox),
mConvexRadius(inConvexRadius)
{
static_assert(sizeof(Box) <= sizeof(SupportBuffer), "Buffer size too small");
JPH_ASSERT(IsAligned(this, alignof(Box)));
}
virtual Vec3 GetSupport(Vec3Arg inDirection) const override
{
return mBox.GetSupport(inDirection);
}
virtual float GetConvexRadius() const override
{
return mConvexRadius;
}
private:
AABox mBox;
float mConvexRadius;
};
const ConvexShape::Support *BoxShape::GetSupportFunction(ESupportMode inMode, SupportBuffer &inBuffer, Vec3Arg inScale) const
{
// Scale our half extents
Vec3 scaled_half_extent = inScale.Abs() * mHalfExtent;
switch (inMode)
{
case ESupportMode::IncludeConvexRadius:
case ESupportMode::Default:
{
// Make box out of our half extents
AABox box = AABox(-scaled_half_extent, scaled_half_extent);
JPH_ASSERT(box.IsValid());
return new (&inBuffer) Box(box, 0.0f);
}
case ESupportMode::ExcludeConvexRadius:
{
// Reduce the box by our convex radius
float convex_radius = ScaleHelpers::ScaleConvexRadius(mConvexRadius, inScale);
Vec3 convex_radius3 = Vec3::sReplicate(convex_radius);
Vec3 reduced_half_extent = scaled_half_extent - convex_radius3;
AABox box = AABox(-reduced_half_extent, reduced_half_extent);
JPH_ASSERT(box.IsValid());
return new (&inBuffer) Box(box, convex_radius);
}
}
JPH_ASSERT(false);
return nullptr;
}
void BoxShape::GetSupportingFace(const SubShapeID &inSubShapeID, Vec3Arg inDirection, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform, SupportingFace &outVertices) const
{
JPH_ASSERT(inSubShapeID.IsEmpty(), "Invalid subshape ID");
Vec3 scaled_half_extent = inScale.Abs() * mHalfExtent;
AABox box(-scaled_half_extent, scaled_half_extent);
box.GetSupportingFace(inDirection, outVertices);
// Transform to world space
for (Vec3 &v : outVertices)
v = inCenterOfMassTransform * v;
}
MassProperties BoxShape::GetMassProperties() const
{
MassProperties p;
p.SetMassAndInertiaOfSolidBox(2.0f * mHalfExtent, GetDensity());
return p;
}
Vec3 BoxShape::GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const
{
JPH_ASSERT(inSubShapeID.IsEmpty(), "Invalid subshape ID");
// Get component that is closest to the surface of the box
int index = (inLocalSurfacePosition.Abs() - mHalfExtent).Abs().GetLowestComponentIndex();
// Calculate normal
Vec3 normal = Vec3::sZero();
normal.SetComponent(index, inLocalSurfacePosition[index] > 0.0f? 1.0f : -1.0f);
return normal;
}
#ifdef JPH_DEBUG_RENDERER
void BoxShape::Draw(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const
{
DebugRenderer::EDrawMode draw_mode = inDrawWireframe? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid;
inRenderer->DrawBox(inCenterOfMassTransform * Mat44::sScale(inScale.Abs()), GetLocalBounds(), inUseMaterialColors? GetMaterial()->GetDebugColor() : inColor, DebugRenderer::ECastShadow::On, draw_mode);
}
#endif // JPH_DEBUG_RENDERER
bool BoxShape::CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const
{
// Test hit against box
float fraction = max(RayAABox(inRay.mOrigin, RayInvDirection(inRay.mDirection), -mHalfExtent, mHalfExtent), 0.0f);
if (fraction < ioHit.mFraction)
{
ioHit.mFraction = fraction;
ioHit.mSubShapeID2 = inSubShapeIDCreator.GetID();
return true;
}
return false;
}
void BoxShape::CastRay(const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter) const
{
// Test shape filter
if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID()))
return;
float min_fraction, max_fraction;
RayAABox(inRay.mOrigin, RayInvDirection(inRay.mDirection), -mHalfExtent, mHalfExtent, min_fraction, max_fraction);
if (min_fraction <= max_fraction // Ray should intersect
&& max_fraction >= 0.0f // End of ray should be inside box
