reactphysics3d/src/collision/narrowphase/SphereVsSphereAlgorithm.cpp
2021-08-25 20:48:05 +02:00

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6.4 KiB
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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2020 Daniel Chappuis *
*********************************************************************************
* *
* 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. *
* *
********************************************************************************/
// Libraries
#include <reactphysics3d/collision/narrowphase/SphereVsSphereAlgorithm.h>
#include <reactphysics3d/collision/shapes/SphereShape.h>
#include <reactphysics3d/collision/narrowphase/NarrowPhaseInfoBatch.h>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
bool SphereVsSphereAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint32 batchStartIndex, uint32 batchNbItems, MemoryAllocator& /*memoryAllocator*/) {
bool isCollisionFound = false;
// For each item in the batch
for (uint32 batchIndex = batchStartIndex; batchIndex < batchStartIndex + batchNbItems; batchIndex++) {
assert(narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].nbContactPoints == 0);
assert(!narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].isColliding);
// Get the local-space to world-space transforms
const Transform& transform1 = narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].shape1ToWorldTransform;
const Transform& transform2 = narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].shape2ToWorldTransform;
// Compute the distance between the centers
Vector3 vectorBetweenCenters = transform2.getPosition() - transform1.getPosition();
decimal squaredDistanceBetweenCenters = vectorBetweenCenters.lengthSquare();
const SphereShape* sphereShape1 = static_cast<SphereShape*>(narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].collisionShape1);
const SphereShape* sphereShape2 = static_cast<SphereShape*>(narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].collisionShape2);
const decimal sphere1Radius = sphereShape1->getRadius();
const decimal sphere2Radius = sphereShape2->getRadius();
// Compute the sum of the radius
const decimal sumRadiuses = sphere1Radius + sphere2Radius;
// Compute the product of the sum of the radius
const decimal sumRadiusesProducts = sumRadiuses * sumRadiuses;
// If the sphere collision shapes intersect
if (squaredDistanceBetweenCenters < sumRadiusesProducts) {
const decimal penetrationDepth = sumRadiuses - std::sqrt(squaredDistanceBetweenCenters);
// Make sure the penetration depth is not zero (even if the previous condition test was true the penetration depth can still be
// zero because of precision issue of the computation at the previous line)
if (penetrationDepth > 0) {
// If we need to report contacts
if (narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].reportContacts) {
const Transform transform1Inverse = transform1.getInverse();
const Transform transform2Inverse = transform2.getInverse();
Vector3 intersectionOnBody1;
Vector3 intersectionOnBody2;
Vector3 normal;
// If the two sphere centers are not at the same position
if (squaredDistanceBetweenCenters > MACHINE_EPSILON) {
const Vector3 centerSphere2InBody1LocalSpace = transform1Inverse * transform2.getPosition();
const Vector3 centerSphere1InBody2LocalSpace = transform2Inverse * transform1.getPosition();
intersectionOnBody1 = sphere1Radius * centerSphere2InBody1LocalSpace.getUnit();
intersectionOnBody2 = sphere2Radius * centerSphere1InBody2LocalSpace.getUnit();
normal = vectorBetweenCenters.getUnit();
}
else { // If the sphere centers are at the same position (degenerate case)
// Take any contact normal direction
normal.setAllValues(0, 1, 0);
intersectionOnBody1 = sphere1Radius * (transform1Inverse.getOrientation() * normal);
intersectionOnBody2 = sphere2Radius * (transform2Inverse.getOrientation() * normal);
}
// Create the contact info object
narrowPhaseInfoBatch.addContactPoint(batchIndex, normal, penetrationDepth, intersectionOnBody1, intersectionOnBody2);
}
narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].isColliding = true;
isCollisionFound = true;
}
}
}
return isCollisionFound;
}