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@ -83,6 +83,8 @@ namespace SHADE
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const FaceQuery& BEST_FACE_QUERY = FACE_QUERY_A.bestDistance > FACE_QUERY_B.bestDistance ? FACE_QUERY_A : FACE_QUERY_B;
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uint32_t numContacts = 0;
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// If an edge pair contains the closest distance,vwe ignore any face queries and find the closest points on
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// each edge and use that as the contact point.
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// Artificially increase the depth of this collision by a small tolerance to tend towards picking a face query in the next frame.
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@ -91,22 +93,31 @@ namespace SHADE
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const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_A = POLY_A.GetHalfEdge(EDGE_QUERY.halfEdgeA);
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const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_B = POLY_B.GetHalfEdge(EDGE_QUERY.halfEdgeB);
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const SHVec3 HEAD_A = POLY_A.GetVertex(HALF_EDGE_A.headVertexIndex);
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const SHVec3 TAIL_A = POLY_A.GetVertex(HALF_EDGE_A.tailVertexIndex);
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const SHVec3 HEAD_B = POLY_B.GetVertex(HALF_EDGE_B.headVertexIndex);
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const SHVec3 TAIL_B = POLY_B.GetVertex(HALF_EDGE_B.tailVertexIndex);
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const SHVec3 VA = SHVec3::Normalise(HEAD_A - TAIL_A);
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const SHVec3 VB = SHVec3::Normalise(HEAD_B - TAIL_B);
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manifold.normal = SHVec3::Cross(VB, VA);
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// Flip normal if need to ( A -> B)
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if (SHVec3::Dot(manifold.normal, HEAD_A - A.GetWorldCentroid()) < 0.0f)
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manifold.normal = -manifold.normal;
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// In this scenario, we only have one contact
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SHContactFeatures featurePair;
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featurePair.typeA = SHUtilities::ConvertEnum(SHContactFeatures::Type::VERTEX);
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featurePair.indexA = HALF_EDGE_A.tailVertexIndex;
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featurePair.typeB = SHUtilities::ConvertEnum(SHContactFeatures::Type::VERTEX);
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featurePair.indexB = HALF_EDGE_B.tailVertexIndex;
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SHContact contact;
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contact.featurePair = featurePair;
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contact.featurePair.typeA = SHUtilities::ConvertEnum(SHContactFeatures::Type::VERTEX);
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contact.featurePair.indexA = HALF_EDGE_A.tailVertexIndex;
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contact.featurePair.typeB = SHUtilities::ConvertEnum(SHContactFeatures::Type::VERTEX);
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contact.featurePair.indexB = HALF_EDGE_B.tailVertexIndex;
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contact.position = findClosestPointBetweenEdges(POLY_A, POLY_B, EDGE_QUERY.halfEdgeA, EDGE_QUERY.halfEdgeB, manifold.normal);
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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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manifold.contacts[0] = contact;
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manifold.numContacts = 1;
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manifold.contacts[numContacts++] = contact;
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manifold.numContacts = numContacts;
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return true;
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}
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@ -237,8 +248,22 @@ namespace SHADE
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return SHVec3::Dot(normal, HEAD_B - HEAD_A);
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}
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SHVec3 SHCollision::findClosestPointBetweenEdges(const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB, SHVec3& normal) noexcept
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SHVec3 SHCollision::findClosestPointBetweenEdges(const SHConvexPolyhedron& A, const SHConvexPolyhedron& B, int32_t edgeA, int32_t edgeB) noexcept
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{
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/*
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* The two edges can be parameterised in the form p + tv
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*
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* LA(r) = A + rVA
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* LB(s) = B + sVB
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*
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* The vector between the closest points is the cross product of VA and VB.
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* Since the cross product is orthogonal to VA and VB, we can generalise this as:
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* (LB(s) - LA(r)) /dot VA = 0
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* (LB(s) - LA(r)) /dot VB = 0
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*
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* Where LB(s) - LA(r) is the same vector as VB X VA.
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*/
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const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_A = A.GetHalfEdge(edgeA);
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const SHHalfEdgeStructure::HalfEdge& HALF_EDGE_B = B.GetHalfEdge(edgeB);
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@ -250,37 +275,35 @@ namespace SHADE
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const SHVec3 VA = SHVec3::Normalise(HEAD_A - TAIL_A);
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const SHVec3 VB = SHVec3::Normalise(HEAD_B - TAIL_B);
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normal = SHVec3::Cross(VB, VA);
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// Flip normal if need to ( A -> B)
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if (SHVec3::Dot(normal, HEAD_A - A.GetWorldCentroid()) < 0.0f)
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normal = -normal;
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/*
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* Find a1, a2, b1, b2, c1, c2 to solve the simultaneous equation
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* C' = TAIL_B - TAIL_A
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* U = VA / VB
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*
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* a = VBxUx + VByUy + VBzUz
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* b = -VAxUx - VAyUy - VAzUz
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* c = (Cx'Ux + Cy'Uy + Cz'Uz)
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* C' = TAIL_B - TAIL_A
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*
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* a = VB /dot U
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* b = -VA /dot U
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* c = C' /dot U
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*
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* U is either VA or VB
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*/
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const SHVec3 C = TAIL_B - TAIL_A;
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const float A1 = VB.x * VA.x + VB.y * VA.y + VB.z * VA.z;
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const float A2 = VB.x * VB.x + VB.y * VB.y + VB.z * VB.z;
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const float B1 = -VA.x * VA.x + -VA.y * VA.y + -VA.z * VA.z;
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const float B2 = -VA.x * VB.x + -VA.y * VB.y + -VA.z * VB.z;
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const float C1 = C.x * VA.x + C.y + VA.y + C.z + VA.z;
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const float C2 = C.x * VB.x + C.y + VB.y + C.z + VB.z;
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const float VB_DOT_VA = SHVec3::Dot(VB, VA);
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const float VB_DOT_VB = SHVec3::Dot(VB, VB);
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const float AV_DOT_VA = SHVec3::Dot(-VA, VA);
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const float AV_DOT_VB = SHVec3::Dot(-VA, VB);
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const float C_DOT_VA = SHVec3::Dot(C, VA);
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const float C_DOT_VB = SHVec3::Dot(C, VB);
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/*
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* R = -c2 / ( b2 - (a2 * (c1 + b1)) / a1 )
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* S = (b1 / a1) * (c2 / ( b2 - (a2 * b1) / a1 )) - (c1 / a1)
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*
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* We only need to solve for R
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*/
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const float R = -C2 / (B2 - (A2 * (C1 + B1)) / A1);
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const float R = -C_DOT_VB / (AV_DOT_VB - (VB_DOT_VB * (C_DOT_VA + AV_DOT_VA)) / VB_DOT_VA);
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// Just take a point from A since it's A -> B
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return TAIL_A + R * VA;
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