Jolt Physics
A multi core friendly Game Physics Engine
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InternalEdgeRemovingCollector.h
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1// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
2// SPDX-FileCopyrightText: 2024 Jorrit Rouwe
3// SPDX-License-Identifier: MIT
4
5#pragma once
6
10
11//#define JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
12
13#ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
15#endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
16
18
25{
26 static constexpr uint cMaxLocalDelayedResults = 32;
27 static constexpr uint cMaxLocalVoidedFeatures = 128;
28
30 inline bool IsVoided(const SubShapeID &inSubShapeID, Vec3 inV) const
31 {
32 for (const Voided &vf : mVoidedFeatures)
33 if (vf.mSubShapeID == inSubShapeID
34 && inV.IsClose(Vec3::sLoadFloat3Unsafe(vf.mFeature), 1.0e-8f))
35 return true;
36 return false;
37 }
38
40 inline void VoidFeatures(const CollideShapeResult &inResult)
41 {
42 for (const Vec3 &v : inResult.mShape2Face)
43 if (!IsVoided(inResult.mSubShapeID1, v))
44 {
45 Voided vf;
46 v.StoreFloat3(&vf.mFeature);
47 vf.mSubShapeID = inResult.mSubShapeID1;
48 mVoidedFeatures.push_back(vf);
49 }
50 }
51
53 inline void Chain(const CollideShapeResult &inResult)
54 {
55 // Make sure the chained collector has the same context as we do
56 mChainedCollector.SetContext(GetContext());
57
58 // Forward the hit
59 mChainedCollector.AddHit(inResult);
60
61 // If our chained collector updated its early out fraction, we need to follow
63 }
64
66 inline void ChainAndVoid(const CollideShapeResult &inResult)
67 {
68 Chain(inResult);
69 VoidFeatures(inResult);
70
71 #ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
74 #endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
75 }
76
77public:
80 CollideShapeCollector(inChainedCollector),
81 mChainedCollector(inChainedCollector)
82 {
83 // Initialize arrays to full capacity to avoid needless reallocation calls
84 mVoidedFeatures.reserve(cMaxLocalVoidedFeatures);
85 mDelayedResults.reserve(cMaxLocalDelayedResults);
86 }
87
88 // See: CollideShapeCollector::Reset
89 virtual void Reset() override
90 {
92
93 mChainedCollector.Reset();
94
95 mVoidedFeatures.clear();
96 mDelayedResults.clear();
97 }
98
99 // See: CollideShapeCollector::OnBody
100 virtual void OnBody(const Body &inBody) override
101 {
102 // Just forward the call to our chained collector
103 mChainedCollector.OnBody(inBody);
104 }
105
106 // See: CollideShapeCollector::AddHit
107 virtual void AddHit(const CollideShapeResult &inResult) override
108 {
109 // We only support welding when the shape is a triangle or has more vertices so that we can calculate a normal
110 if (inResult.mShape2Face.size() < 3)
111 return ChainAndVoid(inResult);
112
113 // Get the triangle normal of shape 2 face
114 Vec3 triangle_normal = (inResult.mShape2Face[1] - inResult.mShape2Face[0]).Cross(inResult.mShape2Face[2] - inResult.mShape2Face[0]);
115 float triangle_normal_len = triangle_normal.Length();
116 if (triangle_normal_len < 1e-6f)
117 return ChainAndVoid(inResult);
118
119 // If the triangle normal matches the contact normal within 1 degree, we can process the contact immediately
120 // We make the assumption here that if the contact normal and the triangle normal align that the we're dealing with a 'face contact'
121 Vec3 contact_normal = -inResult.mPenetrationAxis;
122 float contact_normal_len = inResult.mPenetrationAxis.Length();
123 if (triangle_normal.Dot(contact_normal) > 0.999848f * contact_normal_len * triangle_normal_len) // cos(1 degree)
124 return ChainAndVoid(inResult);
125
126 // Delayed processing
127 mDelayedResults.push_back(inResult);
128 }
129
131 void Flush()
132 {
133 // Sort on biggest penetration depth first
135 sorted_indices.resize(mDelayedResults.size());
136 for (uint i = 0; i < uint(mDelayedResults.size()); ++i)
