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// 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/CollideConvexVsTriangles.h>
# include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
# include <Jolt/Physics/Collision/CollideShape.h>
# include <Jolt/Physics/Collision/TransformedShape.h>
# include <Jolt/Physics/Collision/ActiveEdges.h>
# include <Jolt/Physics/Collision/NarrowPhaseStats.h>
# include <Jolt/Geometry/EPAPenetrationDepth.h>
# include <Jolt/Geometry/Plane.h>
JPH_NAMESPACE_BEGIN
CollideConvexVsTriangles : : CollideConvexVsTriangles ( const ConvexShape * inShape1 , Vec3Arg inScale1 , Vec3Arg inScale2 , Mat44Arg inCenterOfMassTransform1 , Mat44Arg inCenterOfMassTransform2 , const SubShapeID & inSubShapeID1 , const CollideShapeSettings & inCollideShapeSettings , CollideShapeCollector & ioCollector ) :
mCollideShapeSettings ( inCollideShapeSettings ) ,
mCollector ( ioCollector ) ,
mShape1 ( inShape1 ) ,
mScale1 ( inScale1 ) ,
mScale2 ( inScale2 ) ,
mTransform1 ( inCenterOfMassTransform1 ) ,
mSubShapeID1 ( inSubShapeID1 )
{
// Get transforms
Mat44 inverse_transform2 = inCenterOfMassTransform2 . InversedRotationTranslation ( ) ;
Mat44 transform1_to_2 = inverse_transform2 * inCenterOfMassTransform1 ;
mTransform2To1 = transform1_to_2 . InversedRotationTranslation ( ) ;
// Calculate bounds
mBoundsOf1 = inShape1 - > GetLocalBounds ( ) . Scaled ( inScale1 ) ;
mBoundsOf1 . ExpandBy ( Vec3 : : sReplicate ( inCollideShapeSettings . mMaxSeparationDistance ) ) ;
mBoundsOf1InSpaceOf2 = mBoundsOf1 . Transformed ( transform1_to_2 ) ; // Convert bounding box of 1 into space of 2
// Determine if shape 2 is inside out or not
mScaleSign2 = ScaleHelpers : : IsInsideOut ( inScale2 ) ? - 1.0f : 1.0f ;
}
void CollideConvexVsTriangles : : Collide ( Vec3Arg inV0 , Vec3Arg inV1 , Vec3Arg inV2 , uint8 inActiveEdges , const SubShapeID & inSubShapeID2 )
{
// Scale triangle and transform it to the space of 1
Vec3 v0 = mTransform2To1 * ( mScale2 * inV0 ) ;
Vec3 v1 = mTransform2To1 * ( mScale2 * inV1 ) ;
Vec3 v2 = mTransform2To1 * ( mScale2 * inV2 ) ;
// Calculate triangle normal
Vec3 triangle_normal = mScaleSign2 * ( v1 - v0 ) . Cross ( v2 - v0 ) ;
// Backface check
bool back_facing = triangle_normal . Dot ( v0 ) > 0.0f ;
if ( mCollideShapeSettings . mBackFaceMode = = EBackFaceMode : : IgnoreBackFaces & & back_facing )
return ;
// Get bounding box for triangle
AABox triangle_bbox = AABox : : sFromTwoPoints ( v0 , v1 ) ;
triangle_bbox . Encapsulate ( v2 ) ;
// Get intersection between triangle and shape box, if there is none, we're done
if ( ! triangle_bbox . Overlaps ( mBoundsOf1 ) )
return ;
// Create triangle support function
TriangleConvexSupport triangle ( v0 , v1 , v2 ) ;
// Perform collision detection
// Note: As we don't remember the penetration axis from the last iteration, and it is likely that the shape (A) we're colliding the triangle (B) against is in front of the triangle,
// and the penetration axis is the shortest distance along to push B out of collision, we use the inverse of the triangle normal as an initial penetration axis. This has been seen
// to improve performance by approx. 5% over using a fixed axis like (1, 0, 0).