&& min_fraction < ioCollector.GetEarlyOutFraction()) // Start of ray should be before early out fraction
{
// Better hit than the current hit
RayCastResult hit;
hit.mBodyID = TransformedShape::sGetBodyID(ioCollector.GetContext());
hit.mSubShapeID2 = inSubShapeIDCreator.GetID();
// Check front side
if (inRayCastSettings.mTreatConvexAsSolid || min_fraction > 0.0f)
{
hit.mFraction = max(0.0f, min_fraction);
ioCollector.AddHit(hit);
}
// Check back side hit
if (inRayCastSettings.mBackFaceModeConvex == EBackFaceMode::CollideWithBackFaces
&& max_fraction < ioCollector.GetEarlyOutFraction())
{
hit.mFraction = max_fraction;
ioCollector.AddHit(hit);
}
}
}
void BoxShape::CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter) const
{
// Test shape filter
if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID()))
return;
if (Vec3::sLessOrEqual(inPoint.Abs(), mHalfExtent).TestAllXYZTrue())
ioCollector.AddHit({ TransformedShape::sGetBodyID(ioCollector.GetContext()), inSubShapeIDCreator.GetID() });
}
void BoxShape::CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const CollideSoftBodyVertexIterator &inVertices, uint inNumVertices, int inCollidingShapeIndex) const
{
Mat44 inverse_transform = inCenterOfMassTransform.InversedRotationTranslation();
Vec3 half_extent = inScale.Abs() * mHalfExtent;
for (CollideSoftBodyVertexIterator v = inVertices, sbv_end = inVertices + inNumVertices; v != sbv_end; ++v)
if (v.GetInvMass() > 0.0f)
{
// Convert to local space
Vec3 local_pos = inverse_transform * v.GetPosition();
// Clamp point to inside box
Vec3 clamped_point = Vec3::sMax(Vec3::sMin(local_pos, half_extent), -half_extent);
// Test if point was inside
if (clamped_point == local_pos)
{
// Calculate closest distance to surface
Vec3 delta = half_extent - local_pos.Abs();
int index = delta.GetLowestComponentIndex();
float penetration = delta[index];
if (v.UpdatePenetration(penetration))
{
// Calculate contact point and normal
Vec3 possible_normals[] = { Vec3::sAxisX(), Vec3::sAxisY(), Vec3::sAxisZ() };
Vec3 normal = local_pos.GetSign() * possible_normals[index];
Vec3 point = normal * half_extent;
// Store collision
v.SetCollision(Plane::sFromPointAndNormal(point, normal).GetTransformed(inCenterOfMassTransform), inCollidingShapeIndex);
}
}
else
{
// Calculate normal
Vec3 normal = local_pos - clamped_point;
float normal_length = normal.Length();
// Penetration will be negative since we're not penetrating
float penetration = -normal_length;
if (v.UpdatePenetration(penetration))
{
normal /= normal_length;
// Store collision
v.SetCollision(Plane::sFromPointAndNormal(clamped_point, normal).GetTransformed(inCenterOfMassTransform), inCollidingShapeIndex);
}
}
}
}
void BoxShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const
{
new (&ioContext) GetTrianglesContextVertexList(inPositionCOM, inRotation, inScale, Mat44::sScale(mHalfExtent), sUnitBoxTriangles, std::size(sUnitBoxTriangles), GetMaterial());
}
int BoxShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const
{
return ((GetTrianglesContextVertexList &)ioContext).GetTrianglesNext(inMaxTrianglesRequested, outTriangleVertices, outMaterials);
}
void BoxShape::SaveBinaryState(StreamOut &inStream) const
{
ConvexShape::SaveBinaryState(inStream);
inStream.Write(mHalfExtent);
inStream.Write(mConvexRadius);
}
void BoxShape::RestoreBinaryState(StreamIn &inStream)
{
ConvexShape::RestoreBinaryState(inStream);
inStream.Read(mHalfExtent);
inStream.Read(mConvexRadius);
}
void BoxShape::sRegister()
{
ShapeFunctions &f = ShapeFunctions::sGet(EShapeSubType::Box);
f.mConstruct = []() -> Shape * { return new BoxShape; };
f.mColor = Color::sGreen;
}
JPH_NAMESPACE_END