Contacts are solved locally on each body
This commit is contained in:
parent
9d8d1ee19d
commit
abdf614083
|
@ -182,9 +182,9 @@
|
|||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 7, z: 0}
|
||||
Rotate: {x: 0, y: 0, z: 0.785398185}
|
||||
Scale: {x: 0.999990404, y: 0.999994457, z: 0.999985337}
|
||||
Translate: {x: 0, y: 2, z: 3}
|
||||
Rotate: {x: 0, y: 0.785398185, z: 0}
|
||||
Scale: {x: 0.999988496, y: 0.999994099, z: 0.999984443}
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
|
@ -229,7 +229,7 @@
|
|||
Transform Component:
|
||||
Translate: {x: 0, y: 0, z: 3}
|
||||
Rotate: {x: -0, y: 0, z: -0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
Scale: {x: 5, y: 1, z: 5}
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
DrawColliders: false
|
||||
|
|
|
@ -0,0 +1,82 @@
|
|||
- EID: 0
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Camera Component:
|
||||
Position: {x: 0, y: 2, z: 7}
|
||||
Pitch: 0
|
||||
Yaw: 0
|
||||
Roll: 0
|
||||
Width: 1920
|
||||
Height: 1080
|
||||
Near: 0.00999999978
|
||||
Far: 10000
|
||||
Perspective: true
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 1
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 0, z: 0}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
DrawColliders: true
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Collision Tag: 1
|
||||
Type: Sphere
|
||||
Radius: 2
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
||||
- EID: 2
|
||||
Name: Default
|
||||
IsActive: true
|
||||
NumberOfChildren: 0
|
||||
Components:
|
||||
Transform Component:
|
||||
Translate: {x: 0, y: 3, z: 0}
|
||||
Rotate: {x: 0, y: 0, z: 0}
|
||||
Scale: {x: 1, y: 1, z: 1}
|
||||
IsActive: true
|
||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Auto Mass: false
|
||||
Mass: 1
|
||||
Drag: 0.00999999978
|
||||
Angular Drag: 0.00999999978
|
||||
Use Gravity: true
|
||||
Gravity Scale: 1
|
||||
Interpolate: true
|
||||
Sleeping Enabled: true
|
||||
Freeze Position X: false
|
||||
Freeze Position Y: false
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: false
|
||||
Freeze Rotation Y: false
|
||||
Freeze Rotation Z: false
|
||||
IsActive: true
|
||||
Collider Component:
|
||||
DrawColliders: true
|
||||
Colliders:
|
||||
- Is Trigger: false
|
||||
Collision Tag: 1
|
||||
Type: Sphere
|
||||
Radius: 1
|
||||
Friction: 0.400000006
|
||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0, z: 0}
|
||||
Rotation Offset: {x: 0, y: 0, z: 0}
|
||||
IsActive: true
|
||||
Scripts: ~
|
|
@ -0,0 +1,3 @@
|
|||
Name: SS_Playground
|
||||
ID: 92914350
|
||||
Type: 5
|
|
@ -62,7 +62,9 @@ namespace SHADE
|
|||
float tangentImpulse[NUM_TANGENTS] = { 0.0f }; // Accumulated tangent impulses
|
||||
float tangentMass[NUM_TANGENTS] = { 0.0f }; // Effective masses along the tangents
|
||||
|
||||
SHVec3 position;
|
||||
// We store points locally for each contact
|
||||
SHVec3 localPointA;
|
||||
SHVec3 localPointB;
|
||||
SHVec3 rA; // Vector from COM of A to the contact
|
||||
SHVec3 rB; // Vector from COM of B to the contact
|
||||
SHContactFeatures featurePair;
|
||||
|
|
|
@ -14,7 +14,6 @@
|
|||
#include "Math/Geometry/SHPlane.h"
|
||||
#include "Physics/Collision/Contacts/SHManifold.h"
|
||||
#include "Physics/Collision/Contacts/SHCollisionKey.h"
|
||||
#include "Physics/Collision/Shapes/SHHalfEdgeStructure.h"
|
||||
|
||||
|
||||
namespace SHADE
|
||||
|
