41 static constexpr int cMaxPointsToIncludeOriginInHull = 32;
42 static_assert(cMaxPointsToIncludeOriginInHull < cMaxPoints);
50#ifdef JPH_ENABLE_ASSERTS
52 float mGJKTolerance = 0.0f;
65 template <
typename A,
typename B>
66 Vec3 Add(
const A &inA,
const B &inB,
Vec3Arg inDirection,
int &outIndex)
69 Vec3 p = inA.GetSupport(inDirection);
70 Vec3 q = inB.GetSupport(-inDirection);
103 template <
typename AE,
typename BE>
114 float combined_radius = inConvexRadiusA + inConvexRadiusB;
115 float combined_radius_sq = combined_radius * combined_radius;
116 float closest_points_dist_sq = mGJK.
GetClosestPoints(inAExcludingConvexRadius, inBExcludingConvexRadius, inTolerance, combined_radius_sq, ioV, outPointA, outPointB);
117 if (closest_points_dist_sq > combined_radius_sq)
122 if (closest_points_dist_sq > 0.0f)
125 float v_len = sqrt(closest_points_dist_sq);
126 outPointA += ioV * (inConvexRadiusA / v_len);
127 outPointB -= ioV * (inConvexRadiusB / v_len);
146 template <
typename AI,
typename BI>
155 SupportPoints support_points;
156 mGJK.
GetClosestPointsSimplex(support_points.mY.data(), support_points.mP, support_points.mQ, support_points.mY.GetSizeRef());
159 switch (support_points.mY.size())
165 support_points.mY.pop_back();
169 (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius,
Vec3(0, 1, 0), p1);
170 (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius,
Vec3(-1, -1, -1), p2);
171 (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius,
Vec3(1, -1, -1), p3);
172 (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius,
Vec3(0, -1, 1), p4);
183 Vec3 axis = (support_points.mY[1] - support_points.mY[0]).Normalized();
186 Vec3 dir2 = rotation * dir1;
187 Vec3 dir3 = rotation * dir2;
189 (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, dir1, p1);
190 (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, dir2, p2);
191 (void)support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, dir3, p3);
207#ifdef JPH_EPA_CONVEX_BUILDER_DRAW
208 hull.DrawLabel(
"Build initial hull");
210#ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
211 Trace(
"Init: num_points = %u", (
uint)support_points.mY.size());
221 if (!hull.
AddPoint(t, i, FLT_MAX, new_triangles))
230#ifdef JPH_EPA_CONVEX_BUILDER_DRAW
231 hull.DrawLabel(
"Complete hull");
238 hull.DrawLabel(
"Ensure origin in hull");
264#ifdef JPH_EPA_CONVEX_BUILDER_DRAW
265 hull.DrawLabel(
"Next iteration");
267#ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
268 Trace(
"EncapsulateOrigin: verts = (%d, %d, %d), closest_dist_sq = %g, centroid = (%g, %g, %g), normal = (%g, %g, %g)",
280 Vec3 w = support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, t->
mNormal, new_index);
282#ifdef JPH_EPA_CONVEX_BUILDER_DRAW
291 if (!t->
IsFacing(w) || !hull.
AddPoint(t, new_index, FLT_MAX, new_triangles))
299 if (!hull.
HasNextTriangle() || support_points.mY.size() >= cMaxPointsToIncludeOriginInHull)
303#ifdef JPH_EPA_CONVEX_BUILDER_DRAW
304 hull.DrawLabel(
"Main algorithm");
308 float closest_dist_sq = FLT_MAX;
314 bool flip_v_sign =
false;
329#ifdef JPH_EPA_CONVEX_BUILDER_DRAW
330 hull.DrawLabel(
"Next iteration");
332#ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
333 Trace(
"FindClosest: verts = (%d, %d, %d), closest_len_sq = %g, centroid = (%g, %g, %g), normal = (%g, %g, %g)",
352 Vec3 w = support_points.Add(inAIncludingConvexRadius, inBIncludingConvexRadius, t->
mNormal, new_index);
365#ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
366 Trace(
"FindClosest: w = (%g, %g, %g), dot = %g, dist_sq = %g",
370#ifdef JPH_EPA_CONVEX_BUILDER_DRAW
380#ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
387 closest_dist_sq = min(closest_dist_sq, dist_sq);
392#ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
393 Trace(
"Not facing triangle");
400 if (!hull.
