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
62 UpdateEarlyOutFraction(mChainedCollector.GetEarlyOutFraction());
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
72 DebugRenderer::sInstance->DrawWirePolygon(RMat44::sTranslation(mBaseOffset), inResult.mShape2Face, Color::sGreen);
73 DebugRenderer::sInstance->DrawArrow(mBaseOffset + inResult.mContactPointOn2, mBaseOffset + inResult.mContactPointOn2 + inResult.mPenetrationAxis.NormalizedOr(Vec3::sZero()), Color::sGreen, 0.1f);
74 #endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
75 }
76
77public:
80 #ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
81 , RVec3Arg inBaseOffset
82 #endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
83 ) :
84 CollideShapeCollector(inChainedCollector),
85 mChainedCollector(inChainedCollector)
86 #ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
87 , mBaseOffset(inBaseOffset)
88 #endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
89 {
90 // Initialize arrays to full capacity to avoid needless reallocation calls
91 mVoidedFeatures.reserve(cMaxLocalVoidedFeatures);
92 mDelayedResults.reserve(cMaxLocalDelayedResults);
93 }
94
95 // See: CollideShapeCollector::Reset
96 virtual void Reset() override
97 {
99
100 mChainedCollector.Reset();
101
102 mVoidedFeatures.clear();
103 mDelayedResults.clear();
104 }
105
106 // See: CollideShapeCollector::OnBody
107 virtual void OnBody(const Body &inBody) override
108 {
109 // Just forward the call to our chained collector
110 mChainedCollector.OnBody(inBody);
111 }
112
113 // See: CollideShapeCollector::AddHit
114 virtual void AddHit(const CollideShapeResult &inResult) override
115 {
116 // We only support welding when the shape is a triangle or has more vertices so that we can calculate a normal
117 if (inResult.mShape2Face.size() < 3)
118 return ChainAndVoid(inResult);
119
120 // Get the triangle normal of shape 2 face
121 Vec3 triangle_normal = (inResult.mShape2Face[1] - inResult.mShape2Face[0]).Cross(inResult.mShape2Face[2] - inResult.mShape2Face[0]);
122 float triangle_normal_len = triangle_normal.Length();
123 if (triangle_normal_len < 1e-6f)
124 return ChainAndVoid(inResult);
125
126 // If the triangle normal matches the contact normal within 1 degree, we can process the contact immediately
127 // We make the assumption here that if the contact normal and the triangle normal align that the we're dealing with a 'face contact'
128 Vec3 contact_normal = -inResult.mPenetrationAxis;
129 float contact_normal_len = inResult.mPenetrationAxis.Length();
130 if (triangle_normal.Dot(contact_normal) > 0.999848f * contact_normal_len * triangle_normal_len) // cos(1 degree)
131 return ChainAndVoid(inResult);
132
133 // Delayed processing
134 mDelayedResults.push_back(inResult);
135 }
136
138 void Flush()
139 {
140 // Sort on biggest penetration depth first
142 sorted_indices.resize(mDelayedResults.size());
143 for (uint i = 0; i < uint(mDelayedResults.size()); ++i)
144 sorted_indices[i] = i;
145 QuickSort(sorted_indices.begin(), sorted_indices.end(), [this](uint inLHS, uint inRHS) { return mDelayedResults[inLHS].mPenetrationDepth > mDelayedResults[inRHS].mPenetrationDepth; });
146
147 // Loop over all results
148 for (uint i = 0; i < uint(mDelayedResults.size()); ++i)
149 {
150 const CollideShapeResult &r = mDelayedResults[sorted_indices[i]];
151
152 // Determine which vertex or which edge is the closest to the contact point
153 float best_dist_sq = FLT_MAX;
154 uint best_v1_idx = 0;
155 uint best_v2_idx = 0;
156 uint num_v = uint(r.mShape2Face.size());
157 uint v1_idx = num_v - 1;
158 Vec3 v1 = r.mShape2Face[v1_idx] - r.mContactPointOn2;
159 for (uint v2_idx = 0; v2_idx < num_v; ++v2_idx)
160 {
161 Vec3 v2 = r.mShape2Face[v2_idx] - r.mContactPointOn2;
