reactphysics3d/src/collision/ContactManifold.cpp

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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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
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#include <iostream>
#include "ContactManifold.h"
using namespace reactphysics3d;
// Constructor
ContactManifold::ContactManifold(ProxyShape* shape1, ProxyShape* shape2,
MemoryAllocator& memoryAllocator, short normalDirectionId)
: mShape1(shape1), mShape2(shape2), mNormalDirectionId(normalDirectionId),
mNbContactPoints(0), mFrictionImpulse1(0.0), mFrictionImpulse2(0.0),
mFrictionTwistImpulse(0.0), mIsAlreadyInIsland(false),
mMemoryAllocator(memoryAllocator) {
}
// Destructor
ContactManifold::~ContactManifold() {
clear();
}
// Add a contact point in the manifold
void ContactManifold::addContactPoint(ContactPoint* contact) {
// For contact already in the manifold
for (uint i=0; i<mNbContactPoints; i++) {
// Check if the new point point does not correspond to a same contact point
// already in the manifold.
decimal distance = (mContactPoints[i]->getWorldPointOnBody1() -
contact->getWorldPointOnBody1()).lengthSquare();
if (distance <= PERSISTENT_CONTACT_DIST_THRESHOLD*PERSISTENT_CONTACT_DIST_THRESHOLD) {
// Delete the new contact
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contact->~ContactPoint();
mMemoryAllocator.release(contact, sizeof(ContactPoint));
assert(mNbContactPoints > 0);
return;
}
}
// If the contact manifold is full
if (mNbContactPoints == MAX_CONTACT_POINTS_IN_MANIFOLD) {
int indexMaxPenetration = getIndexOfDeepestPenetration(contact);
int indexToRemove = getIndexToRemove(indexMaxPenetration, contact->getLocalPointOnBody1());
removeContactPoint(indexToRemove);
}
// Add the new contact point in the manifold
mContactPoints[mNbContactPoints] = contact;
mNbContactPoints++;
assert(mNbContactPoints > 0);
}
// Remove a contact point from the manifold
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void ContactManifold::removeContactPoint(uint index) {
assert(index < mNbContactPoints);
assert(mNbContactPoints > 0);
// Call the destructor explicitly and tell the memory allocator that
// the corresponding memory block is now free
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mContactPoints[index]->~ContactPoint();
mMemoryAllocator.release(mContactPoints[index], sizeof(ContactPoint));
// If we don't remove the last index
if (index < mNbContactPoints - 1) {
mContactPoints[index] = mContactPoints[mNbContactPoints - 1];
}
mNbContactPoints--;
}
// Update the contact manifold
/// First the world space coordinates of the current contacts in the manifold are recomputed from
/// the corresponding transforms of the bodies because they have moved. Then we remove the contacts
/// with a negative penetration depth (meaning that the bodies are not penetrating anymore) and also
/// the contacts with a too large distance between the contact points in the plane orthogonal to the
/// contact normal.
void ContactManifold::update(const Transform& transform1, const Transform& transform2) {
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if (mNbContactPoints == 0) return;
// Update the world coordinates and penetration depth of the contact points in the manifold
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for (uint i=0; i<mNbContactPoints; i++) {
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mContactPoints[i]->setWorldPointOnBody1(transform1 *
mContactPoints[i]->getLocalPointOnBody1());
mContactPoints[i]->setWorldPointOnBody2(transform2 *
mContactPoints[i]->getLocalPointOnBody2());
mContactPoints[i]->setPenetrationDepth((mContactPoints[i]->getWorldPointOnBody1() -
mContactPoints[i]->getWorldPointOnBody2()).dot(mContactPoints[i]->getNormal()));
}
const decimal squarePersistentContactThreshold = PERSISTENT_CONTACT_DIST_THRESHOLD *
PERSISTENT_CONTACT_DIST_THRESHOLD;
// Remove the contact points that don't represent very well the contact manifold
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for (int i=static_cast<int>(mNbContactPoints)-1; i>=0; i--) {
assert(i < static_cast<int>(mNbContactPoints));
// Compute the distance between contact points in the normal direction
decimal distanceNormal = -mContactPoints[i]->getPenetrationDepth();
// If the contacts points are too far from each other in the normal direction
if (distanceNormal > squarePersistentContactThreshold) {
removeContactPoint(i);
}
else {
// Compute the distance of the two contact points in the plane
// orthogonal to the contact normal
Vector3 projOfPoint1 = mContactPoints[i]->getWorldPointOnBody1() +
mContactPoints[i]->getNormal() * distanceNormal;
Vector3 projDifference = mContactPoints[i]->getWorldPointOnBody2() - projOfPoint1;
// If the orthogonal distance is larger than the valid distance
// threshold, we remove the contact
if (projDifference.lengthSquare() > squarePersistentContactThreshold) {
removeContactPoint(i);
}
}
}
}
// Return the index of the contact point with the larger penetration depth.