137 sorted_indices[i] = i;
138 QuickSort(sorted_indices.begin(), sorted_indices.end(), [this](uint inLHS, uint inRHS) { return mDelayedResults[inLHS].mPenetrationDepth > mDelayedResults[inRHS].mPenetrationDepth; });
139
140 // Loop over all results
141 for (uint i = 0; i < uint(mDelayedResults.size()); ++i)
142 {
143 const CollideShapeResult &r = mDelayedResults[sorted_indices[i]];
144
145 // Determine which vertex or which edge is the closest to the contact point
146 float best_dist_sq = FLT_MAX;
147 uint best_v1_idx = 0;
148 uint best_v2_idx = 0;
149 uint num_v = uint(r.mShape2Face.size());
150 uint v1_idx = num_v - 1;
151 Vec3 v1 = r.mShape2Face[v1_idx] - r.mContactPointOn2;
152 for (uint v2_idx = 0; v2_idx < num_v; ++v2_idx)
153 {
154 Vec3 v2 = r.mShape2Face[v2_idx] - r.mContactPointOn2;
155 Vec3 v1_v2 = v2 - v1;
156 float denominator = v1_v2.LengthSq();
157 if (denominator < Square(FLT_EPSILON))
158 {
159 // Degenerate, assume v1 is closest, v2 will be tested in a later iteration
160 float v1_len_sq = v1.LengthSq();
161 if (v1_len_sq < best_dist_sq)
162 {
163 best_dist_sq = v1_len_sq;
164 best_v1_idx = v1_idx;
165 best_v2_idx = v1_idx;
166 }
167 }
168 else
169 {
170 // Taken from ClosestPoint::GetBaryCentricCoordinates
171 float fraction = -v1.Dot(v1_v2) / denominator;
172 if (fraction < 1.0e-6f)
173 {
174 // Closest lies on v1
175 float v1_len_sq = v1.LengthSq();
176 if (v1_len_sq < best_dist_sq)
177 {
178 best_dist_sq = v1_len_sq;
179 best_v1_idx = v1_idx;
180 best_v2_idx = v1_idx;
181 }
182 }
183 else if (fraction < 1.0f - 1.0e-6f)
184 {
185 // Closest lies on the line segment v1, v2
186 Vec3 closest = v1 + fraction * v1_v2;
187 float closest_len_sq = closest.LengthSq();
188 if (closest_len_sq < best_dist_sq)
189 {
190 best_dist_sq = closest_len_sq;
191 best_v1_idx = v1_idx;
192 best_v2_idx = v2_idx;
193 }
194 }
195 // else closest is v2, but v2 will be tested in a later iteration
196 }
197
198 v1_idx = v2_idx;
199 v1 = v2;
200 }
201
202 // Check if this vertex/edge is voided
203 bool voided = IsVoided(r.mSubShapeID1, r.mShape2Face[best_v1_idx])
204 && (best_v1_idx == best_v2_idx || IsVoided(r.mSubShapeID1, r.mShape2Face[best_v2_idx]));
205
206 #ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
207 Color color = voided? Color::sRed : Color::sYellow;
211 DebugRenderer::sInstance->DrawMarker(RVec3(r.mShape2Face[best_v1_idx]), IsVoided(r.mSubShapeID1, r.mShape2Face[best_v1_idx])? Color::sRed : Color::sYellow, 0.1f);
212 DebugRenderer::sInstance->DrawMarker(RVec3(r.mShape2Face[best_v2_idx]), IsVoided(r.mSubShapeID1, r.mShape2Face[best_v2_idx])? Color::sRed : Color::sYellow, 0.1f);
213 #endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
214
215 // No voided features, accept the contact
216 if (!voided)
217 Chain(r);
218
219 // Void the features of this face
220 VoidFeatures(r);
221 }
222
223 // All delayed results have been processed
224 mVoidedFeatures.clear();
225 mDelayedResults.clear();
226 }
227
228 // See: CollideShapeCollector::OnBodyEnd
229 virtual void OnBodyEnd() override
230 {
231 Flush();
232 mChainedCollector.OnBodyEnd();
233 }
234
236 static void sCollideShapeVsShape(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, const ShapeFilter &inShapeFilter = { })
237 {
238 JPH_ASSERT(inCollideShapeSettings.mActiveEdgeMode == EActiveEdgeMode::CollideWithAll); // Won't work without colliding with all edges
239 JPH_ASSERT(inCollideShapeSettings.mCollectFacesMode == ECollectFacesMode::CollectFaces); // Won't work without collecting faces
240
241 InternalEdgeRemovingCollector wrapper(ioCollector);
242 CollisionDispatch::sCollideShapeVsShape(inShape1, inShape2, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1, inSubShapeIDCreator2, inCollideShapeSettings, wrapper, inShapeFilter);
243 wrapper.Flush();
244 }
245
246private:
247 // This algorithm tests a convex shape (shape 1) against a set of polygons (shape 2).
