First half of re-implementing face-face contact derivation
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@ -45,7 +45,7 @@
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Name: Default
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@ -46,7 +46,7 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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/** Standard Epsilon value for comparing Single-Precision Floating-Point values. */
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static constexpr float EPSILON = 0.001f;
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static constexpr float EPSILON = 0.0001f;
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/** Single-Precision Floating-Point value of infinity */
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static constexpr float INF = std::numeric_limits<float>::infinity();
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@ -27,20 +27,16 @@ namespace SHADE
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union SHContactFeatures
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{
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public:
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/*---------------------------------------------------------------------------------*/
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/* Type Definit */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* Data Members */
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/*---------------------------------------------------------------------------------*/
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struct
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{
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uint8_t inI;
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uint8_t outI;
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uint8_t inR;
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uint8_t outR;
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uint8_t inI; // Incoming Incident Edge
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uint8_t outI; // Outgoing Incident Edge
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uint8_t inR; // Incoming Reference Edge
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uint8_t outR; // Outgoing Reference Edge
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};
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uint32_t key = std::numeric_limits<uint32_t>::max();
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@ -11,6 +11,7 @@
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#pragma once
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// Project Headers
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#include "Math/Geometry/SHPlane.h"
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#include "Physics/Collision/Contacts/SHManifold.h"
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#include "Physics/Collision/Contacts/SHCollisionKey.h"
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#include "Physics/Collision/Shapes/SHHalfEdgeStructure.h"
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@ -86,15 +87,21 @@ namespace SHADE
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float bestDistance = std::numeric_limits<float>::lowest();
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};
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struct ClipVertex
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{
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SHVec3 position;
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SHContactFeatures featurePair;
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};
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/*---------------------------------------------------------------------------------*/
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/* Member Functions */
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/*---------------------------------------------------------------------------------*/
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// Sphere VS Convex
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static FaceQuery findClosestFace (const SHSphere& sphere, const SHConvexPolyhedron& polyhedron) noexcept;
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static int32_t findClosestPoint (const SHSphere& sphere, const SHConvexPolyhedron& polyhedron, int32_t faceIndex) noexcept;
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static int32_t findVoronoiRegion (const SHSphere& sphere, const SHVec3& faceVertex, const SHVec3& faceNormal, const SHVec3& tangent1, const SHVec3& tangent2) noexcept;
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static FaceQuery findClosestFace (const SHSphere& sphere, const SHConvexPolyhedron& polyhedron) noexcept;
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static int32_t findClosestPoint (const SHSphere& sphere, const SHConvexPolyhedron& polyhedron, int32_t faceIndex) noexcept;
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static int32_t findVoronoiRegion (const SHSphere& sphere, const SHVec3& faceVertex, const SHVec3& faceNormal, const SHVec3& tangent1, const SHVec3& tangent2) noexcept;
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// Capsule VS Convex
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@ -102,29 +109,22 @@ namespace SHADE
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// Convex VS Convex
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static FaceQuery queryFaceDirections (const SHConvexPolyhedron& A, const SHConvexPolyhedron& B) noexcept;
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static EdgeQuery queryEdgeDirections (const SHConvexPolyhedron& A, const SHConvexPolyhedron& B) noexcept;
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static bool buildMinkowskiFace (const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB) noexcept;
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static bool isMinkowskiFace (const SHVec3& a, const SHVec3& b, const SHVec3& c, const SHVec3& d) noexcept;
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static float distanceBetweenEdges (const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB) noexcept;
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static SHVec3 findClosestPointBetweenEdges (const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB) noexcept;
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static int32_t findIncidentFace (const SHConvexPolyhedron& poly, const SHVec3& normal) noexcept;
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/*
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* TODO:
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*
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*
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*
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*
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*
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* static uint32_t clip [sutherland-hodgemann clipping]
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*
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* ! References
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* https://ia801303.us.archive.org/30/items/GDC2013Gregorius/GDC2013-Gregorius.pdf
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* https://github.com/RandyGaul/qu3e/blob/master/src/collision/q3Collide.cpp
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*/
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static FaceQuery queryFaceDirections (const SHConvexPolyhedron& A, const SHConvexPolyhedron& B) noexcept;
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static EdgeQuery queryEdgeDirections (const SHConvexPolyhedron& A, const SHConvexPolyhedron& B) noexcept;
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static bool buildMinkowskiFace (const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB) noexcept;
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static bool isMinkowskiFace (const SHVec3& a, const SHVec3& b, const SHVec3& c, const SHVec3& d) noexcept;
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static float distanceBetweenEdges (const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB) noexcept;
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static SHVec3 findClosestPointBetweenEdges (const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB) noexcept;
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static int32_t findIncidentFace (const SHConvexPolyhedron& poly, const SHVec3& normal) noexcept;
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static std::vector<ClipVertex> clipPolygonWithPlane (const std::vector<ClipVertex>& in, int32_t numIn, const SHPlane& plane, int32_t planeIdx) noexcept;
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static std::vector<ClipVertex> reduceContacts (const std::vector<ClipVertex>& in) noexcept;
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};
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} // namespace SHADE
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@ -54,6 +54,8 @@ namespace SHADE
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const SHConvexPolyhedron& POLY_A = dynamic_cast<const SHConvexPolyhedron&>(A);
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const SHConvexPolyhedron& POLY_B = dynamic_cast<const SHConvexPolyhedron&>(B);
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// TODO: Check against cached separating axis.