@ -68,155 +67,10 @@ namespace SHADE
|
|||
[[nodiscard]] static bool ConvexVsConvex (SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept;
|
||||
|
||||
private:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
struct FaceQuery
|
||||
{
|
||||
bool colliding = false; // Allows for early out
|
||||
int32_t closestFace = -1;
|
||||
float bestDistance = std::numeric_limits<float>::lowest();
|
||||
};
|
||||
|
||||
struct EdgeQuery
|
||||
{
|
||||
int32_t halfEdgeA = -1;
|
||||
int32_t halfEdgeB = -1;
|
||||
int32_t axis = -1;
|
||||
float bestDistance = std::numeric_limits<float>::lowest();
|
||||
};
|
||||
|
||||
struct ClipVertex
|
||||
{
|
||||
SHVec3 position;
|
||||
SHContactFeatures featurePair;
|
||||
};
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Member Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
// Sphere VS Convex
|
||||
|
||||
static FaceQuery findClosestFace
|
||||
(
|
||||
const SHSphere& sphere
|
||||
, const SHConvexPolyhedron& polyhedron
|
||||
) noexcept;
|
||||
|
||||
static int32_t findClosestPoint
|
||||
(
|
||||
const SHSphere& sphere
|
||||
, const SHConvexPolyhedron& polyhedron
|
||||
, int32_t faceIndex
|
||||
) noexcept;
|
||||
|
||||
static int32_t findVoronoiRegion
|
||||
(
|
||||
const SHSphere& sphere
|
||||
, const SHVec3& faceVertex
|
||||
, const SHVec3& faceNormal
|
||||
, const SHVec3& tangent1
|
||||
, const SHVec3& tangent2
|
||||
) noexcept;
|
||||
|
||||
// Capsule VS Convex
|
||||
|
||||
// TODO: Capsule VS Convex uses the same gauss map optimisation as convex vs convex
|
||||
|
||||
// Convex VS Convex
|
||||
|
||||
/*
|
||||
* ! References
|
||||
* https://ia801303.us.archive.org/30/items/GDC2013Gregorius/GDC2013-Gregorius.pdf
|
||||
* https://github.com/RandyGaul/qu3e/blob/master/src/collision/q3Collide.cpp
|
||||
*/
|
||||
|
||||
static FaceQuery queryFaceDirections
|
||||
(
|
||||
const SHConvexPolyhedron& A
|
||||
, const SHConvexPolyhedron& B
|
||||
) noexcept;
|
||||
|
||||
|
||||
|
||||
static EdgeQuery queryEdgeDirections
|
||||
(
|
||||
const SHConvexPolyhedron& A
|
||||
, const SHConvexPolyhedron& B
|
||||
) noexcept;
|
||||
|
||||
static bool buildMinkowskiFace
|
||||
(
|
||||
const SHConvexPolyhedron& A
|
||||
, const SHConvexPolyhedron& B
|
||||
, int32_t edgeA
|
||||
, int32_t edgeB
|
||||
) noexcept;
|
||||
|
||||
static bool isMinkowskiFace
|
||||
(
|
||||
const SHVec3& a
|
||||
, const SHVec3& b
|
||||
, const SHVec3& c
|
||||
, const SHVec3& d
|
||||
) noexcept;
|
||||
|
||||
static float distanceBetweenEdges
|
||||
(
|
||||
const SHConvexPolyhedron& A
|
||||
, const SHConvexPolyhedron& B
|
||||
, int32_t edgeA
|
||||
, int32_t edgeB
|
||||
) noexcept;
|
||||
|
||||
static SHVec3 findClosestPointBetweenEdges
|
||||
(
|
||||
const SHConvexPolyhedron& A
|
||||
, const SHConvexPolyhedron& B
|
||||
, int32_t edgeA
|
||||
, int32_t edgeB
|
||||
) noexcept;
|
||||
|
||||
static int32_t findIncidentFace
|
||||
(
|
||||
const SHConvexPolyhedron& poly
|
||||
, const SHVec3& normal
|
||||
) noexcept;
|
||||
|
||||
static bool findFaceContacts
|
||||
(
|
||||
SHManifold& manifold
|
||||
, const SHConvexPolyhedron& incPoly
|
||||
, int32_t incFace
|
||||
, const SHConvexPolyhedron& refPoly
|
||||
, int32_t refFace
|
||||
, bool flip
|
||||
) noexcept;
|
||||
|
||||
static std::vector<ClipVertex> clipPolygonWithPlane
|
||||
(
|
||||
const std::vector<ClipVertex>& in
|
||||