248 // This assumption doesn't hold if the shape we're testing is a compound shape, so we must also
249 // store the sub shape ID and ignore voided features that belong to another sub shape ID.
250 struct Voided
251 {
252 Float3 mFeature; // Feature that is voided (of shape 2). Read with Vec3::sLoadFloat3Unsafe so must not be the last member.
253 SubShapeID mSubShapeID; // Sub shape ID of the shape that is colliding against the feature (of shape 1).
254 };
255
256 CollideShapeCollector & mChainedCollector;
259};
260
@ CollideWithAll
Collide with all edges. Use this when you're interested in all collisions.
@ CollectFaces
mShape1/2Face is desired
unsigned int uint
Definition Core.h:487
#define JPH_NAMESPACE_END
Definition Core.h:419
#define JPH_NAMESPACE_BEGIN
Definition Core.h:413
#define JPH_ASSERT(...)
Definition IssueReporting.h:33
JPH_INLINE constexpr T Square(T inV)
Square a value.
Definition Math.h:55
void QuickSort(Iterator inBegin, Iterator inEnd, Compare inCompare)
Implementation of the quick sort algorithm. The STL version implementation is not consistent across p...
Definition QuickSort.h:53
Vec3 RVec3
Definition Real.h:29
JPH_SUPPRESS_WARNINGS_STD_BEGIN JPH_SUPPRESS_WARNINGS_STD_END JPH_NAMESPACE_BEGIN String StringFormat(const char *inFMT,...)
Definition StringTools.cpp:15
Definition Array.h:36
void resize(size_type inNewSize)
Resize array to new length.
Definition Array.h:197
const_iterator begin() const
Iterators.
Definition Array.h:493
size_type size() const
Returns amount of elements in the array.
Definition Array.h:397
void clear()
Destruct all elements and set length to zero.
Definition Array.h:222
void push_back(const T &inValue)
Add element to the back of the array.
Definition Array.h:354
void reserve(size_type inNewSize)
Reserve array space.
Definition Array.h:190
const_iterator end() const
Definition Array.h:498
Definition Body.h:39
ECollectFacesMode mCollectFacesMode
If colliding faces should be collected or only the collision point.
Definition CollideShape.h:80
JPH_OVERRIDE_NEW_DELETE EActiveEdgeMode mActiveEdgeMode
How active edges (edges that a moving object should bump into) are handled.
Definition CollideShape.h:77
Class that contains all information of two colliding shapes.
Definition CollideShape.h:19
SubShapeID mSubShapeID1
Sub shape ID that identifies the face on shape 1.
Definition CollideShape.h:63
Vec3 mContactPointOn2
Contact point on the surface of shape 2 (in world space or relative to base offset)....
Definition CollideShape.h:60
Vec3 mPenetrationAxis
Direction to move shape 2 out of collision along the shortest path (magnitude is meaningless,...
Definition CollideShape.h:61
float mPenetrationDepth
Penetration depth (move shape 2 by this distance to resolve the collision). If CollideShapeSettings::...
Definition CollideShape.h:62
Face mShape2Face
Colliding face on shape 2 (optional result, in world space or relative to base offset)
Definition CollideShape.h:67
Settings to be passed with a collision query.
Definition CollideShape.h:94
Virtual interface that allows collecting multiple collision results.
Definition CollisionCollector.h:45
virtual void AddHit(const ResultType &inResult)=0
This function will be called for every hit found, it's up to the application to decide how to store t...
virtual void Reset()
If you want to reuse this collector, call Reset()
Definition CollisionCollector.h:62
float GetEarlyOutFraction() const
Get the current early out value.