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const FaceQuery FACE_QUERY_A = queryFaceDirections(POLY_A, POLY_B);
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if (FACE_QUERY_A.bestDistance > 0.0f)
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return false;
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@ -78,6 +80,7 @@ namespace SHADE
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minFaceQuery = FACE_QUERY_A;
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referencePoly = &POLY_A;
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incidentPoly = &POLY_B;
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flipNormal = false;
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}
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else
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{
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@ -114,7 +117,7 @@ namespace SHADE
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SHContact contact;
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contact.featurePair.key = EDGE_QUERY.axis;
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contact.position = findClosestPointBetweenEdges(POLY_A, POLY_B, EDGE_QUERY.halfEdgeA, EDGE_QUERY.halfEdgeB);
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contact.penetration = EDGE_QUERY.bestDistance;
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contact.penetration = -EDGE_QUERY.bestDistance;
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manifold.contacts[numContacts++] = contact;
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manifold.numContacts = numContacts;
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@ -125,23 +128,67 @@ namespace SHADE
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const SHVec3 REFERENCE_NORMAL = referencePoly->GetNormal(minFaceQuery.closestFace);
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const int32_t INCIDENT_FACE_IDX = findIncidentFace(*incidentPoly, REFERENCE_NORMAL);
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const SHHalfEdgeStructure::Face& INCIDENT_FACE = incidentPoly->GetFace(INCIDENT_FACE_IDX);
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const SHHalfEdgeStructure::Face& REFERENCE_FACE = referencePoly->GetFace(minFaceQuery.closestFace);
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/*
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* TODO:
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*
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* !!
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* 4. From above, save the axis of minimum penetration (reference face)
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* 5. Find the most anti-parallel face on other shape (incident face)
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* 6. Clip incident face against side planes of reference face. (Sutherland-Hodgeman Clipping).
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* Keep all vertices below reference face.
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* 7. Reduce manifold to 4 contact points. We only need 4 contact points for a stable manifold.
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*
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* Remember to save IDs in queries.
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* During generation of incident face, store IDs of face.
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*
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*/
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const int32_t NUM_INCIDENT_VERTICES = static_cast<int32_t>(INCIDENT_FACE.vertexIndices.size());
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const int32_t NUM_REFERENCE_VERTICES = static_cast<int32_t>(REFERENCE_FACE.vertexIndices.size());
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// Build incoming vertices to clip
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std::vector<ClipVertex> clipIn;
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clipIn.resize(NUM_INCIDENT_VERTICES * 2, ClipVertex{});
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int32_t numClipIn = 0;
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for (int32_t i = 0; i < NUM_INCIDENT_VERTICES; ++i)
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{
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const int32_t prevI = i - 1 < 0 ? NUM_INCIDENT_VERTICES - 1 : i - 1;
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const int32_t V_INDEX = INCIDENT_FACE.vertexIndices[i].index;
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// The incoming id is the previous edge
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// The outgoing id is the current edge (where this vertex is the tail of)
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ClipVertex v;
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v.position = incidentPoly->GetVertex(V_INDEX);
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v.featurePair.inI = INCIDENT_FACE.vertexIndices[prevI].edgeIndex;
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v.featurePair.outI = INCIDENT_FACE.vertexIndices[i].edgeIndex;
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v.featurePair.inR = 0;
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v.featurePair.outR = 0;
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clipIn[numClipIn++] = v;
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}
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// Clip the vertices against the reference face side planes.
