godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/SoftBody/SoftBodyShape.cpp

339 lines
15 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2023 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Physics/SoftBody/SoftBodyShape.h>
#include <Jolt/Core/Profiler.h>
#include <Jolt/Geometry/RayTriangle.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/TransformedShape.h>
#include <Jolt/Physics/SoftBody/SoftBodyMotionProperties.h>
#include <Jolt/Physics/Collision/CastConvexVsTriangles.h>
#include <Jolt/Physics/Collision/CastSphereVsTriangles.h>
#include <Jolt/Physics/Collision/CollideConvexVsTriangles.h>
#include <Jolt/Physics/Collision/CollideSphereVsTriangles.h>
#include <Jolt/Physics/Collision/CollisionDispatch.h>
#ifdef JPH_DEBUG_RENDERER
#include <Jolt/Renderer/DebugRenderer.h>
#endif // JPH_DEBUG_RENDERER
JPH_NAMESPACE_BEGIN
uint SoftBodyShape::GetSubShapeIDBits() const
{
// Ensure we have enough bits to encode our shape [0, n - 1]
uint32 n = (uint32)mSoftBodyMotionProperties->GetFaces().size() - 1;
return 32 - CountLeadingZeros(n);
}
uint32 SoftBodyShape::GetFaceIndex(const SubShapeID &inSubShapeID) const
{
SubShapeID remainder;
uint32 face_index = inSubShapeID.PopID(GetSubShapeIDBits(), remainder);
JPH_ASSERT(remainder.IsEmpty());
return face_index;
}
AABox SoftBodyShape::GetLocalBounds() const
{
return mSoftBodyMotionProperties->GetLocalBounds();
}
bool SoftBodyShape::CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const
{
JPH_PROFILE_FUNCTION();
uint num_triangle_bits = GetSubShapeIDBits();
uint triangle_idx = uint(-1);
const Array<SoftBodyVertex> &vertices = mSoftBodyMotionProperties->GetVertices();
for (const SoftBodyMotionProperties::Face &f : mSoftBodyMotionProperties->GetFaces())
{
Vec3 x1 = vertices[f.mVertex[0]].mPosition;
Vec3 x2 = vertices[f.mVertex[1]].mPosition;
Vec3 x3 = vertices[f.mVertex[2]].mPosition;
float fraction = RayTriangle(inRay.mOrigin, inRay.mDirection, x1, x2, x3);
if (fraction < ioHit.mFraction)
{
// Store fraction
ioHit.mFraction = fraction;
// Store triangle index
triangle_idx = uint(&f - mSoftBodyMotionProperties->GetFaces().data());
}
}
if (triangle_idx == uint(-1))
return false;
ioHit.mSubShapeID2 = inSubShapeIDCreator.PushID(triangle_idx, num_triangle_bits).GetID();
return true;
}
void SoftBodyShape::CastRay(const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter) const
{
JPH_PROFILE_FUNCTION();
// Test shape filter
if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID()))
return;
uint num_triangle_bits = GetSubShapeIDBits();
const Array<SoftBodyVertex> &vertices = mSoftBodyMotionProperties->GetVertices();
for (const SoftBodyMotionProperties::Face &f : mSoftBodyMotionProperties->GetFaces())
{
Vec3 x1 = vertices[f.mVertex[0]].mPosition;
Vec3 x2 = vertices[f.mVertex[1]].mPosition;
Vec3 x3 = vertices[f.mVertex[2]].mPosition;
// Back facing check
if (inRayCastSettings.mBackFaceModeTriangles == EBackFaceMode::IgnoreBackFaces && (x2 - x1).Cross(x3 - x1).Dot(inRay.mDirection) > 0.0f)
continue;
// Test ray against triangle
float fraction = RayTriangle(inRay.mOrigin, inRay.mDirection, x1, x2, x3);
if (fraction < ioCollector.GetEarlyOutFraction())
{
// Better hit than the current hit
RayCastResult hit;
hit.mBodyID = TransformedShape::sGetBodyID(ioCollector.GetContext());
