multi-screen-projector/engine/thirdparty/jolt_physics/Jolt/Physics/Collision/CollisionDispatch.cpp
2025-03-13 08:40:48 +00:00

108 lines
4.5 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/CollisionDispatch.h>
#include <Jolt/Physics/Collision/CastResult.h>
JPH_NAMESPACE_BEGIN
CollisionDispatch::CollideShape CollisionDispatch::sCollideShape[NumSubShapeTypes][NumSubShapeTypes];
CollisionDispatch::CastShape CollisionDispatch::sCastShape[NumSubShapeTypes][NumSubShapeTypes];
void CollisionDispatch::sInit()
{
for (uint i = 0; i < NumSubShapeTypes; ++i)
for (uint j = 0; j < NumSubShapeTypes; ++j)
{
if (sCollideShape[i][j] == nullptr)
sCollideShape[i][j] = [](const Shape *, const Shape *, Vec3Arg, Vec3Arg, Mat44Arg, Mat44Arg, const SubShapeIDCreator &, const SubShapeIDCreator &, const CollideShapeSettings &, CollideShapeCollector &, const ShapeFilter &)
{
JPH_ASSERT(false, "Unsupported shape pair");
};
if (sCastShape[i][j] == nullptr)
sCastShape[i][j] = [](const ShapeCast &, const ShapeCastSettings &, const Shape *, Vec3Arg, const ShapeFilter &, Mat44Arg, const SubShapeIDCreator &, const SubShapeIDCreator &, CastShapeCollector &)
{
JPH_ASSERT(false, "Unsupported shape pair");
};
}
}
void CollisionDispatch::sReversedCollideShape(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, const ShapeFilter &inShapeFilter)
{
// A collision collector that flips the collision results
class ReversedCollector : public CollideShapeCollector
{
public:
explicit ReversedCollector(CollideShapeCollector &ioCollector) :
CollideShapeCollector(ioCollector),
mCollector(ioCollector)
{
}
virtual void AddHit(const CollideShapeResult &inResult) override
{
// Add the reversed hit
mCollector.AddHit(inResult.Reversed());
// If our chained collector updated its early out fraction, we need to follow
UpdateEarlyOutFraction(mCollector.GetEarlyOutFraction());
}
private:
CollideShapeCollector & mCollector;
};
ReversedShapeFilter shape_filter(inShapeFilter);
ReversedCollector collector(ioCollector);
sCollideShapeVsShape(inShape2, inShape1, inScale2, inScale1, inCenterOfMassTransform2, inCenterOfMassTransform1, inSubShapeIDCreator2, inSubShapeIDCreator1, inCollideShapeSettings, collector, shape_filter);
}
void CollisionDispatch::sReversedCastShape(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector)
{
// A collision collector that flips the collision results
class ReversedCollector : public CastShapeCollector
{
public:
explicit ReversedCollector(CastShapeCollector &ioCollector, Vec3Arg inWorldDirection) :
CastShapeCollector(ioCollector),
mCollector(ioCollector),
mWorldDirection(inWorldDirection)
{
}
virtual void AddHit(const ShapeCastResult &inResult) override
{
// Add the reversed hit
mCollector.AddHit(inResult.Reversed(mWorldDirection));
// If our chained collector updated its early out fraction, we need to follow
UpdateEarlyOutFraction(mCollector.GetEarlyOutFraction());
}
private:
CastShapeCollector & mCollector;
Vec3 mWorldDirection;
};
// Reverse the shape cast (shape cast is in local space to shape 2)
Mat44 com_start_inv = inShapeCast.mCenterOfMassStart.InversedRotationTranslation();
ShapeCast local_shape_cast(inShape, inScale, com_start_inv, -com_start_inv.Multiply3x3(inShapeCast.mDirection));
// Calculate the center of mass of shape 1 at start of sweep
Mat44 shape1_com = inCenterOfMassTransform2 * inShapeCast.mCenterOfMassStart;
// Calculate the world space direction vector of the shape cast
Vec3 world_direction = -inCenterOfMassTransform2.Multiply3x3(inShapeCast.mDirection);
// Forward the cast
ReversedShapeFilter shape_filter(inShapeFilter);
ReversedCollector collector(ioCollector, world_direction);
sCastShapeVsShapeLocalSpace(local_shape_cast, inShapeCastSettings, inShapeCast.mShape, inShapeCast.mScale, shape_filter, shape1_com, inSubShapeIDCreator2, inSubShapeIDCreator1, collector);
}
JPH_NAMESPACE_END