forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			210 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			210 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|  | /*
 | ||
|  | Bullet Continuous Collision Detection and Physics Library | ||
|  | Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
 | ||
|  | 
 | ||
|  | This software is provided 'as-is', without any express or implied warranty. | ||
|  | In no event will the authors be held liable for any damages arising from the use of this software. | ||
|  | Permission is granted to anyone to use this software for any purpose,  | ||
|  | including commercial applications, and to alter it and redistribute it freely,  | ||
|  | subject to the following restrictions: | ||
|  | 
 | ||
|  | 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. | ||
|  | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | ||
|  | 3. This notice may not be removed or altered from any source distribution. | ||
|  | */ | ||
|  | 
 | ||
|  | #include "LinearMath/btScalar.h"
 | ||
|  | #include "SphereTriangleDetector.h"
 | ||
|  | #include "BulletCollision/CollisionShapes/btTriangleShape.h"
 | ||
|  | #include "BulletCollision/CollisionShapes/btSphereShape.h"
 | ||
|  | 
 | ||
|  | 
 | ||
|  | SphereTriangleDetector::SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle,btScalar contactBreakingThreshold) | ||
|  | :m_sphere(sphere), | ||
|  | m_triangle(triangle), | ||
|  | m_contactBreakingThreshold(contactBreakingThreshold) | ||
|  | { | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | void	SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults) | ||
|  | { | ||
|  | 
 | ||
|  | 	(void)debugDraw; | ||
|  | 	const btTransform& transformA = input.m_transformA; | ||
|  | 	const btTransform& transformB = input.m_transformB; | ||
|  | 
 | ||
|  | 	btVector3 point,normal; | ||
|  | 	btScalar timeOfImpact = btScalar(1.); | ||
|  | 	btScalar depth = btScalar(0.); | ||
|  | //	output.m_distance = btScalar(BT_LARGE_FLOAT);
 | ||
|  | 	//move sphere into triangle space
 | ||
|  | 	btTransform	sphereInTr = transformB.inverseTimes(transformA); | ||
|  | 
 | ||
|  | 	if (collide(sphereInTr.getOrigin(),point,normal,depth,timeOfImpact,m_contactBreakingThreshold)) | ||
|  | 	{ | ||
|  | 		if (swapResults) | ||
|  | 		{ | ||
|  | 			btVector3 normalOnB = transformB.getBasis()*normal; | ||
|  | 			btVector3 normalOnA = -normalOnB; | ||
|  | 			btVector3 pointOnA = transformB*point+normalOnB*depth; | ||
|  | 			output.addContactPoint(normalOnA,pointOnA,depth); | ||
|  | 		} else | ||
|  | 		{ | ||
|  | 			output.addContactPoint(transformB.getBasis()*normal,transformB*point,depth); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | // See also geometrictools.com
 | ||
|  | // Basic idea: D = |p - (lo + t0*lv)| where t0 = lv . (p - lo) / lv . lv
 | ||
|  | btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest); | ||
|  | 
 | ||
|  | btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest) { | ||
|  | 	btVector3 diff = p - from; | ||
|  | 	btVector3 v = to - from; | ||
|  | 	btScalar t = v.dot(diff); | ||
|  | 	 | ||
|  | 	if (t > 0) { | ||
|  | 		btScalar dotVV = v.dot(v); | ||
|  | 		if (t < dotVV) { | ||
|  | 			t /= dotVV; | ||
|  | 			diff -= t*v; | ||
|  | 		} else { | ||
|  | 			t = 1; | ||
|  | 			diff -= v; | ||
|  | 		} | ||
|  | 	} else | ||
|  | 		t = 0; | ||
|  | 
 | ||
|  | 	nearest = from + t*v; | ||
|  | 	return diff.dot(diff);	 | ||
|  | } | ||
|  | 
 | ||
|  | bool SphereTriangleDetector::facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal)  { | ||
|  | 	btVector3 lp(p); | ||
|  | 	btVector3 lnormal(normal); | ||
|  | 	 | ||
|  | 	return pointInTriangle(vertices, lnormal, &lp); | ||
|  | } | ||
|  | 
 | ||
|  | bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold) | ||
|  | { | ||
|  | 
 | ||
|  | 	const btVector3* vertices = &m_triangle->getVertexPtr(0); | ||
|  | 	 | ||