AddPoint(t, new_index, closest_dist_sq, new_triangles))
402#ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
403 Trace(
"Could not add point");
409 bool has_defect =
false;
410 for (
const Triangle *nt : new_triangles)
411 if (nt->IsFacingOrigin())
418#ifdef JPH_EPA_PENETRATION_DEPTH_DEBUG
424 Vec3 w2 = inAIncludingConvexRadius.GetSupport(-t->
mNormal) - inBIncludingConvexRadius.GetSupport(t->
mNormal);
431 while (hull.
HasNextTriangle() && support_points.mY.size() < cMaxPoints);
437#ifdef JPH_EPA_CONVEX_BUILDER_DRAW
438 hull.DrawLabel(
"Closest found");
468 outPointA = p0 + last->
mLambda[0] * (p1 - p0) + last->
mLambda[1] * (p2 - p0);
469 outPointB = q0 + last->
mLambda[0] * (q1 - q0) + last->
mLambda[1] * (q2 - q0);
474 outPointA = p1 + last->
mLambda[0] * (p0 - p1) + last->
mLambda[1] * (p2 - p1);
475 outPointB = q1 + last->
mLambda[0] * (q0 - q1) + last->
mLambda[1] * (q2 - q1);
484 template <
typename AE,
typename AI,
typename BE,
typename BI>
485 bool GetPenetrationDepth(
const AE &inAExcludingConvexRadius,
const AI &inAIncludingConvexRadius,
float inConvexRadiusA,
const BE &inBExcludingConvexRadius,
const BI &inBIncludingConvexRadius,
float inConvexRadiusB,
float inCollisionToleranceSq,
float inPenetrationTolerance,
Vec3 &ioV,
Vec3 &outPointA,
Vec3 &outPointB)
488 switch (
GetPenetrationDepthStepGJK(inAExcludingConvexRadius, inConvexRadiusA, inBExcludingConvexRadius, inConvexRadiusB, inCollisionToleranceSq, ioV, outPointA, outPointB))
497 return GetPenetrationDepthStepEPA(inAIncludingConvexRadius, inBIncludingConvexRadius, inPenetrationTolerance, ioV, outPointA, outPointB);
521 template <
typename A,
typename B>
522 bool CastShape(
Mat44Arg inStart,
Vec3Arg inDirection,
float inCollisionTolerance,
float inPenetrationTolerance,
const A &inA,
const B &inB,
float inConvexRadiusA,
float inConvexRadiusB,
bool inReturnDeepestPoint,
float &ioLambda,
Vec3 &outPointA,
Vec3 &outPointB,
Vec3 &outContactNormal)
527 if (!mGJK.
CastShape(inStart, inDirection, inCollisionTolerance, inA, inB, inConvexRadiusA, inConvexRadiusB, ioLambda, outPointA, outPointB, outContactNormal))
531 bool contact_normal_invalid = outContactNormal.
IsNearZero(
Square(inCollisionTolerance));
533 if (inReturnDeepestPoint
535 && (inConvexRadiusA + inConvexRadiusB == 0.0f
536 || contact_normal_invalid))
545 else if (contact_normal_invalid)
548 outContactNormal = inDirection;
unsigned int uint
Definition: Core.h:452
#define JPH_NAMESPACE_END
Definition: Core.h:378
#define JPH_NAMESPACE_BEGIN
Definition: Core.h:372
TraceFunction Trace
Definition: IssueReporting.cpp:18
#define JPH_IF_ENABLE_ASSERTS(...)
Definition: IssueReporting.h:35
#define JPH_ASSERT(...)