, int32_t numIn
|
||||
, const SHPlane& plane
|
||||
, int32_t planeIdx
|
||||
) noexcept;
|
||||
|
||||
static std::vector<int32_t> reduceContacts
|
||||
(
|
||||
const std::vector<SHContact>& in
|
||||
, const SHVec3& faceNormal
|
||||
) noexcept;
|
||||
|
||||
// Cached Convex VS Convex
|
||||
|
||||
static bool cachedConvexVSConvex
|
||||
(
|
||||
SHManifold& manifold
|
||||
, const SHSATInfo& cachedInfo
|
||||
, const SHConvexPolyhedron& A
|
||||
, const SHConvexPolyhedron& B
|
||||
) noexcept;
|
||||
static bool cachedConvexVSConvex(SHManifold& manifold, const SHSATInfo& cachedInfo, const SHConvexPolyhedron& A, const SHConvexPolyhedron& B) noexcept;
|
||||
};
|
||||
} // namespace SHADE
|
|
@ -0,0 +1,38 @@
|
|||
/****************************************************************************************
|
||||
* \file SHCollisionUtils.cpp
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Implementation for some objects to assist with collision detection
|
||||
*
|
||||
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
****************************************************************************************/
|
||||
|
||||
#include <SHpch.h>
|
||||
|
||||
// Primary Header
|
||||
#include "SHCollisionUtils.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Operator Overload Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHVec3 SHCollisionUtils::ShapeTransform::operator*(const SHVec3& rhs) const noexcept
|
||||
{
|
||||
return SHVec3::Rotate(rhs, orientation) + position;
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Public Member Functions Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
void SHCollisionUtils::ShapeTransform::Invert() noexcept
|
||||
{
|
||||
orientation.Invert();
|
||||
position = SHVec3::Rotate(-position, orientation);
|
||||
}
|
||||
|
||||
|
||||
} // namespace SHADE
|
|
@ -0,0 +1,108 @@
|
|||
/****************************************************************************************
|
||||
* \file SHCollisionUtils.h
|
||||
* \author Diren D Bharwani, diren.dbharwani, 390002520
|
||||
* \brief Interface for some objects to assist with collision detection
|
||||
*
|
||||
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
****************************************************************************************/
|
||||
|
||||
#pragma once
|
||||
|
||||
// Project Headers
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
#include "Physics/Collision/Contacts/SHContact.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* Defines a bunch of helper objects for collision detection.
|
||||
*/
|
||||
class SHCollisionUtils
|
||||
{
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
||||
struct ShapeTransform
|
||||
{
|
||||
public:
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
/* Data Members */
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
|
||||
SHVec3 position;
|
||||
SHQuaternion orientation;
|
||||
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
/* Operator Overloads */
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
|
||||
SHVec3 operator* (const SHVec3& rhs) const noexcept;
|
||||
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
/* Member Functions */
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
|
||||
void Invert() noexcept;
|
||||
};
|
||||
|
||||
struct FaceQuery
|
||||
{
|
||||
public:
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