Vec3 penetration_axis = - triangle_normal , point1 , point2 ;
EPAPenetrationDepth pen_depth ;
EPAPenetrationDepth : : EStatus status ;
// Get the support function
if ( mShape1ExCvxRadius = = nullptr )
mShape1ExCvxRadius = mShape1 - > GetSupportFunction ( ConvexShape : : ESupportMode : : ExcludeConvexRadius , mBufferExCvxRadius , mScale1 ) ;
// Perform GJK step
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float max_separation_distance = mCollideShapeSettings . mMaxSeparationDistance ;
status = pen_depth . GetPenetrationDepthStepGJK ( * mShape1ExCvxRadius , mShape1ExCvxRadius - > GetConvexRadius ( ) + max_separation_distance , triangle , 0.0f , mCollideShapeSettings . mCollisionTolerance , penetration_axis , point1 , point2 ) ;
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// Check result of collision detection
if ( status = = EPAPenetrationDepth : : EStatus : : NotColliding )
return ;
else if ( status = = EPAPenetrationDepth : : EStatus : : Indeterminate )
{
// Need to run expensive EPA algorithm
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// We know we're overlapping at this point, so we can set the max separation distance to 0.
// Numerically it is possible that GJK finds that the shapes are overlapping but EPA finds that they're separated.
// In order to avoid this, we clamp the max separation distance to 1 so that we don't excessively inflate the shape,
// but we still inflate it enough to avoid the case where EPA misses the collision.
max_separation_distance = min ( max_separation_distance , 1.0f ) ;
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// Get the support function
if ( mShape1IncCvxRadius = = nullptr )
mShape1IncCvxRadius = mShape1 - > GetSupportFunction ( ConvexShape : : ESupportMode : : IncludeConvexRadius , mBufferIncCvxRadius , mScale1 ) ;
// Add convex radius
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AddConvexRadius shape1_add_max_separation_distance ( * mShape1IncCvxRadius , max_separation_distance ) ;
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// Perform EPA step
if ( ! pen_depth . GetPenetrationDepthStepEPA ( shape1_add_max_separation_distance , triangle , mCollideShapeSettings . mPenetrationTolerance , penetration_axis , point1 , point2 ) )
return ;
}
// Check if the penetration is bigger than the early out fraction
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float penetration_depth = ( point2 - point1 ) . Length ( ) - max_separation_distance ;
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if ( - penetration_depth > = mCollector . GetEarlyOutFraction ( ) )
return ;
// Correct point1 for the added separation distance
float penetration_axis_len = penetration_axis . Length ( ) ;
if ( penetration_axis_len > 0.0f )
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point1 - = penetration_axis * ( max_separation_distance / penetration_axis_len ) ;
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// Check if we have enabled active edge detection
if ( mCollideShapeSettings . mActiveEdgeMode = = EActiveEdgeMode : : CollideOnlyWithActive & & inActiveEdges ! = 0b111 )
{
// Convert the active edge velocity hint to local space
Vec3 active_edge_movement_direction = mTransform1 . Multiply3x3Transposed ( mCollideShapeSettings . mActiveEdgeMovementDirection ) ;
// Update the penetration axis to account for active edges
// Note that we flip the triangle normal as the penetration axis is pointing towards the triangle instead of away
penetration_axis = ActiveEdges : : FixNormal ( v0 , v1 , v2 , back_facing ? triangle_normal : - triangle_normal , inActiveEdges , point2 , penetration_axis , active_edge_movement_direction ) ;
}
// Convert to world space
point1 = mTransform1 * point1 ;
point2 = mTransform1 * point2 ;
Vec3 penetration_axis_world = mTransform1 . Multiply3x3 ( penetration_axis ) ;
// Create collision result
CollideShapeResult result ( point1 , point2 , penetration_axis_world , penetration_depth , mSubShapeID1 , inSubShapeID2 , TransformedShape : : sGetBodyID ( mCollector . GetContext ( ) ) ) ;
// Gather faces
if ( mCollideShapeSettings . mCollectFacesMode = = ECollectFacesMode : : CollectFaces )
{
// Get supporting face of shape 1
mShape1 - > GetSupportingFace ( SubShapeID ( ) , - penetration_axis , mScale1 , mTransform1 , result . mShape1Face ) ;
// Get face of the triangle
result . mShape2Face . resize ( 3 ) ;
result . mShape2Face [ 0 ] = mTransform1 * v0 ;
result . mShape2Face [ 1 ] = mTransform1 * v1 ;
result . mShape2Face [ 2 ] = mTransform1 * v2 ;
}
// Notify the collector
JPH_IF_TRACK_NARROWPHASE_STATS ( TrackNarrowPhaseCollector track ; )
mCollector . AddHit ( result ) ;
}
JPH_NAMESPACE_END