|  | 	btScalar radius = m_sphere->getRadius(); | ||
|  | 	btScalar radiusWithThreshold = radius + contactBreakingThreshold; | ||
|  | 
 | ||
|  | 	btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]); | ||
|  | 
 | ||
|  | 	btScalar l2 = normal.length2(); | ||
|  | 	bool hasContact = false; | ||
|  | 	btVector3 contactPoint; | ||
|  | 
 | ||
|  | 	if (l2 >= SIMD_EPSILON*SIMD_EPSILON) | ||
|  | 	{ | ||
|  | 		normal /= btSqrt(l2); | ||
|  | 
 | ||
|  | 		btVector3 p1ToCentre = sphereCenter - vertices[0]; | ||
|  | 		btScalar distanceFromPlane = p1ToCentre.dot(normal); | ||
|  | 
 | ||
|  | 		if (distanceFromPlane < btScalar(0.)) | ||
|  | 		{ | ||
|  | 			//triangle facing the other way
 | ||
|  | 			distanceFromPlane *= btScalar(-1.); | ||
|  | 			normal *= btScalar(-1.); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		bool isInsideContactPlane = distanceFromPlane < radiusWithThreshold; | ||
|  | 	 | ||
|  | 		// Check for contact / intersection
 | ||
|  | 	 | ||
|  | 		if (isInsideContactPlane) { | ||
|  | 			if (facecontains(sphereCenter, vertices, normal)) { | ||
|  | 				// Inside the contact wedge - touches a point on the shell plane
 | ||
|  | 				hasContact = true; | ||
|  | 				contactPoint = sphereCenter - normal*distanceFromPlane; | ||
|  | 			} | ||
|  | 			else { | ||
|  | 				// Could be inside one of the contact capsules
 | ||
|  | 				btScalar contactCapsuleRadiusSqr = radiusWithThreshold*radiusWithThreshold; | ||
|  | 				btVector3 nearestOnEdge; | ||
|  | 				for (int i = 0; i < m_triangle->getNumEdges(); i++) { | ||
|  | 
 | ||
|  | 					btVector3 pa; | ||
|  | 					btVector3 pb; | ||
|  | 
 | ||
|  | 					m_triangle->getEdge(i, pa, pb); | ||
|  | 
 | ||
|  | 					btScalar distanceSqr = SegmentSqrDistance(pa, pb, sphereCenter, nearestOnEdge); | ||
|  | 					if (distanceSqr < contactCapsuleRadiusSqr) { | ||
|  | 						// Yep, we're inside a capsule
 | ||
|  | 						hasContact = true; | ||
|  | 						contactPoint = nearestOnEdge; | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (hasContact) { | ||
|  | 		btVector3 contactToCentre = sphereCenter - contactPoint; | ||
|  | 		btScalar distanceSqr = contactToCentre.length2(); | ||
|  | 
 | ||
|  | 		if (distanceSqr < radiusWithThreshold*radiusWithThreshold) | ||
|  | 		{ | ||
|  | 			if (distanceSqr>SIMD_EPSILON) | ||
|  | 			{ | ||
|  | 				btScalar distance = btSqrt(distanceSqr); | ||
|  | 				resultNormal = contactToCentre; | ||
|  | 				resultNormal.normalize(); | ||
|  | 				point = contactPoint; | ||
|  | 				depth = -(radius-distance); | ||
|  | 			} else | ||
|  | 			{ | ||
|  | 				resultNormal = normal; | ||
|  | 				point = contactPoint; | ||
|  | 				depth = -radius; | ||
|  | 			} | ||
|  | 			return true; | ||
|  | 		} | ||
|  | 	} | ||
|  | 	 | ||
|  | 	return false; | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | bool SphereTriangleDetector::pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p ) | ||
|  | { | ||
|  | 	const btVector3* p1 = &vertices[0]; | ||
|  | 	const btVector3* p2 = &vertices[1]; | ||
|  | 	const btVector3* p3 = &vertices[2]; | ||
|  | 
 | ||
|  | 	btVector3 edge1( *p2 - *p1 ); | ||
|  | 	btVector3 edge2( *p3 - *p2 ); | ||
|  | 	btVector3 edge3( *p1 - *p3 ); | ||
|  | 
 | ||
|  | 	btVector3 p1_to_p( *p - *p1 ); | ||
|  | 	btVector3 p2_to_p( *p - *p2 ); | ||
|  | 	btVector3 p3_to_p( *p - *p3 ); | ||
|  | 
 | ||
|  | 	btVector3 edge1_normal( edge1.cross(normal)); | ||
|  | 	btVector3 edge2_normal( edge2.cross(normal)); | ||
|  | 	btVector3 edge3_normal( edge3.cross(normal)); | ||
|  | 	 | ||
|  | 	btScalar r1, r2, r3; | ||
|  | 	r1 = edge1_normal.dot( p1_to_p ); | ||
|  | 	r2 = edge2_normal.dot( p2_to_p ); | ||
|  | 	r3 = edge3_normal.dot( p3_to_p ); | ||
|  | 	if ( ( r1 > 0 && r2 > 0 && r3 > 0 ) || | ||
|  | 	     ( r1 <= 0 && r2 <= 0 && r3 <= 0 ) ) | ||
|  | 		return true; | ||
|  | 	return false; | ||
|  | 
 | ||
|  | } |