/* Data Members */
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
|
||||
bool colliding = false; // Allows for early out
|
||||
int32_t closestFace = -1;
|
||||
float bestDistance = std::numeric_limits<float>::lowest();
|
||||
};
|
||||
|
||||
struct EdgeQuery
|
||||
{
|
||||
public:
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
/* Data Members */
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
|
||||
int32_t halfEdgeA = -1;
|
||||
int32_t halfEdgeB = -1;
|
||||
int32_t axis = -1;
|
||||
float bestDistance = std::numeric_limits<float>::lowest();
|
||||
};
|
||||
|
||||
struct EdgeContacts
|
||||
{
|
||||
public:
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
/* Data Members */
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
|
||||
SHVec3 closestPointA;
|
||||
SHVec3 closestPointB;
|
||||
};
|
||||
|
||||
struct ClipVertex
|
||||
{
|
||||
public:
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
/* Data Members */
|
||||
/*-------------------------------------------------------- ----------------------*/
|
||||
|
||||
SHVec3 position;
|
||||
SHContactFeatures featurePair;
|
||||
};
|
||||
|
||||
using ClipVertices = std::vector<ClipVertex>;
|
||||
};
|
||||
|
||||
|
||||
} // namespace SHAD
|
File diff suppressed because it is too large
Load Diff
|
@ -15,14 +15,27 @@
|
|||
#include "SHCollision.h"
|
||||
|
||||
// Project Headers
|
||||
#include "SHCollisionUtils.h"
|
||||
#include "Math/Geometry/SHPlane.h"
|
||||
#include "Math/SHMathHelpers.h"
|
||||
#include "Physics/Collision/Shapes/SHSphere.h"
|
||||
#include "Physics/Collision/Shapes/SHConvexPolyhedron.h"
|
||||
#include "Physics/SHPhysicsConstants.h"
|
||||
|
||||
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Local Functions Declarations */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHCollisionUtils::FaceQuery findClosestFace (const SHSphere&, const SHConvexPolyhedron&) noexcept;
|
||||
int32_t findClosestPoint (const SHSphere&, const SHConvexPolyhedron&, int32_t faceIndex) noexcept;
|
||||
int32_t findVoronoiRegion (const SHSphere&, const SHVec3& faceVertex, const SHVec3& faceNormal, const SHVec3& t1, const SHVec3& t2) noexcept;
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Public Member Functions Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -36,7 +49,7 @@ namespace SHADE
|
|||
const float RADIUS = SPHERE.GetWorldRadius();
|
||||
|
||||
// Find closest face
|
||||
const FaceQuery FACE_QUERY = findClosestFace(SPHERE, POLYHEDRON);
|
||||
const SHCollisionUtils::FaceQuery FACE_QUERY = findClosestFace(SPHERE, POLYHEDRON);
|
||||
if (!FACE_QUERY.colliding)
|
||||
return false;
|
||||
|
||||
|
@ -77,104 +90,106 @@ namespace SHADE
|
|||
{
|
||||
// Convert to underlying types
|
||||
// For the convex, we only need the convex polyhedron shape since the get vertex is pure virtual.
|
||||
const SHSphere& SPHERE = dynamic_cast<const SHSphere&>(A);
|
||||
const SHConvexPolyhedron& POLYHEDRON = dynamic_cast<const SHConvexPolyhedron&>(B);
|
||||
//const SHSphere& SPHERE = dynamic_cast<const SHSphere&>(A);
|
||||
//const SHConvexPolyhedron& POLYHEDRON = dynamic_cast<const SHConvexPolyhedron&>(B);
|
||||
|
||||
const SHVec3 CENTER = SPHERE.Center;
|
||||
const float RADIUS = SPHERE.GetWorldRadius();
|
||||
//const SHVec3 CENTER = SPHERE.Center;
|
||||
//const float RADIUS = SPHERE.GetWorldRadius();
|
||||
|
||||