Definition: IssueReporting.h:33
JPH_INLINE constexpr T Square(T inV)
Square a value.
Definition: Math.h:52
JPH_INLINE constexpr float DegreesToRadians(float inV)
Convert a value from degrees to radians.
Definition: Math.h:13
#define JPH_PROFILE_FUNCTION()
Scope profiling for function.
Definition: Profiler.h:271
static const Color sPurple
Definition: Color.h:61
static const Color sWhite
Definition: Color.h:67
static const Color sRed
Definition: Color.h:55
static const Color sYellow
Definition: Color.h:60
GeometryRef CreateTriangleGeometryForConvex(SupportFunction inGetSupport)
Definition: DebugRenderer.cpp:698
static DebugRenderer * sInstance
Singleton instance.
Definition: DebugRenderer.h:179
int mStartIdx
Vertex index in mPositions that indicates the start vertex of this edge.
Definition: EPAConvexHullBuilder.h:54
Specialized points list that allows direct access to the size.
Definition: EPAConvexHullBuilder.h:172
Class that holds the information of one triangle.
Definition: EPAConvexHullBuilder.h:62
Vec3 mCentroid
Center of the triangle.
Definition: EPAConvexHullBuilder.h:89
bool IsFacing(Vec3Arg inPosition) const
Check if triangle is facing inPosition.
Definition: EPAConvexHullBuilder.h:68
Vec3 mNormal
Normal of this triangle, length is 2 times area of triangle.
Definition: EPAConvexHullBuilder.h:88
Edge mEdge[3]
3 edges of this triangle
Definition: EPAConvexHullBuilder.h:87
float mClosestLenSq
Closest distance^2 from origin to triangle.
Definition: EPAConvexHullBuilder.h:90
float mLambda[2]
Barycentric coordinates of closest point to origin on triangle.
Definition: EPAConvexHullBuilder.h:91
bool mLambdaRelativeTo0
How to calculate the closest point, true: y0 + l0 * (y1 - y0) + l1 * (y2 - y0), false: y1 + l0 * (y0 ...
Definition: EPAConvexHullBuilder.h:92
bool mRemoved
Flag that indicates that triangle has been removed.
Definition: EPAConvexHullBuilder.h:94
A convex hull builder specifically made for the EPA penetration depth calculation....
Definition: EPAConvexHullBuilder.h:24
Triangle * PeekClosestTriangleInQueue()
Access to the next closest triangle to the origin (won't remove it from the queue).
Definition: EPAConvexHullBuilder.h:267
bool HasNextTriangle() const
Check if there's another triangle to process from the queue.
Definition: EPAConvexHullBuilder.h:261
static constexpr int cMaxPoints
Max number of points in hull.
Definition: EPAConvexHullBuilder.h:36
Triangle * PopClosestTriangleFromQueue()
Access to the next closest triangle to the origin and remove it from the queue.
Definition: EPAConvexHullBuilder.h:273
void FreeTriangle(Triangle *inT)
Free a triangle.
Definition: EPAConvexHullBuilder.h:365
Triangle * FindFacingTriangle(Vec3Arg inPosition, float &outBestDistSq)
Definition: EPAConvexHullBuilder.h:280
void Initialize(int inIdx1, int inIdx2, int inIdx3)
Initialize the hull with 3 points.
Definition: EPAConvexHullBuilder.h:233
bool AddPoint(Triangle *inFacingTriangle, int inIdx, float inClosestDistSq, NewTriangles &outTriangles)
Add a new point to the convex hull.
