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https://github.com/Relintai/pandemonium_engine.git
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487 lines
15 KiB
C++
487 lines
15 KiB
C++
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#ifndef B3_CONTACT_CONVEX_CONVEX_SAT_H
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#define B3_CONTACT_CONVEX_CONVEX_SAT_H
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Contact4Data.h"
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3FindSeparatingAxis.h"
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#include "Bullet3Collision/NarrowPhaseCollision/shared/b3ReduceContacts.h"
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#define B3_MAX_VERTS 1024
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inline b3Float4 b3Lerp3(const b3Float4& a, const b3Float4& b, float t)
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{
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return b3MakeVector3(a.x + (b.x - a.x) * t,
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a.y + (b.y - a.y) * t,
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a.z + (b.z - a.z) * t,
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0.f);
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}
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// Clips a face to the back of a plane, return the number of vertices out, stored in ppVtxOut
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inline int b3ClipFace(const b3Float4* pVtxIn, int numVertsIn, b3Float4& planeNormalWS, float planeEqWS, b3Float4* ppVtxOut)
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{
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int ve;
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float ds, de;
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int numVertsOut = 0;
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if (numVertsIn < 2)
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return 0;
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b3Float4 firstVertex = pVtxIn[numVertsIn - 1];
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b3Float4 endVertex = pVtxIn[0];
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ds = b3Dot3F4(planeNormalWS, firstVertex) + planeEqWS;
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for (ve = 0; ve < numVertsIn; ve++)
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{
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endVertex = pVtxIn[ve];
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de = b3Dot3F4(planeNormalWS, endVertex) + planeEqWS;
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if (ds < 0)
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{
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if (de < 0)
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{
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// Start < 0, end < 0, so output endVertex
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ppVtxOut[numVertsOut++] = endVertex;
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}
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else
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{
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// Start < 0, end >= 0, so output intersection
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ppVtxOut[numVertsOut++] = b3Lerp3(firstVertex, endVertex, (ds * 1.f / (ds - de)));
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}
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}
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else
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{
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if (de < 0)
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{
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// Start >= 0, end < 0 so output intersection and end
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ppVtxOut[numVertsOut++] = b3Lerp3(firstVertex, endVertex, (ds * 1.f / (ds - de)));
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ppVtxOut[numVertsOut++] = endVertex;
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}
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}
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firstVertex = endVertex;
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ds = de;
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}
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return numVertsOut;
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}
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inline int b3ClipFaceAgainstHull(const b3Float4& separatingNormal, const b3ConvexPolyhedronData* hullA,
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const b3Float4& posA, const b3Quaternion& ornA, b3Float4* worldVertsB1, int numWorldVertsB1,
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b3Float4* worldVertsB2, int capacityWorldVertsB2,
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const float minDist, float maxDist,
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const b3AlignedObjectArray<b3Float4>& verticesA, const b3AlignedObjectArray<b3GpuFace>& facesA, const b3AlignedObjectArray<int>& indicesA,
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//const b3Float4* verticesB, const b3GpuFace* facesB, const int* indicesB,
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b3Float4* contactsOut,
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int contactCapacity)
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{
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int numContactsOut = 0;
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b3Float4* pVtxIn = worldVertsB1;
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b3Float4* pVtxOut = worldVertsB2;
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int numVertsIn = numWorldVertsB1;
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int numVertsOut = 0;
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int closestFaceA = -1;
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{
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float dmin = FLT_MAX;
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for (int face = 0; face < hullA->m_numFaces; face++)
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{
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const b3Float4 Normal = b3MakeVector3(
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facesA[hullA->m_faceOffset + face].m_plane.x,
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facesA[hullA->m_faceOffset + face].m_plane.y,
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facesA[hullA->m_faceOffset + face].m_plane.z, 0.f);
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const b3Float4 faceANormalWS = b3QuatRotate(ornA, Normal);
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float d = b3Dot3F4(faceANormalWS, separatingNormal);