hit.mFraction = fraction;
hit.mSubShapeID2 = inSubShapeIDCreator.PushID(uint(&f - mSoftBodyMotionProperties->GetFaces().data()), num_triangle_bits).GetID();
ioCollector.AddHit(hit);
}
}
}
void SoftBodyShape::CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter) const
{
sCollidePointUsingRayCast(*this, inPoint, inSubShapeIDCreator, ioCollector, inShapeFilter);
}
void SoftBodyShape::CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const CollideSoftBodyVertexIterator &inVertices, uint inNumVertices, int inCollidingShapeIndex) const
{
/* Not implemented */
}
const PhysicsMaterial *SoftBodyShape::GetMaterial(const SubShapeID &inSubShapeID) const
{
SubShapeID remainder;
uint triangle_idx = inSubShapeID.PopID(GetSubShapeIDBits(), remainder);
JPH_ASSERT(remainder.IsEmpty());
const SoftBodyMotionProperties::Face &f = mSoftBodyMotionProperties->GetFace(triangle_idx);
return mSoftBodyMotionProperties->GetMaterials()[f.mMaterialIndex];
}
Vec3 SoftBodyShape::GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const
{
SubShapeID remainder;
uint triangle_idx = inSubShapeID.PopID(GetSubShapeIDBits(), remainder);
JPH_ASSERT(remainder.IsEmpty());
const SoftBodyMotionProperties::Face &f = mSoftBodyMotionProperties->GetFace(triangle_idx);
const Array<SoftBodyVertex> &vertices = mSoftBodyMotionProperties->GetVertices();
Vec3 x1 = vertices[f.mVertex[0]].mPosition;
Vec3 x2 = vertices[f.mVertex[1]].mPosition;
Vec3 x3 = vertices[f.mVertex[2]].mPosition;
return (x2 - x1).Cross(x3 - x1).NormalizedOr(Vec3::sAxisY());
}
void SoftBodyShape::GetSupportingFace(const SubShapeID &inSubShapeID, Vec3Arg inDirection, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform, SupportingFace &outVertices) const
{
SubShapeID remainder;
uint triangle_idx = inSubShapeID.PopID(GetSubShapeIDBits(), remainder);
JPH_ASSERT(remainder.IsEmpty());
const SoftBodyMotionProperties::Face &f = mSoftBodyMotionProperties->GetFace(triangle_idx);
const Array<SoftBodyVertex> &vertices = mSoftBodyMotionProperties->GetVertices();
for (uint32 i : f.mVertex)
outVertices.push_back(inCenterOfMassTransform * (inScale * vertices[i].mPosition));
}
void SoftBodyShape::GetSubmergedVolume(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Plane &inSurface, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outCenterOfBuoyancy JPH_IF_DEBUG_RENDERER(, RVec3Arg inBaseOffset)) const
{
outSubmergedVolume = 0.0f;
outTotalVolume = mSoftBodyMotionProperties->GetVolume();
outCenterOfBuoyancy = Vec3::sZero();
}
#ifdef JPH_DEBUG_RENDERER
void SoftBodyShape::Draw(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const
{
const Array<SoftBodyVertex> &vertices = mSoftBodyMotionProperties->GetVertices();
for (const SoftBodyMotionProperties::Face &f : mSoftBodyMotionProperties->GetFaces())
{
RVec3 x1 = inCenterOfMassTransform * vertices[f.mVertex[0]].mPosition;
RVec3 x2 = inCenterOfMassTransform * vertices[f.mVertex[1]].mPosition;
RVec3 x3 = inCenterOfMassTransform * vertices[f.mVertex[2]].mPosition;
inRenderer->DrawTriangle(x1, x2, x3, inColor, DebugRenderer::ECastShadow::On);
}
}
#endif // JPH_DEBUG_RENDERER
struct SoftBodyShape::SBSGetTrianglesContext
{
Mat44 mCenterOfMassTransform;
int mTriangleIndex;
};
void SoftBodyShape::GetTrianglesStart(GetTrianglesContext &ioContext, [[maybe_unused]] const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const