const FaceQuery FACE_QUERY = findClosestFace(SPHERE, POLYHEDRON);
|
||||
if (!FACE_QUERY.colliding)
|
||||
return false;
|
||||
//const SHCollisionUtils::FaceQuery FACE_QUERY = findClosestFace(SPHERE, POLYHEDRON);
|
||||
//if (!FACE_QUERY.colliding)
|
||||
// return false;
|
||||
|
||||
uint32_t numContacts = 0;
|
||||
const float PENETRATION = RADIUS - FACE_QUERY.bestDistance;
|
||||
//uint32_t numContacts = 0;
|
||||
//const float PENETRATION = RADIUS - FACE_QUERY.bestDistance;
|
||||
|
||||
SHContact contact;
|
||||
contact.featurePair.key = 0;
|
||||
//SHContact contact;
|
||||
//contact.featurePair.key = 0;
|
||||
|
||||
// Check if center is inside polyhedron (below the face)
|
||||
if (FACE_QUERY.bestDistance < SHMath::EPSILON)
|
||||
{
|
||||
manifold.normal = -POLYHEDRON.GetNormal(FACE_QUERY.closestFace);
|
||||
//// Check if center is inside polyhedron (below the face)
|
||||
//if (FACE_QUERY.bestDistance < SHMath::EPSILON)
|
||||
//{
|
||||
// manifold.normal = -POLYHEDRON.GetNormal(FACE_QUERY.closestFace);
|
||||
|
||||
contact.penetration = PENETRATION;
|
||||
contact.position = CENTER;
|
||||
// contact.penetration = PENETRATION;
|
||||
// contact.position = CENTER;
|
||||
|
||||
manifold.contacts[numContacts++] = contact;
|
||||
manifold.numContacts = numContacts;
|
||||
// manifold.contacts[numContacts++] = contact;
|
||||
// manifold.numContacts = numContacts;
|
||||
|
||||
return true;
|
||||
}
|
||||
// return true;
|
||||
//}
|
||||
|
||||
// Find closest face of polygon to circle
|
||||
const int32_t CLOSEST_POINT = findClosestPoint(SPHERE, POLYHEDRON, FACE_QUERY.closestFace);
|
||||
//// Find closest face of polygon to circle
|
||||
//const int32_t CLOSEST_POINT = findClosestPoint(SPHERE, POLYHEDRON, FACE_QUERY.closestFace);
|
||||
|
||||
const auto& FACE = POLYHEDRON.GetFace(FACE_QUERY.closestFace);
|
||||
const SHVec3& FACE_NORMAL = POLYHEDRON.GetNormal(FACE_QUERY.closestFace);
|
||||
const int32_t NUM_VERTICES = static_cast<int32_t>(FACE.vertexIndices.size());
|
||||
//const auto& FACE = POLYHEDRON.GetFace(FACE_QUERY.closestFace);
|
||||
//const SHVec3& FACE_NORMAL = POLYHEDRON.GetNormal(FACE_QUERY.closestFace);
|
||||
//const int32_t NUM_VERTICES = static_cast<int32_t>(FACE.vertexIndices.size());
|
||||
|
||||
// Get points and build tangents
|
||||
const int32_t P2_INDEX = (CLOSEST_POINT + 1) % NUM_VERTICES;
|
||||
const int32_t P3_INDEX = CLOSEST_POINT == 0 ? NUM_VERTICES - 1 : CLOSEST_POINT - 1;
|
||||
//// Get points and build tangents
|
||||
//const int32_t P2_INDEX = (CLOSEST_POINT + 1) % NUM_VERTICES;
|
||||
//const int32_t P3_INDEX = CLOSEST_POINT == 0 ? NUM_VERTICES - 1 : CLOSEST_POINT - 1;
|
||||
|
||||
const SHVec3 P1 = POLYHEDRON.GetVertex(FACE.vertexIndices[CLOSEST_POINT].index);
|
||||
const SHVec3 P2 = POLYHEDRON.GetVertex(FACE.vertexIndices[P2_INDEX].index);
|
||||
const SHVec3 P3 = POLYHEDRON.GetVertex(FACE.vertexIndices[P3_INDEX].index);
|
||||
//const SHVec3 P1 = POLYHEDRON.GetVertex(FACE.vertexIndices[CLOSEST_POINT].index);
|
||||
//const SHVec3 P2 = POLYHEDRON.GetVertex(FACE.vertexIndices[P2_INDEX].index);
|
||||
//const SHVec3 P3 = POLYHEDRON.GetVertex(FACE.vertexIndices[P3_INDEX].index);
|
||||
|
||||
const SHVec3 TANGENT_1 = SHVec3::Normalise(P2 - P1);
|
||||
const SHVec3 TANGENT_2 = SHVec3::Normalise(P3 - P1);
|
||||
//const SHVec3 TANGENT_1 = SHVec3::Normalise(P2 - P1);
|
||||