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if (d < dmin)
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{
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dmin = d;
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closestFaceA = face;
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}
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}
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}
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if (closestFaceA < 0)
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return numContactsOut;
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b3GpuFace polyA = facesA[hullA->m_faceOffset + closestFaceA];
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// clip polygon to back of planes of all faces of hull A that are adjacent to witness face
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//int numContacts = numWorldVertsB1;
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int numVerticesA = polyA.m_numIndices;
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for (int e0 = 0; e0 < numVerticesA; e0++)
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{
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const b3Float4 a = verticesA[hullA->m_vertexOffset + indicesA[polyA.m_indexOffset + e0]];
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const b3Float4 b = verticesA[hullA->m_vertexOffset + indicesA[polyA.m_indexOffset + ((e0 + 1) % numVerticesA)]];
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const b3Float4 edge0 = a - b;
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const b3Float4 WorldEdge0 = b3QuatRotate(ornA, edge0);
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b3Float4 planeNormalA = b3MakeFloat4(polyA.m_plane.x, polyA.m_plane.y, polyA.m_plane.z, 0.f);
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b3Float4 worldPlaneAnormal1 = b3QuatRotate(ornA, planeNormalA);
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b3Float4 planeNormalWS1 = -b3Cross3(WorldEdge0, worldPlaneAnormal1);
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b3Float4 worldA1 = b3TransformPoint(a, posA, ornA);
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float planeEqWS1 = -b3Dot3F4(worldA1, planeNormalWS1);
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b3Float4 planeNormalWS = planeNormalWS1;
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float planeEqWS = planeEqWS1;
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//clip face
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//clipFace(*pVtxIn, *pVtxOut,planeNormalWS,planeEqWS);
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numVertsOut = b3ClipFace(pVtxIn, numVertsIn, planeNormalWS, planeEqWS, pVtxOut);
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//btSwap(pVtxIn,pVtxOut);
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b3Float4* tmp = pVtxOut;
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pVtxOut = pVtxIn;
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pVtxIn = tmp;
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numVertsIn = numVertsOut;
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numVertsOut = 0;
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}
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// only keep points that are behind the witness face
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{
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b3Float4 localPlaneNormal = b3MakeFloat4(polyA.m_plane.x, polyA.m_plane.y, polyA.m_plane.z, 0.f);
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float localPlaneEq = polyA.m_plane.w;
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b3Float4 planeNormalWS = b3QuatRotate(ornA, localPlaneNormal);
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float planeEqWS = localPlaneEq - b3Dot3F4(planeNormalWS, posA);
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for (int i = 0; i < numVertsIn; i++)
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{
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float depth = b3Dot3F4(planeNormalWS, pVtxIn[i]) + planeEqWS;
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if (depth <= minDist)
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{
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depth = minDist;
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}
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if (numContactsOut < contactCapacity)
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{
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if (depth <= maxDist)
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{
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b3Float4 pointInWorld = pVtxIn[i];
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//resultOut.addContactPoint(separatingNormal,point,depth);
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contactsOut[numContactsOut++] = b3MakeVector3(pointInWorld.x, pointInWorld.y, pointInWorld.z, depth);
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//printf("depth=%f\n",depth);
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}
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}
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else
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{
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b3Error("exceeding contact capacity (%d,%df)\n", numContactsOut, contactCapacity);
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}
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}
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}
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return numContactsOut;
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}
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inline int b3ClipHullAgainstHull(const b3Float4& separatingNormal,
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const b3ConvexPolyhedronData& hullA, const b3ConvexPolyhedronData& hullB,
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const b3Float4& posA, const b3Quaternion& ornA, const b3Float4& posB, const b3Quaternion& ornB,
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b3Float4* worldVertsB1, b3Float4* worldVertsB2, int capacityWorldVerts,
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const float minDist, float maxDist,
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const b3AlignedObjectArray<b3Float4>& verticesA, const b3AlignedObjectArray<b3GpuFace>& facesA, const b3AlignedObjectArray<int>& indicesA,
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const b3AlignedObjectArray<b3Float4>& verticesB, const b3AlignedObjectArray<b3GpuFace>& facesB, const b3AlignedObjectArray<int>& indicesB,
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b3Float4* contactsOut,
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int contactCapacity)
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{
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int numContactsOut = 0;