/// This corresponding contact will be kept in the cache. The method returns -1 is
/// the new contact is the deepest.
int ContactManifold::getIndexOfDeepestPenetration(ContactPoint* newContact) const {
assert(mNbContactPoints == MAX_CONTACT_POINTS_IN_MANIFOLD);
int indexMaxPenetrationDepth = -1;
decimal maxPenetrationDepth = newContact->getPenetrationDepth();
// For each contact in the cache
for (uint i=0; i<mNbContactPoints; i++) {
// If the current contact has a larger penetration depth
if (mContactPoints[i]->getPenetrationDepth() > maxPenetrationDepth) {
maxPenetrationDepth = mContactPoints[i]->getPenetrationDepth();
indexMaxPenetrationDepth = i;
}
}
// Return the index of largest penetration depth
return indexMaxPenetrationDepth;
}
// Return the index that will be removed.
/// The index of the contact point with the larger penetration
/// depth is given as a parameter. This contact won't be removed. Given this contact, we compute
/// the different area and we want to keep the contacts with the largest area. The new point is also
/// kept. In order to compute the area of a quadrilateral, we use the formula :
/// Area = 0.5 * | AC x BD | where AC and BD form the diagonals of the quadrilateral. Note that
/// when we compute this area, we do not calculate it exactly but we
/// only estimate it because we do not compute the actual diagonals of the quadrialteral. Therefore,
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/// this is only a guess that is faster to compute. This idea comes from the Bullet Physics library
/// by Erwin Coumans (http://wwww.bulletphysics.org).
int ContactManifold::getIndexToRemove(int indexMaxPenetration, const Vector3& newPoint) const {
assert(mNbContactPoints == MAX_CONTACT_POINTS_IN_MANIFOLD);
decimal area0 = 0.0; // Area with contact 1,2,3 and newPoint
decimal area1 = 0.0; // Area with contact 0,2,3 and newPoint
decimal area2 = 0.0; // Area with contact 0,1,3 and newPoint
decimal area3 = 0.0; // Area with contact 0,1,2 and newPoint
if (indexMaxPenetration != 0) {
// Compute the area
Vector3 vector1 = newPoint - mContactPoints[1]->getLocalPointOnBody1();
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Vector3 vector2 = mContactPoints[3]->getLocalPointOnBody1() -
mContactPoints[2]->getLocalPointOnBody1();
Vector3 crossProduct = vector1.cross(vector2);
area0 = crossProduct.lengthSquare();
}
if (indexMaxPenetration != 1) {
// Compute the area
Vector3 vector1 = newPoint - mContactPoints[0]->getLocalPointOnBody1();
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Vector3 vector2 = mContactPoints[3]->getLocalPointOnBody1() -
mContactPoints[2]->getLocalPointOnBody1();
Vector3 crossProduct = vector1.cross(vector2);
area1 = crossProduct.lengthSquare();
}
if (indexMaxPenetration != 2) {
// Compute the area
Vector3 vector1 = newPoint - mContactPoints[0]->getLocalPointOnBody1();
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Vector3 vector2 = mContactPoints[3]->getLocalPointOnBody1() -
mContactPoints[1]->getLocalPointOnBody1();
Vector3 crossProduct = vector1.cross(vector2);
area2 = crossProduct.lengthSquare();
}
if (indexMaxPenetration != 3) {
// Compute the area
Vector3 vector1 = newPoint - mContactPoints[0]->getLocalPointOnBody1();
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Vector3 vector2 = mContactPoints[2]->getLocalPointOnBody1() -
mContactPoints[1]->getLocalPointOnBody1();
Vector3 crossProduct = vector1.cross(vector2);
area3 = crossProduct.lengthSquare();
}
// Return the index of the contact to remove
return getMaxArea(area0, area1, area2, area3);
}
// Return the index of maximum area
int ContactManifold::getMaxArea(decimal area0, decimal area1, decimal area2, decimal area3) const {
if (area0 < area1) {
if (area1 < area2) {
if (area2 < area3) return 3;
else return 2;
}
else {
if (area1 < area3) return 3;
else return 1;
}
}
else {
if (area0 < area2) {
if (area2 < area3) return 3;
else return 2;
}
else {
if (area0 < area3) return 3;
else return 0;
}
}
}
// Clear the contact manifold
void ContactManifold::clear() {
for (uint i=0; i<mNbContactPoints; i++) {
// Call the destructor explicitly and tell the memory allocator that
// the corresponding memory block is now free
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mContactPoints[i]->~ContactPoint();
mMemoryAllocator.release(mContactPoints[i], sizeof(ContactPoint));
}
mNbContactPoints = 0;
}