{
SBSGetTrianglesContext &context = reinterpret_cast<SBSGetTrianglesContext &>(ioContext);
context.mCenterOfMassTransform = Mat44::sRotationTranslation(inRotation, inPositionCOM) * Mat44::sScale(inScale);
context.mTriangleIndex = 0;
}
int SoftBodyShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const
{
SBSGetTrianglesContext &context = reinterpret_cast<SBSGetTrianglesContext &>(ioContext);
const Array<SoftBodyMotionProperties::Face> &faces = mSoftBodyMotionProperties->GetFaces();
const Array<SoftBodyVertex> &vertices = mSoftBodyMotionProperties->GetVertices();
const PhysicsMaterialList &materials = mSoftBodyMotionProperties->GetMaterials();
int num_triangles = min(inMaxTrianglesRequested, (int)faces.size() - context.mTriangleIndex);
for (int i = 0; i < num_triangles; ++i)
{
const SoftBodyMotionProperties::Face &f = faces[context.mTriangleIndex + i];
Vec3 x1 = context.mCenterOfMassTransform * vertices[f.mVertex[0]].mPosition;
Vec3 x2 = context.mCenterOfMassTransform * vertices[f.mVertex[1]].mPosition;
Vec3 x3 = context.mCenterOfMassTransform * vertices[f.mVertex[2]].mPosition;
x1.StoreFloat3(outTriangleVertices++);
x2.StoreFloat3(outTriangleVertices++);
x3.StoreFloat3(outTriangleVertices++);
if (outMaterials != nullptr)
*outMaterials++ = materials[f.mMaterialIndex];
}
context.mTriangleIndex += num_triangles;
return num_triangles;
}
Shape::Stats SoftBodyShape::GetStats() const
{
return Stats(sizeof(*this), (uint)mSoftBodyMotionProperties->GetFaces().size());
}
float SoftBodyShape::GetVolume() const
{
return mSoftBodyMotionProperties->GetVolume();
}
void SoftBodyShape::sCollideConvexVsSoftBody(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, [[maybe_unused]] const ShapeFilter &inShapeFilter)
{
JPH_ASSERT(inShape1->GetType() == EShapeType::Convex);
const ConvexShape *shape1 = static_cast<const ConvexShape *>(inShape1);
JPH_ASSERT(inShape2->GetSubType() == EShapeSubType::SoftBody);
const SoftBodyShape *shape2 = static_cast<const SoftBodyShape *>(inShape2);
const Array<SoftBodyVertex> &vertices = shape2->mSoftBodyMotionProperties->GetVertices();
const Array<SoftBodyMotionProperties::Face> &faces = shape2->mSoftBodyMotionProperties->GetFaces();
uint num_triangle_bits = shape2->GetSubShapeIDBits();
CollideConvexVsTriangles collider(shape1, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1.GetID(), inCollideShapeSettings, ioCollector);
for (const SoftBodyMotionProperties::Face &f : faces)
{
Vec3 x1 = vertices[f.mVertex[0]].mPosition;
Vec3 x2 = vertices[f.mVertex[1]].mPosition;
Vec3 x3 = vertices[f.mVertex[2]].mPosition;
collider.Collide(x1, x2, x3, 0b111, inSubShapeIDCreator2.PushID(uint(&f - faces.data()), num_triangle_bits).GetID());
}
}
void SoftBodyShape::sCollideSphereVsSoftBody(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, [[maybe_unused]] const ShapeFilter &inShapeFilter)
{
JPH_ASSERT(inShape1->GetSubType() == EShapeSubType::Sphere);
const SphereShape *shape1 = static_cast<const SphereShape *>(inShape1);
JPH_ASSERT(inShape2->GetSubType() == EShapeSubType::SoftBody);
const SoftBodyShape *shape2 = static_cast<const SoftBodyShape *>(inShape2);
const Array<SoftBodyVertex> &vertices = shape2->mSoftBodyMotionProperties->GetVertices();