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int numWorldVertsB1 = 0;
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B3_PROFILE("clipHullAgainstHull");
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//float curMaxDist=maxDist;
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int closestFaceB = -1;
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float dmax = -FLT_MAX;
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{
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//B3_PROFILE("closestFaceB");
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if (hullB.m_numFaces != 1)
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{
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//printf("wtf\n");
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}
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static bool once = true;
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//printf("separatingNormal=%f,%f,%f\n",separatingNormal.x,separatingNormal.y,separatingNormal.z);
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for (int face = 0; face < hullB.m_numFaces; face++)
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{
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#ifdef BT_DEBUG_SAT_FACE
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if (once)
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printf("face %d\n", face);
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const b3GpuFace* faceB = &facesB[hullB.m_faceOffset + face];
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if (once)
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{
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for (int i = 0; i < faceB->m_numIndices; i++)
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{
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b3Float4 vert = verticesB[hullB.m_vertexOffset + indicesB[faceB->m_indexOffset + i]];
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printf("vert[%d] = %f,%f,%f\n", i, vert.x, vert.y, vert.z);
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}
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}
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#endif //BT_DEBUG_SAT_FACE \
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//if (facesB[hullB.m_faceOffset+face].m_numIndices>2)
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{
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const b3Float4 Normal = b3MakeVector3(facesB[hullB.m_faceOffset + face].m_plane.x,
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facesB[hullB.m_faceOffset + face].m_plane.y, facesB[hullB.m_faceOffset + face].m_plane.z, 0.f);
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const b3Float4 WorldNormal = b3QuatRotate(ornB, Normal);
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#ifdef BT_DEBUG_SAT_FACE
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if (once)
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printf("faceNormal = %f,%f,%f\n", Normal.x, Normal.y, Normal.z);
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#endif
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float d = b3Dot3F4(WorldNormal, separatingNormal);
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if (d > dmax)
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{
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dmax = d;
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closestFaceB = face;
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}
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}
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}
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once = false;
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}
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b3Assert(closestFaceB >= 0);
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{
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//B3_PROFILE("worldVertsB1");
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const b3GpuFace& polyB = facesB[hullB.m_faceOffset + closestFaceB];
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const int numVertices = polyB.m_numIndices;
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for (int e0 = 0; e0 < numVertices; e0++)
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{
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const b3Float4& b = verticesB[hullB.m_vertexOffset + indicesB[polyB.m_indexOffset + e0]];
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worldVertsB1[numWorldVertsB1++] = b3TransformPoint(b, posB, ornB);
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}
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}
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if (closestFaceB >= 0)
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{
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//B3_PROFILE("clipFaceAgainstHull");
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numContactsOut = b3ClipFaceAgainstHull((b3Float4&)separatingNormal, &hullA,
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posA, ornA,
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worldVertsB1, numWorldVertsB1, worldVertsB2, capacityWorldVerts, minDist, maxDist,
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verticesA, facesA, indicesA,
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contactsOut, contactCapacity);
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}
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return numContactsOut;
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}
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inline int b3ClipHullHullSingle(
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int bodyIndexA, int bodyIndexB,
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const b3Float4& posA,
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const b3Quaternion& ornA,
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const b3Float4& posB,
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const b3Quaternion& ornB,
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int collidableIndexA, int collidableIndexB,
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const b3AlignedObjectArray<b3RigidBodyData>* bodyBuf,
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b3AlignedObjectArray<b3Contact4Data>* globalContactOut,
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int& nContacts,
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const b3AlignedObjectArray<b3ConvexPolyhedronData>& hostConvexDataA,
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const b3AlignedObjectArray<b3ConvexPolyhedronData>& hostConvexDataB,
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const b3AlignedObjectArray<b3Vector3>& verticesA,
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const b3AlignedObjectArray<b3Vector3>& uniqueEdgesA,
