e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
210 lines
6.1 KiB
C++
210 lines
6.1 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "LinearMath/btScalar.h"
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#include "SphereTriangleDetector.h"
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#include "BulletCollision/CollisionShapes/btTriangleShape.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h"
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SphereTriangleDetector::SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle,btScalar contactBreakingThreshold)
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:m_sphere(sphere),
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m_triangle(triangle),
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m_contactBreakingThreshold(contactBreakingThreshold)
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{
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}
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void SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults)
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{
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(void)debugDraw;
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const btTransform& transformA = input.m_transformA;
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const btTransform& transformB = input.m_transformB;
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btVector3 point,normal;
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btScalar timeOfImpact = btScalar(1.);
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btScalar depth = btScalar(0.);
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// output.m_distance = btScalar(BT_LARGE_FLOAT);
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//move sphere into triangle space
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btTransform sphereInTr = transformB.inverseTimes(transformA);
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if (collide(sphereInTr.getOrigin(),point,normal,depth,timeOfImpact,m_contactBreakingThreshold))
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{
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if (swapResults)
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{
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btVector3 normalOnB = transformB.getBasis()*normal;
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btVector3 normalOnA = -normalOnB;
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btVector3 pointOnA = transformB*point+normalOnB*depth;
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output.addContactPoint(normalOnA,pointOnA,depth);
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} else
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{
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output.addContactPoint(transformB.getBasis()*normal,transformB*point,depth);
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}
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}
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}
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// See also geometrictools.com
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// Basic idea: D = |p - (lo + t0*lv)| where t0 = lv . (p - lo) / lv . lv
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btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest);
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btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest) {
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btVector3 diff = p - from;
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btVector3 v = to - from;
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btScalar t = v.dot(diff);
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if (t > 0) {
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btScalar dotVV = v.dot(v);
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if (t < dotVV) {
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t /= dotVV;
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diff -= t*v;
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} else {
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t = 1;
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diff -= v;
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}
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} else
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t = 0;
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nearest = from + t*v;
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return diff.dot(diff);
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}
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bool SphereTriangleDetector::facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal) {
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btVector3 lp(p);
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btVector3 lnormal(normal);
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return pointInTriangle(vertices, lnormal, &lp);
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}
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bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold)
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{
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const btVector3* vertices = &m_triangle->getVertexPtr(0);
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btScalar radius = m_sphere->getRadius();
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btScalar radiusWithThreshold = radius + contactBreakingThreshold;
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btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]);
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btScalar l2 = normal.length2();
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bool hasContact = false;
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btVector3 contactPoint;
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if (l2 >= SIMD_EPSILON*SIMD_EPSILON)
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{
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normal /= btSqrt(l2);
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btVector3 p1ToCentre = sphereCenter - vertices[0];
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btScalar distanceFromPlane = p1ToCentre.dot(normal);
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if (distanceFromPlane < btScalar(0.))
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{
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//triangle facing the other way
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distanceFromPlane *= btScalar(-1.);
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normal *= btScalar(-1.);
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}
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bool isInsideContactPlane = distanceFromPlane < radiusWithThreshold;
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// Check for contact / intersection
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if (isInsideContactPlane) {
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if (facecontains(sphereCenter, vertices, normal)) {
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// Inside the contact wedge - touches a point on the shell plane
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hasContact = true;
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contactPoint = sphereCenter - normal*distanceFromPlane;
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}
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else {
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// Could be inside one of the contact capsules
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btScalar contactCapsuleRadiusSqr = radiusWithThreshold*radiusWithThreshold;
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btVector3 nearestOnEdge;
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for (int i = 0; i < m_triangle->getNumEdges(); i++) {
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btVector3 pa;
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btVector3 pb;
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m_triangle->getEdge(i, pa, pb);
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btScalar distanceSqr = SegmentSqrDistance(pa, pb, sphereCenter, nearestOnEdge);
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if (distanceSqr < contactCapsuleRadiusSqr) {
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// Yep, we're inside a capsule
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hasContact = true;
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contactPoint = nearestOnEdge;
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}
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}
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}
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}
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}
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if (hasContact) {
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btVector3 contactToCentre = sphereCenter - contactPoint;
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btScalar distanceSqr = contactToCentre.length2();
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if (distanceSqr < radiusWithThreshold*radiusWithThreshold)
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{
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if (distanceSqr>SIMD_EPSILON)
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{
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btScalar distance = btSqrt(distanceSqr);
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resultNormal = contactToCentre;
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resultNormal.normalize();
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point = contactPoint;
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depth = -(radius-distance);
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} else
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{
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resultNormal = normal;
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point = contactPoint;
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depth = -radius;
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}
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return true;
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}
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}
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return false;
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}
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bool SphereTriangleDetector::pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p )
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{
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const btVector3* p1 = &vertices[0];
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const btVector3* p2 = &vertices[1];
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const btVector3* p3 = &vertices[2];
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btVector3 edge1( *p2 - *p1 );
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btVector3 edge2( *p3 - *p2 );
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btVector3 edge3( *p1 - *p3 );
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btVector3 p1_to_p( *p - *p1 );
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btVector3 p2_to_p( *p - *p2 );
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btVector3 p3_to_p( *p - *p3 );
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btVector3 edge1_normal( edge1.cross(normal));
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btVector3 edge2_normal( edge2.cross(normal));
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btVector3 edge3_normal( edge3.cross(normal));
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btScalar r1, r2, r3;
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r1 = edge1_normal.dot( p1_to_p );
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r2 = edge2_normal.dot( p2_to_p );
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r3 = edge3_normal.dot( p3_to_p );
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if ( ( r1 > 0 && r2 > 0 && r3 > 0 ) ||
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( r1 <= 0 && r2 <= 0 && r3 <= 0 ) )
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return true;
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return false;
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}
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