162 Vec3 v1_v2 = v2 - v1;
163 float denominator = v1_v2.LengthSq();
164 if (denominator < Square(FLT_EPSILON))
165 {
166 // Degenerate, assume v1 is closest, v2 will be tested in a later iteration
167 float v1_len_sq = v1.LengthSq();
168 if (v1_len_sq < best_dist_sq)
169 {
170 best_dist_sq = v1_len_sq;
171 best_v1_idx = v1_idx;
172 best_v2_idx = v1_idx;
173 }
174 }
175 else
176 {
177 // Taken from ClosestPoint::GetBaryCentricCoordinates
178 float fraction = -v1.Dot(v1_v2) / denominator;
179 if (fraction < 1.0e-6f)
180 {
181 // Closest lies on v1
182 float v1_len_sq = v1.LengthSq();
183 if (v1_len_sq < best_dist_sq)
184 {
185 best_dist_sq = v1_len_sq;
186 best_v1_idx = v1_idx;
187 best_v2_idx = v1_idx;
188 }
189 }
190 else if (fraction < 1.0f - 1.0e-6f)
191 {
192 // Closest lies on the line segment v1, v2
193 Vec3 closest = v1 + fraction * v1_v2;
194 float closest_len_sq = closest.LengthSq();
195 if (closest_len_sq < best_dist_sq)
196 {
197 best_dist_sq = closest_len_sq;
198 best_v1_idx = v1_idx;
199 best_v2_idx = v2_idx;
200 }
201 }
202 // else closest is v2, but v2 will be tested in a later iteration
203 }
204
205 v1_idx = v2_idx;
206 v1 = v2;
207 }
208
209 // Check if this vertex/edge is voided
210 bool voided = IsVoided(r.mSubShapeID1, r.mShape2Face[best_v1_idx])
211 && (best_v1_idx == best_v2_idx || IsVoided(r.mSubShapeID1, r.mShape2Face[best_v2_idx]));
212
213 #ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
214 Color color = voided? Color::sRed : Color::sYellow;
215 DebugRenderer::sInstance->DrawText3D(mBaseOffset + r.mContactPointOn2, StringFormat("%d: %g", i, r.mPenetrationDepth), color, 0.1f);
216 DebugRenderer::sInstance->DrawWirePolygon(RMat44::sTranslation(mBaseOffset), r.mShape2Face, color);
217 DebugRenderer::sInstance->DrawArrow(mBaseOffset + r.mContactPointOn2, mBaseOffset + r.mContactPointOn2 + r.mPenetrationAxis.NormalizedOr(Vec3::sZero()), color, 0.1f);
218 DebugRenderer::sInstance->DrawMarker(mBaseOffset + r.mShape2Face[best_v1_idx], IsVoided(r.mSubShapeID1, r.mShape2Face[best_v1_idx])? Color::sRed : Color::sYellow, 0.1f);
219 DebugRenderer::sInstance->DrawMarker(mBaseOffset + r.mShape2Face[best_v2_idx], IsVoided(r.mSubShapeID1, r.mShape2Face[best_v2_idx])? Color::sRed : Color::sYellow, 0.1f);
220 #endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
221
222 // No voided features, accept the contact
223 if (!voided)
224 Chain(r);
225
226 // Void the features of this face
227 VoidFeatures(r);
228 }
229
230 // All delayed results have been processed
231 mVoidedFeatures.clear();
232 mDelayedResults.clear();
233 }
234
235 // See: CollideShapeCollector::OnBodyEnd
236 virtual void OnBodyEnd() override
237 {
238 Flush();
239 mChainedCollector.OnBodyEnd();
240 }
241
243 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 = { }
244#ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
245 , RVec3Arg inBaseOffset = RVec3::sZero()
246#endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
247 )
248 {
249 JPH_ASSERT(inCollideShapeSettings.mActiveEdgeMode == EActiveEdgeMode::CollideWithAll); // Won't work without colliding with all edges
250 JPH_ASSERT(inCollideShapeSettings.mCollectFacesMode == ECollectFacesMode::CollectFaces); // Won't work without collecting faces
251
252 InternalEdgeRemovingCollector wrapper(ioCollector
253 #ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
254 , inBaseOffset
255 #endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
256 );
257 CollisionDispatch::sCollideShapeVsShape(inShape1, inShape2, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1, inSubShapeIDCreator2, inCollideShapeSettings, wrapper, inShapeFilter);
258 wrapper.Flush();
259 }
260
261private:
262 // This algorithm tests a convex shape (shape 1) against a set of polygons (shape 2).