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// Number of side planes == number of edges == number of vertices
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for (int32_t i = 0; i < NUM_REFERENCE_VERTICES; ++i)
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{
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// Side plane can be built with the vertex on the edge and the plane's normal
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// Plane normal = faceNormal X tangent (v2 - v1)
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const int32_t V1_INDEX = REFERENCE_FACE.vertexIndices[i].index;
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const int32_t V2_INDEX = REFERENCE_FACE.vertexIndices[(i + 1) % NUM_REFERENCE_VERTICES].index;
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const SHVec3 V1 = referencePoly->GetVertex(V1_INDEX);
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const SHVec3 V2 = referencePoly->GetVertex(V2_INDEX);
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const SHVec3 TANGENT = SHVec3::Normalise(V2 - V1);
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const SHPlane CLIP_PLANE { V1, SHVec3::Cross(REFERENCE_NORMAL, TANGENT) };
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std::vector<ClipVertex> clipOut = clipPolygonWithPlane(clipIn, numClipIn, CLIP_PLANE, REFERENCE_FACE.vertexIndices[i].edgeIndex);
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if (clipOut.empty())
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return false;
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// Replace the clip container's contents with the clipped points for the next clipping pass
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const int32_t NUM_CLIPPED = static_cast<int32_t>(clipOut.size());
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for (int32_t clippedIndex = 0; clippedIndex < NUM_CLIPPED; ++clippedIndex)
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{
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clipIn[clippedIndex].position = clipOut[clippedIndex].position;
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clipIn[clippedIndex].featurePair.key = clipOut[clippedIndex].featurePair.key;
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}
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numClipIn = NUM_CLIPPED;
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}
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// From the final set of clipped points, only keep the points that are below the reference plane.
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return false;
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}
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@ -353,5 +400,77 @@ namespace SHADE
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return bestFace;
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}
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std::vector<SHCollision::ClipVertex> SHCollision::clipPolygonWithPlane(const std::vector<ClipVertex>& in, int32_t numIn, const SHPlane& plane, int32_t planeIdx) noexcept
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{
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std::vector<ClipVertex> out;
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int32_t v1Index = numIn - 1;
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int32_t v2Index = 0;
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float v1Distance = plane.SignedDistance(in[v1Index].position);
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float v2Distance = 0.0f;
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for (int32_t i = 0; i < numIn; ++i)
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{
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v2Index = i;
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const SHVec3 v1Pos = in[v1Index].position;
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const SHVec3 v2Pos = in[v2Index].position;
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v2Distance = plane.SignedDistance(v2Pos);
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// v1 in front, v2 behind
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// keep the intersection point
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if (v1Distance >= 0.0f && v2Distance < 0.0f)
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{
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ClipVertex intersection;
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// In case the edge is parallel, the intersection is just the start point
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const bool IS_PARALLEL = SHMath::CompareFloat(SHVec3::Dot(v2Pos - v1Pos, plane.GetNormal()), 0.0f);
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const float ALPHA = IS_PARALLEL ? 0.0f : v1Distance / SHVec3::Distance(v1Pos, v2Pos);
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intersection.position = SHVec3::ClampedLerp(v1Pos, v2Pos, ALPHA);
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intersection.featurePair.inI = in[v1Index].featurePair.outI;
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intersection.featurePair.outI = 0;
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intersection.featurePair.inR = 0;
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intersection.featurePair.outR = planeIdx;
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out.emplace_back(intersection);
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}
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// v1 behind, v2 in front
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// keep intersection point & v2
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if(v1Distance < 0.0f && v2Distance >= 0.0f)
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{
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ClipVertex intersection;
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// In case the edge is parallel, the intersection is just the start point
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const bool IS_PARALLEL = SHMath::CompareFloat(SHVec3::Dot(v2Pos - v1Pos, plane.GetNormal()), 0.0f);
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const float ALPHA = IS_PARALLEL ? 0.0f : -v1Distance / SHVec3::Distance(v1Pos, v2Pos);
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intersection.position = SHVec3::ClampedLerp(v1Pos, v2Pos, ALPHA);
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intersection.featurePair.inI = 0;
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intersection.featurePair.outI = in[v2Index].featurePair.inI;
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intersection.featurePair.inR = planeIdx;
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intersection.featurePair.outR = 0;
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out.emplace_back(intersection);
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out.emplace_back(in[v2Index]);
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}
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// both in front, keep v2
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if (v1Distance >= 0.0f && v2Distance >= 0.0f)
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{
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out.emplace_back(in[v2Index]);
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}
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// v2 is the next v1
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v1Index = v2Index;
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v1Distance = v2Distance;
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}
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return out;
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}
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} // namespace SHADE
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@ -187,7 +187,7 @@ namespace SHADE
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* restituion bias = restitution * (relative velocity /dot normal)
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*/
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const float ERROR_BIAS = SHPHYSICS_BAUMGARTE * INV_DT * std::min(0.0f, -contact.penetration + SHPHYSICS_LINEAR_SLOP);
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const float ERROR_BIAS = -SHPHYSICS_BAUMGARTE * INV_DT * std::max(0.0f, contact.penetration - SHPHYSICS_LINEAR_SLOP);
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// Warm starting
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// Compute impulses
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@ -244,6 +244,31 @@ namespace SHADE
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SHVec3 velocityB = vB + SHVec3::Cross(wB, contact.rB);
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SHVec3 relativeVelocity = velocityB - velocityA;
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// Get scalar of relative velocity along the normal
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const float VN = SHVec3::Dot(relativeVelocity, constraint.normal);
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// Compute true normal impulse
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const float OLD_NORMAL_IMPULSE = contact.normalImpulse;
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float newNormalImpulse = -(VN + contact.bias) * contact.normalMass;
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contact.normalImpulse = std::max(OLD_NORMAL_IMPULSE + newNormalImpulse, 0.0f);
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newNormalImpulse = contact.normalImpulse - OLD_NORMAL_IMPULSE;
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const SHVec3 NORMAL_IMPULSE = newNormalImpulse * constraint.normal;
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// Apply impulses
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vA -= NORMAL_IMPULSE * constraint.invMassA * LINEAR_LOCK_A;
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wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, NORMAL_IMPULSE) * ANGULAR_LOCK_A;
|
||||
|
||||
vB += NORMAL_IMPULSE * constraint.invMassB * LINEAR_LOCK_B;
|
||||
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, NORMAL_IMPULSE) * ANGULAR_LOCK_B;
|
||||
|
||||
// Solve normal impulse
|
||||
// Re-compute relative velocity
|
||||
velocityA = vA + SHVec3::Cross(wA, contact.rA);
|
||||
velocityB = vB + SHVec3::Cross(wB, contact.rB);
|
||||
relativeVelocity = velocityB - velocityA;
|
||||
|
||||
// Solve tangent impulse
|
||||
for (int j = 0; j < SHContact::NUM_TANGENTS; ++j)
|
||||
{
|
||||
|
@ -269,31 +294,6 @@ namespace SHADE
|
|||
vB += TANGENT_IMPULSE * constraint.invMassB * LINEAR_LOCK_B;
|
||||
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, TANGENT_IMPULSE) * ANGULAR_LOCK_B;
|
||||
}
|
||||
|
||||
// Solve normal impulse
|
||||
// Re-compute relative velocity
|
||||
velocityA = vA + SHVec3::Cross(wA, contact.rA);
|
||||
velocityB = vB + SHVec3::Cross(wB, contact.rB);
|
||||
relativeVelocity = velocityB - velocityA;
|
||||
|
||||
// Get scalar of relative velocity along the normal
|
||||
const float VN = SHVec3::Dot(relativeVelocity, constraint.normal);
|
||||
|
||||
// Compute true normal impulse
|
||||
const float OLD_NORMAL_IMPULSE = contact.normalImpulse;
|
||||
|
||||
float newNormalImpulse = -(VN + contact.bias) * contact.normalMass;
|
||||
contact.normalImpulse = std::max(OLD_NORMAL_IMPULSE + newNormalImpulse, 0.0f);
|
||||
newNormalImpulse = contact.normalImpulse - OLD_NORMAL_IMPULSE;
|
||||
|
||||
const SHVec3 NORMAL_IMPULSE = newNormalImpulse * constraint.normal;
|
||||
|
||||
// Apply impulses
|
||||
vA -= NORMAL_IMPULSE * constraint.invMassA * LINEAR_LOCK_A;
|
||||
wA -= constraint.invInertiaA * SHVec3::Cross(contact.rA, NORMAL_IMPULSE) * ANGULAR_LOCK_A;
|
||||
|
||||
vB += NORMAL_IMPULSE * constraint.invMassB * LINEAR_LOCK_B;
|
||||
wB += constraint.invInertiaB * SHVec3::Cross(contact.rB, NORMAL_IMPULSE) * ANGULAR_LOCK_B;
|
||||
}
|
||||
|
||||
velocityStateA.LinearVelocity = vA;
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace SHADE
|
|||
* @brief
|
||||
* Linear Collision & Constraint tolerance.
|
||||
*/
|
||||
static constexpr float SHPHYSICS_LINEAR_SLOP = 0.05f * SHPHYSICS_LENGTHS_PER_UNIT_METER;
|
||||
static constexpr float SHPHYSICS_LINEAR_SLOP = 0.01f * SHPHYSICS_LENGTHS_PER_UNIT_METER;
|
||||
|
||||
/**
|
||||
* @brief
|
||||
|
|
Loading…
Reference in New Issue