Definition CollisionCollector.h:96
const TransformedShape * GetContext() const
Definition CollisionCollector.h:75
virtual void OnBody(const Body &inBody)
Definition CollisionCollector.h:67
void UpdateEarlyOutFraction(float inFraction)
Update the early out fraction (should be lower than before)
Definition CollisionCollector.h:84
void SetContext(const TransformedShape *inContext)
Definition CollisionCollector.h:74
virtual void OnBodyEnd()
When running a query through the NarrowPhaseQuery class, this will be called after all AddHit calls h...
Definition CollisionCollector.h:70
static void sCollideShapeVsShape(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, const ShapeFilter &inShapeFilter={ })
Definition CollisionDispatch.h:33
Class that holds an RGBA color with 8-bits per component.
Definition Color.h:16
static const Color sGreen
Definition Color.h:57
static const Color sRed
Definition Color.h:55
static const Color sYellow
Definition Color.h:60
virtual void DrawText3D(RVec3Arg inPosition, const string_view &inString, ColorArg inColor=Color::sWhite, float inHeight=0.5f)=0
Draw text.
void DrawMarker(RVec3Arg inPosition, ColorArg inColor, float inSize)
Draw a marker on a position.
Definition DebugRenderer.cpp:172
static DebugRenderer * sInstance
Singleton instance.
Definition DebugRenderer.h:179
void DrawWirePolygon(RMat44Arg inTransform, const VERTEX_ARRAY &inVertices, ColorArg inColor, float inArrowSize=0.0f)
Draw a wireframe polygon.
Definition DebugRenderer.h:83
void DrawArrow(RVec3Arg inFrom, RVec3Arg inTo, ColorArg inColor, float inSize)
Draw an arrow.
Definition DebugRenderer.cpp:184
Class that holds 3 floats. Used as a storage class. Convert to Vec3 for calculations.
Definition Float3.h:13
Definition InternalEdgeRemovingCollector.h:25
virtual void OnBody(const Body &inBody) override
Definition InternalEdgeRemovingCollector.h:100
void Flush()
After all hits have been added, call this function to process the delayed results.
Definition InternalEdgeRemovingCollector.h:131
InternalEdgeRemovingCollector(CollideShapeCollector &inChainedCollector)
Constructor, configures a collector to be called with all the results that do not hit internal edges.
Definition InternalEdgeRemovingCollector.h:79
static void sCollideShapeVsShape(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, const ShapeFilter &inShapeFilter={ })
Version of CollisionDispatch::sCollideShapeVsShape that removes internal edges.
Definition InternalEdgeRemovingCollector.h:236
virtual void Reset() override
If you want to reuse this collector, call Reset()
Definition InternalEdgeRemovingCollector.h:89
virtual void AddHit(const CollideShapeResult &inResult) override
Definition InternalEdgeRemovingCollector.h:107
virtual void OnBodyEnd() override
When running a query through the NarrowPhaseQuery class, this will be called after all AddHit calls h...
Definition InternalEdgeRemovingCollector.h:229
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition Mat44.h:13
static JPH_INLINE Mat44 sIdentity()
Identity matrix.
Definition Mat44.inl:35
Filter class.
Definition ShapeFilter.h:17
Base class for all shapes (collision volume of a body). Defines a virtual interface for collision det...
Definition Shape.h:186
size_type size() const
Returns amount of elements in the array.
Definition StaticArray.h:89
Definition SubShapeID.h:108
A sub shape id contains a path to an element (usually a triangle or other primitive type) of a compou...
Definition SubShapeID.h:23
Definition Vec3.h:17
JPH_INLINE bool IsClose(Vec3Arg inV2, float inMaxDistSq=1.0e-12f) const
Test if two vectors are close.
Definition Vec3.inl:347
JPH_INLINE float Dot(Vec3Arg inV2) const
Dot product.
Definition Vec3.inl:650
JPH_INLINE float Length() const
Length of vector.
Definition Vec3.inl:682
JPH_INLINE Vec3 NormalizedOr(Vec3Arg inZeroValue) const
Normalize vector or return inZeroValue if the length of the vector is zero.
Definition Vec3.inl:721
JPH_INLINE void StoreFloat3(Float3 *outV) const
Store 3 floats to memory.
Definition Vec3.inl:772
JPH_INLINE float LengthSq() const
Squared length of vector.
Definition Vec3.inl:666
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition Vec3.inl:103
static JPH_INLINE Vec3 sLoadFloat3Unsafe(const Float3 &inV)
Load 3 floats from memory (reads 32 bits extra which it doesn't use)
Definition Vec3.inl:135