263 // This assumption doesn't hold if the shape we're testing is a compound shape, so we must also
264 // store the sub shape ID and ignore voided features that belong to another sub shape ID.
265 struct Voided
266 {
267 Float3 mFeature; // Feature that is voided (of shape 2). Read with Vec3::sLoadFloat3Unsafe so must not be the last member.
268 SubShapeID mSubShapeID; // Sub shape ID of the shape that is colliding against the feature (of shape 1).
269 };
270
271 CollideShapeCollector & mChainedCollector;
274#ifdef JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
275 RVec3 mBaseOffset; // Base offset for the query, used to draw the results in the right place
276#endif // JPH_INTERNAL_EDGE_REMOVING_COLLECTOR_DEBUG
277};
278
@ CollideWithAll
Collide with all edges. Use this when you're interested in all collisions.
Definition ActiveEdgeMode.h:14
@ CollectFaces
mShape1/2Face is desired
Definition CollectFacesMode.h:12
unsigned int uint
Definition Core.h:500
#define JPH_NAMESPACE_END
Definition Core.h:425
#define JPH_NAMESPACE_BEGIN
Definition Core.h:419
#define JPH_ASSERT(...)
Definition IssueReporting.h:33
JPH_INLINE constexpr T Square(T inV)
Square a value.
Definition Math.h:55
const Vec3 Vec3Arg
Definition MathTypes.h:19
const Mat44 & Mat44Arg
Definition MathTypes.h:29
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
Vec3Arg RVec3Arg
Definition Real.h:30
Vec3 RVec3
Definition Real.h:29
@ Array
Used in attribute declaration, indicates that this is an array of objects.
Definition SerializableAttribute.h:23
CollisionCollector< CollideShapeResult, CollisionCollectorTraitsCollideShape > CollideShapeCollector
Definition Shape.h:47
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
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
const TransformedShape * GetContext() const
Definition CollisionCollector.h:75
void UpdateEarlyOutFraction(float inFraction)
Definition CollisionCollector.h:84
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:71
static const Color sRed
Definition Color.h:69
static const Color sYellow
Definition Color.h:74
static DebugRenderer * sInstance
Singleton instance.
Definition DebugRenderer.h:179
Definition InternalEdgeRemovingCollector.h:25
virtual void OnBody(const Body &inBody) override
Definition InternalEdgeRemovingCollector.h:107
void Flush()
After all hits have been added, call this function to process the delayed results.
Definition InternalEdgeRemovingCollector.h:138
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:243
virtual void Reset() override
If you want to reuse this collector, call Reset().
Definition InternalEdgeRemovingCollector.h:96
virtual void AddHit(const CollideShapeResult &inResult) override
This function will be called for every hit found, it's up to the application to decide how to store t...
Definition InternalEdgeRemovingCollector.h:114
virtual void OnBodyEnd() override
When running a query through the NarrowPhaseQuery class, this will be called after all AddHit calls h...
Definition InternalEdgeRemovingCollector.h:236
static JPH_INLINE Mat44 sTranslation(Vec3Arg inV)
Get matrix that translates.
Definition Mat44.inl:144
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