Definition: EPAConvexHullBuilder.h:305
Definition: EPAPenetrationDepth.h:37
bool CastShape(Mat44Arg inStart, Vec3Arg inDirection, float inCollisionTolerance, float inPenetrationTolerance, const A &inA, const B &inB, float inConvexRadiusA, float inConvexRadiusB, bool inReturnDeepestPoint, float &ioLambda, Vec3 &outPointA, Vec3 &outPointB, Vec3 &outContactNormal)
Definition: EPAPenetrationDepth.h:522
bool GetPenetrationDepth(const AE &inAExcludingConvexRadius, const AI &inAIncludingConvexRadius, float inConvexRadiusA, const BE &inBExcludingConvexRadius, const BI &inBIncludingConvexRadius, float inConvexRadiusB, float inCollisionToleranceSq, float inPenetrationTolerance, Vec3 &ioV, Vec3 &outPointA, Vec3 &outPointB)
Definition: EPAPenetrationDepth.h:485
EStatus GetPenetrationDepthStepGJK(const AE &inAExcludingConvexRadius, float inConvexRadiusA, const BE &inBExcludingConvexRadius, float inConvexRadiusB, float inTolerance, Vec3 &ioV, Vec3 &outPointA, Vec3 &outPointB)
Definition: EPAPenetrationDepth.h:104
EStatus
Return code for GetPenetrationDepthStepGJK.
Definition: EPAPenetrationDepth.h:86
@ NotColliding
Returned if the objects don't collide, in this case outPointA/outPointB are invalid.
@ Indeterminate
Returned if the objects penetrate further than the convex radius. In this case you need to call GetPe...
@ Colliding
Returned if the objects penetrate.
bool GetPenetrationDepthStepEPA(const AI &inAIncludingConvexRadius, const BI &inBIncludingConvexRadius, float inTolerance, Vec3 &outV, Vec3 &outPointA, Vec3 &outPointB)
Definition: EPAPenetrationDepth.h:147
Definition: GJKClosestPoint.h:23
bool CastShape(Mat44Arg inStart, Vec3Arg inDirection, float inTolerance, const A &inA, const B &inB, float &ioLambda)
Definition: GJKClosestPoint.h:659
void GetClosestPointsSimplex(Vec3 *outY, Vec3 *outP, Vec3 *outQ, uint &outNumPoints) const
Definition: GJKClosestPoint.h:496
float GetClosestPoints(const A &inA, const B &inB, float inTolerance, float inMaxDistSq, Vec3 &ioV, Vec3 &outPointA, Vec3 &outPointB)
Definition: GJKClosestPoint.h:328
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 sRotation(Vec3Arg inAxis, float inAngle)
Rotate around arbitrary axis.
Definition: Mat44.inl:139
Simple variable length array backed by a fixed size buffer.
Definition: StaticArray.h:14
void push_back(const T &inElement)
Add element to the back of the array.
Definition: StaticArray.h:61
uint size_type
Definition: StaticArray.h:18
size_type size() const
Returns amount of elements in the array.
Definition: StaticArray.h:89
JPH_INLINE float Dot(Vec3Arg inV2) const
Dot product.
Definition: Vec3.inl:649
JPH_INLINE Vec3 GetNormalizedPerpendicular() const
Get normalized vector that is perpendicular to this vector.
Definition: Vec3.inl:824
JPH_INLINE float GetX() const
Get individual components.
Definition: Vec3.h:124
JPH_INLINE Vec3 NormalizedOr(Vec3Arg inZeroValue) const
Normalize vector or return inZeroValue if the length of the vector is zero.
Definition: Vec3.inl:720
JPH_INLINE float GetY() const
Definition: Vec3.h:125
JPH_INLINE float LengthSq() const
Squared length of vector.
Definition: Vec3.inl:665
JPH_INLINE bool IsNearZero(float inMaxDistSq=1.0e-12f) const
Test if vector is near zero.
Definition: Vec3.inl:351
static JPH_INLINE Vec3 sZero()
Vector with all zeros.
Definition: Vec3.inl:107
JPH_INLINE float GetZ() const
Definition: Vec3.h:126
Structure that adds a convex radius.
Definition: ConvexSupport.h:46
Structure that performs a Minkowski difference A - B.
Definition: ConvexSupport.h:67
Vec3 GetSupport(Vec3Arg inDirection) const
Calculate the support vector for this convex shape.
Definition: ConvexSupport.h:75