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const b3AlignedObjectArray<b3GpuFace>& facesA,
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const b3AlignedObjectArray<int>& indicesA,
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const b3AlignedObjectArray<b3Vector3>& verticesB,
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const b3AlignedObjectArray<b3Vector3>& uniqueEdgesB,
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const b3AlignedObjectArray<b3GpuFace>& facesB,
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const b3AlignedObjectArray<int>& indicesB,
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const b3AlignedObjectArray<b3Collidable>& hostCollidablesA,
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const b3AlignedObjectArray<b3Collidable>& hostCollidablesB,
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const b3Vector3& sepNormalWorldSpace,
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int maxContactCapacity)
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{
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int contactIndex = -1;
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b3ConvexPolyhedronData hullA, hullB;
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b3Collidable colA = hostCollidablesA[collidableIndexA];
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hullA = hostConvexDataA[colA.m_shapeIndex];
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//printf("numvertsA = %d\n",hullA.m_numVertices);
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b3Collidable colB = hostCollidablesB[collidableIndexB];
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hullB = hostConvexDataB[colB.m_shapeIndex];
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//printf("numvertsB = %d\n",hullB.m_numVertices);
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b3Float4 contactsOut[B3_MAX_VERTS];
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int localContactCapacity = B3_MAX_VERTS;
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#ifdef _WIN32
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b3Assert(_finite(bodyBuf->at(bodyIndexA).m_pos.x));
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b3Assert(_finite(bodyBuf->at(bodyIndexB).m_pos.x));
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#endif
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{
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b3Float4 worldVertsB1[B3_MAX_VERTS];
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b3Float4 worldVertsB2[B3_MAX_VERTS];
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int capacityWorldVerts = B3_MAX_VERTS;
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b3Float4 hostNormal = b3MakeFloat4(sepNormalWorldSpace.x, sepNormalWorldSpace.y, sepNormalWorldSpace.z, 0.f);
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int shapeA = hostCollidablesA[collidableIndexA].m_shapeIndex;
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int shapeB = hostCollidablesB[collidableIndexB].m_shapeIndex;
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b3Scalar minDist = -1;
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b3Scalar maxDist = 0.;
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b3Transform trA, trB;
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{
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//B3_PROFILE("b3TransformPoint computation");
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//trA.setIdentity();
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trA.setOrigin(b3MakeVector3(posA.x, posA.y, posA.z));
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trA.setRotation(b3Quaternion(ornA.x, ornA.y, ornA.z, ornA.w));
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//trB.setIdentity();
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trB.setOrigin(b3MakeVector3(posB.x, posB.y, posB.z));
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trB.setRotation(b3Quaternion(ornB.x, ornB.y, ornB.z, ornB.w));
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}
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b3Quaternion trAorn = trA.getRotation();
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b3Quaternion trBorn = trB.getRotation();
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int numContactsOut = b3ClipHullAgainstHull(hostNormal,
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hostConvexDataA.at(shapeA),
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hostConvexDataB.at(shapeB),
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(b3Float4&)trA.getOrigin(), (b3Quaternion&)trAorn,
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(b3Float4&)trB.getOrigin(), (b3Quaternion&)trBorn,
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worldVertsB1, worldVertsB2, capacityWorldVerts,
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minDist, maxDist,
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verticesA, facesA, indicesA,
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verticesB, facesB, indicesB,
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contactsOut, localContactCapacity);
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if (numContactsOut > 0)
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{
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B3_PROFILE("overlap");
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b3Float4 normalOnSurfaceB = (b3Float4&)hostNormal;
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// b3Float4 centerOut;
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b3Int4 contactIdx;
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contactIdx.x = 0;
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contactIdx.y = 1;
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contactIdx.z = 2;
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contactIdx.w = 3;
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int numPoints = 0;
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{
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B3_PROFILE("extractManifold");
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numPoints = b3ReduceContacts(contactsOut, numContactsOut, normalOnSurfaceB, &contactIdx);
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}
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b3Assert(numPoints);
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if (nContacts < maxContactCapacity)
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{
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contactIndex = nContacts;
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globalContactOut->expand();
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b3Contact4Data& contact = globalContactOut->at(nContacts);
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contact.m_batchIdx = 0; //i;
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contact.m_bodyAPtrAndSignBit = (bodyBuf->at(bodyIndexA).m_invMass == 0) ? -bodyIndexA : bodyIndexA;