//const SHVec3 TANGENT_2 = SHVec3::Normalise(P3 - P1);
|
||||
|
||||
// Get the voronoi region it belongs in
|
||||
const int32_t REGION = findVoronoiRegion(SPHERE, P1, FACE_NORMAL, TANGENT_1, TANGENT_2);
|
||||
if (REGION == 0)
|
||||
return false;
|
||||
//// Get the voronoi region it belongs in
|
||||
//const int32_t REGION = findVoronoiRegion(SPHERE, P1, FACE_NORMAL, TANGENT_1, TANGENT_2);
|
||||
//if (REGION == 0)
|
||||
// return false;
|
||||
|
||||
// Create contact information based on region
|
||||
//// Create contact information based on region
|
||||
|
||||
const SHVec3 P1_TO_CENTER = CENTER - P1;
|
||||
switch (REGION)
|
||||
{
|
||||
case 1: // Region A
|
||||
case 2: // Region B
|
||||
{
|
||||
// Find closest point
|
||||
const SHVec3& TANGENT = REGION == 1 ? TANGENT_1 : TANGENT_2;
|
||||
const SHVec3 CP = P1 + TANGENT * SHVec3::Dot(P1_TO_CENTER, TANGENT);
|
||||
const SHVec3 CP_TO_CENTER = CENTER - CP;
|
||||
//const SHVec3 P1_TO_CENTER = CENTER - P1;
|
||||
//switch (REGION)
|
||||
//{
|
||||
// case 1: // Region A
|
||||
// case 2: // Region B
|
||||
// {
|
||||
// // Find closest point
|
||||
// const SHVec3& TANGENT = REGION == 1 ? TANGENT_1 : TANGENT_2;
|
||||
// const SHVec3 CP = P1 + TANGENT * SHVec3::Dot(P1_TO_CENTER, TANGENT);
|
||||
// const SHVec3 CP_TO_CENTER = CENTER - CP;
|
||||
|
||||
manifold.normal = -SHVec3::Normalise(CP_TO_CENTER);
|
||||
// manifold.normal = -SHVec3::Normalise(CP_TO_CENTER);
|
||||
|
||||
contact.penetration = RADIUS - SHVec3::Dot(CP_TO_CENTER, -manifold.normal);
|
||||
contact.position = CP;
|
||||
// contact.penetration = RADIUS - SHVec3::Dot(CP_TO_CENTER, -manifold.normal);
|
||||
// contact.position = CP;
|
||||
|
||||
break;
|
||||
}
|
||||
case 3: // Region C
|
||||
{
|
||||
manifold.normal = -SHVec3::Normalise(P1_TO_CENTER);
|
||||
// break;
|
||||
// }
|
||||
// case 3: // Region C
|
||||
// {
|
||||
// manifold.normal = -SHVec3::Normalise(P1_TO_CENTER);
|
||||
|
||||
contact.penetration = RADIUS - P1_TO_CENTER.Length();
|
||||
contact.position = P1;
|
||||
// contact.penetration = RADIUS - P1_TO_CENTER.Length();
|
||||
// contact.position = P1;
|
||||
|
||||
break;
|
||||
}
|
||||
case 4: // Region D
|
||||
{
|
||||
manifold.normal = -FACE_NORMAL;
|
||||
// break;
|
||||
// }
|
||||
// case 4: // Region D
|
||||
// {
|
||||
// manifold.normal = -FACE_NORMAL;
|
||||
|
||||
contact.penetration = PENETRATION;
|
||||
contact.position = CENTER - FACE_NORMAL * RADIUS;
|
||||
// contact.penetration = PENETRATION;
|
||||
// contact.position = CENTER - FACE_NORMAL * RADIUS;
|
||||
|
||||
break;
|
||||
}
|
||||
default: return false; // Should never happen
|
||||
}
|
||||
// break;
|
||||
// }
|
||||
// default: return false; // Should never happen
|
||||
//}
|
||||
|
||||
manifold.contacts[numContacts++] = contact;
|
||||
manifold.numContacts = numContacts;
|
||||
//manifold.contacts[numContacts++] = contact;
|
||||
//manifold.numContacts = numContacts;
|
||||
|
||||
return true;
|
||||
//return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SHCollision::ConvexVsSphere(SHManifold& manifold, const SHCollisionShape& A, const SHCollisionShape& B) noexcept
|
||||
|
@ -192,15 +207,15 @@ namespace SHADE
|
|||
/* Private Member Functions Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
SHCollision::FaceQuery SHCollision::findClosestFace
|
||||
SHCollisionUtils::FaceQuery findClosestFace