const Array<SoftBodyMotionProperties::Face> &faces = shape2->mSoftBodyMotionProperties->GetFaces();
uint num_triangle_bits = shape2->GetSubShapeIDBits();
CollideSphereVsTriangles collider(shape1, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1.GetID(), inCollideShapeSettings, ioCollector);
for (const SoftBodyMotionProperties::Face &f : faces)
{
Vec3 x1 = vertices[f.mVertex[0]].mPosition;
Vec3 x2 = vertices[f.mVertex[1]].mPosition;
Vec3 x3 = vertices[f.mVertex[2]].mPosition;
collider.Collide(x1, x2, x3, 0b111, inSubShapeIDCreator2.PushID(uint(&f - faces.data()), num_triangle_bits).GetID());
}
}
void SoftBodyShape::sCastConvexVsSoftBody(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, [[maybe_unused]] const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector)
{
JPH_ASSERT(inShape->GetSubType() == EShapeSubType::SoftBody);
const SoftBodyShape *shape = static_cast<const SoftBodyShape *>(inShape);
const Array<SoftBodyVertex> &vertices = shape->mSoftBodyMotionProperties->GetVertices();
const Array<SoftBodyMotionProperties::Face> &faces = shape->mSoftBodyMotionProperties->GetFaces();
uint num_triangle_bits = shape->GetSubShapeIDBits();
CastConvexVsTriangles caster(inShapeCast, inShapeCastSettings, inScale, inCenterOfMassTransform2, inSubShapeIDCreator1, ioCollector);
for (const SoftBodyMotionProperties::Face &f : faces)
{
Vec3 x1 = vertices[f.mVertex[0]].mPosition;
Vec3 x2 = vertices[f.mVertex[1]].mPosition;
Vec3 x3 = vertices[f.mVertex[2]].mPosition;
caster.Cast(x1, x2, x3, 0b111, inSubShapeIDCreator2.PushID(uint(&f - faces.data()), num_triangle_bits).GetID());
}
}
void SoftBodyShape::sCastSphereVsSoftBody(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, [[maybe_unused]] const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector)
{
JPH_ASSERT(inShape->GetSubType() == EShapeSubType::SoftBody);
const SoftBodyShape *shape = static_cast<const SoftBodyShape *>(inShape);
const Array<SoftBodyVertex> &vertices = shape->mSoftBodyMotionProperties->GetVertices();
const Array<SoftBodyMotionProperties::Face> &faces = shape->mSoftBodyMotionProperties->GetFaces();
uint num_triangle_bits = shape->GetSubShapeIDBits();
CastSphereVsTriangles caster(inShapeCast, inShapeCastSettings, inScale, inCenterOfMassTransform2, inSubShapeIDCreator1, ioCollector);
for (const SoftBodyMotionProperties::Face &f : faces)
{
Vec3 x1 = vertices[f.mVertex[0]].mPosition;
Vec3 x2 = vertices[f.mVertex[1]].mPosition;
Vec3 x3 = vertices[f.mVertex[2]].mPosition;
caster.Cast(x1, x2, x3, 0b111, inSubShapeIDCreator2.PushID(uint(&f - faces.data()), num_triangle_bits).GetID());
}
}
void SoftBodyShape::sRegister()
{
ShapeFunctions &f = ShapeFunctions::sGet(EShapeSubType::SoftBody);
f.mConstruct = nullptr; // Not supposed to be constructed by users!
f.mColor = Color::sDarkGreen;
for (EShapeSubType s : sConvexSubShapeTypes)
{
CollisionDispatch::sRegisterCollideShape(s, EShapeSubType::SoftBody, sCollideConvexVsSoftBody);
CollisionDispatch::sRegisterCastShape(s, EShapeSubType::SoftBody, sCastConvexVsSoftBody);
}
// Specialized collision functions
CollisionDispatch::sRegisterCollideShape(EShapeSubType::Sphere, EShapeSubType::SoftBody, sCollideSphereVsSoftBody);
CollisionDispatch::sRegisterCastShape(EShapeSubType::Sphere, EShapeSubType::SoftBody, sCastSphereVsSoftBody);
}
JPH_NAMESPACE_END