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contact.m_bodyBPtrAndSignBit = (bodyBuf->at(bodyIndexB).m_invMass == 0) ? -bodyIndexB : bodyIndexB;
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contact.m_frictionCoeffCmp = 45874;
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contact.m_restituitionCoeffCmp = 0;
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// float distance = 0.f;
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for (int p = 0; p < numPoints; p++)
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{
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contact.m_worldPosB[p] = contactsOut[contactIdx.s[p]]; //check if it is actually on B
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contact.m_worldNormalOnB = normalOnSurfaceB;
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}
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//printf("bodyIndexA %d,bodyIndexB %d,normal=%f,%f,%f numPoints %d\n",bodyIndexA,bodyIndexB,normalOnSurfaceB.x,normalOnSurfaceB.y,normalOnSurfaceB.z,numPoints);
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contact.m_worldNormalOnB.w = (b3Scalar)numPoints;
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nContacts++;
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}
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else
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{
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b3Error("Error: exceeding contact capacity (%d/%d)\n", nContacts, maxContactCapacity);
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}
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}
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}
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return contactIndex;
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}
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inline int b3ContactConvexConvexSAT(
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int pairIndex,
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int bodyIndexA, int bodyIndexB,
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int collidableIndexA, int collidableIndexB,
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const b3AlignedObjectArray<b3RigidBodyData>& rigidBodies,
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const b3AlignedObjectArray<b3Collidable>& collidables,
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const b3AlignedObjectArray<b3ConvexPolyhedronData>& convexShapes,
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const b3AlignedObjectArray<b3Float4>& convexVertices,
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const b3AlignedObjectArray<b3Float4>& uniqueEdges,
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const b3AlignedObjectArray<int>& convexIndices,
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const b3AlignedObjectArray<b3GpuFace>& faces,
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b3AlignedObjectArray<b3Contact4Data>& globalContactsOut,
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int& nGlobalContactsOut,
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int maxContactCapacity)
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{
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int contactIndex = -1;
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b3Float4 posA = rigidBodies[bodyIndexA].m_pos;
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b3Quaternion ornA = rigidBodies[bodyIndexA].m_quat;
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b3Float4 posB = rigidBodies[bodyIndexB].m_pos;
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b3Quaternion ornB = rigidBodies[bodyIndexB].m_quat;
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b3ConvexPolyhedronData hullA, hullB;
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b3Float4 sepNormalWorldSpace;
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b3Collidable colA = collidables[collidableIndexA];
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hullA = convexShapes[colA.m_shapeIndex];
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//printf("numvertsA = %d\n",hullA.m_numVertices);
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b3Collidable colB = collidables[collidableIndexB];
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hullB = convexShapes[colB.m_shapeIndex];
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//printf("numvertsB = %d\n",hullB.m_numVertices);
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#ifdef _WIN32
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b3Assert(_finite(rigidBodies[bodyIndexA].m_pos.x));
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b3Assert(_finite(rigidBodies[bodyIndexB].m_pos.x));
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#endif
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bool foundSepAxis = b3FindSeparatingAxis(hullA, hullB,
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posA,
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ornA,
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posB,
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ornB,
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|
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convexVertices, uniqueEdges, faces, convexIndices,
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|
convexVertices, uniqueEdges, faces, convexIndices,
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|
|
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sepNormalWorldSpace);
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|
|
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if (foundSepAxis)
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{
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contactIndex = b3ClipHullHullSingle(
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bodyIndexA, bodyIndexB,
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posA, ornA,
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posB, ornB,
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|
collidableIndexA, collidableIndexB,
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|
&rigidBodies,
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|
&globalContactsOut,
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|
nGlobalContactsOut,
|
|
|
|
convexShapes,
|
|
convexShapes,
|
|
|
|
convexVertices,
|
|
uniqueEdges,
|
|
faces,
|
|
convexIndices,
|
|
|
|
convexVertices,
|
|
uniqueEdges,
|
|
faces,
|
|
convexIndices,
|
|
|
|
collidables,
|
|
collidables,
|
|
sepNormalWorldSpace,
|
|
maxContactCapacity);
|
|
}
|
|
|
|
return contactIndex;
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|
}
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|
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#endif //B3_CONTACT_CONVEX_CONVEX_SAT_H
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