|
||||
(
|
||||
const SHSphere& sphere
|
||||
, const SHConvexPolyhedron& polyhedron
|
||||
) noexcept
|
||||
{
|
||||
FaceQuery faceQuery;
|
||||
SHCollisionUtils::FaceQuery faceQuery;
|
||||
|
||||
const SHVec3 CENTER = sphere.Center;
|
||||
const SHVec3 CENTER = sphere.GetWorldCentroid();
|
||||
const float RADIUS = sphere.GetWorldRadius();
|
||||
|
||||
/*
|
||||
|
@ -238,7 +253,7 @@ namespace SHADE
|
|||
return faceQuery;
|
||||
}
|
||||
|
||||
int32_t SHCollision::findClosestPoint
|
||||
int32_t findClosestPoint
|
||||
(
|
||||
const SHSphere& sphere
|
||||
, const SHConvexPolyhedron& polyhedron
|
||||
|
@ -248,7 +263,7 @@ namespace SHADE
|
|||
// Find closest point on face
|
||||
int32_t closestPointIndex = -1;
|
||||
|
||||
const SHVec3 CENTER = sphere.Center;
|
||||
const SHVec3 CENTER = sphere.GetWorldCentroid();
|
||||
|
||||
const SHHalfEdgeStructure::Face& FACE = polyhedron.GetFace(faceIndex);
|
||||
const int32_t NUM_VERITICES = static_cast<int32_t>(FACE.vertexIndices.size());
|
||||
|
@ -269,7 +284,7 @@ namespace SHADE
|
|||
return closestPointIndex;
|
||||
}
|
||||
|
||||
int32_t SHCollision::findVoronoiRegion
|
||||
int32_t findVoronoiRegion
|
||||
(
|
||||
const SHSphere& sphere
|
||||
, const SHVec3& faceVertex
|
||||
|
@ -294,8 +309,8 @@ namespace SHADE
|
|||
* / / regionC
|
||||
*
|
||||
*/
|
||||
|
||||
const SHVec3 CENTER = sphere.Center;
|
||||
|
||||
const SHVec3 CENTER = sphere.GetWorldCentroid();
|
||||
const float RADIUS = sphere.GetWorldRadius();
|
||||
|
||||
const SHVec3 TANGENTS [NUM_TANGENTS] { tangent1, tangent2 };
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include "SHCollision.h"
|
||||
|
||||
// Project Headers
|
||||
#include "SHCollisionUtils.h"
|
||||
#include "Math/SHMathHelpers.h"
|
||||
#include "Physics/Collision/Shapes/SHSphere.h"
|
||||
|
||||
|
@ -23,7 +24,7 @@ namespace SHADE
|
|||
/* Public Member Functions Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
||||
bool SHCollision::SphereVsSphere(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
|
||||
bool SHCollision::SphereVsSphere(const SHCollisionShape& A, const SHCollisionShape& B) noexcept
|
||||
{
|
||||
const SHSphere& SPHERE_A = dynamic_cast<const SHSphere&>(A);
|
||||
const SHSphere& SPHERE_B = dynamic_cast<const SHSphere&>(B);
|
||||
|
@ -65,26 +66,35 @@ namespace SHADE
|
|||
if (DISTANCE_BETWEEN_CENTERS_SQUARED > COMBINED_RADIUS_SQUARED)
|
||||
return false;
|
||||
|
||||
SHCollisionUtils::ShapeTransform inverseTransformA = { SPHERE_A.GetWorldCentroid(), SPHERE_A.GetWorldOrientation() };
|
||||
SHCollisionUtils::ShapeTransform inverseTransformB = { SPHERE_B.GetWorldCentroid(), SPHERE_B.GetWorldOrientation() };
|
||||
|
||||
inverseTransformA.Invert();
|
||||
inverseTransformB.Invert();
|
||||
|
||||
// Only populate the manifold if there is a collision
|
||||
|
||||
uint32_t numContacts = 0;
|
||||
|
||||
SHContact contact;
|
||||
contact.featurePair.key = 0;
|
||||
contact.penetration = COMBINED_RADIUS - A_TO_B.Length();
|
||||
|
||||
// Degenerate case
|
||||
if (SHMath::CompareFloat(DISTANCE_BETWEEN_CENTERS_SQUARED, 0.0f))
|
||||
{
|
||||
manifold.normal = SHVec3::UnitY;
|
||||
contact.position = CENTER_A;
|
||||
contact.penetration = RADIUS_B;
|
||||
contact.localPointA = RADIUS_A * SHVec3::Rotate(manifold.normal, inverseTransformA.orientation);
|
||||
contact.localPointB = RADIUS_B * SHVec3::Rotate(manifold.normal, inverseTransformB.orientation);
|
||||
|
||||
manifold.contacts[numContacts++] = contact;
|
||||
}
|
||||
else
|
||||
{
|
||||
manifold.normal = SHVec3::Normalise(A_TO_B);
|
||||
contact.position = CENTER_B - manifold.normal * RADIUS_B;
|
||||
contact.penetration = COMBINED_RADIUS - A_TO_B.Length();
|
||||
contact.localPointA = RADIUS_A * SHVec3::Normalise(inverseTransformA * CENTER_B);
|
||||
contact.localPointB = RADIUS_B * SHVec3::Normalise(inverseTransformB * CENTER_A);
|
||||
|
||||
|
||||
manifold.contacts[numContacts++] = contact;
|
||||
}
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
// Project Headers
|
||||
#include "Math/SHMathHelpers.h"
|
||||
#include "Physics/Collision/Narrowphase/SHCollisionDispatch.h"
|
||||
#include "Physics/Collision/Narrowphase/SHCollisionUtils.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -51,8 +52,12 @@ namespace SHADE
|
|||
, .normal = manifold.normal
|
||||
};
|
||||
|
||||
const auto* SHAPE_A = manifold.shapeA;
|
||||
const SHCollisionUtils::ShapeTransform TF_A = { SHAPE_A->GetWorldCentroid(), SHAPE_A->GetWorldOrientation() };
|
||||
|
||||
for (uint32_t i = 0; i < manifold.numContacts; ++i)
|
||||
collisionEvent.contactPoints[i] = manifold.contacts[i].position;
|
||||
collisionEvent.contactPoints[i] = TF_A * manifold.contacts[i].localPointA;
|
||||
|
||||
|
||||
collisionEvents.emplace_back(collisionEvent);
|
||||
}
|
||||
|
@ -71,11 +76,16 @@ namespace SHADE
|
|||
if (manifold.state == SHCollisionState::EXIT)
|
||||
continue;
|
||||
|
||||
const auto* SHAPE_A = manifold.shapeA;
|
||||
const SHCollisionUtils::ShapeTransform TF_A = { SHAPE_A->GetWorldCentroid(), SHAPE_A->GetWorldOrientation() };
|
||||
|
||||
for (uint32_t i = 0; i < manifold.numContacts; ++i)
|
||||
{
|
||||
// Contact position will be the world position of localPointA
|
||||
|
||||
const ContactInfo INFO
|
||||
{
|
||||
.position = manifold.contacts[i].position
|
||||
.position = TF_A * manifold.contacts[i].localPointA
|
||||
, .normal = manifold.normal
|
||||
};
|
||||
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
// Project Headers
|
||||
#include "Math/SHMathHelpers.h"
|
||||
#include "Physics/SHPhysicsConstants.h"
|
||||
#include "Physics/Collision/Narrowphase/SHCollisionUtils.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -108,11 +109,14 @@ namespace SHADE
|
|||
memcpy_s(newConstraint.tangents, TANGENTS_SIZE, manifold.tangents, TANGENTS_SIZE);
|
||||
memcpy_s(newConstraint.contacts, CONTACTS_SIZE, manifold.contacts, CONTACTS_SIZE);
|
||||
|
||||
const SHCollisionUtils::ShapeTransform TF_A = { SHAPE_A->GetWorldCentroid(), SHAPE_A->GetWorldOrientation() };
|
||||
const SHCollisionUtils::ShapeTransform TF_B = { SHAPE_B->GetWorldCentroid(), SHAPE_B->GetWorldOrientation() };
|
||||
|
||||
// Compute rA & rB for contacts
|
||||
for (uint32_t i = 0; i < newConstraint.numContacts; ++i)
|
||||
{
|
||||
newConstraint.contacts[i].rA = newConstraint.contacts[i].position - newConstraint.centerOfMassA;
|
||||
newConstraint.contacts[i].rB = newConstraint.contacts[i].position - newConstraint.centerOfMassB;
|
||||
newConstraint.contacts[i].rA = (TF_A * newConstraint.contacts[i].localPointA) - newConstraint.centerOfMassA;
|
||||
newConstraint.contacts[i].rB = (TF_B * newConstraint.contacts[i].localPointB) - newConstraint.centerOfMassB;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue