Create SphereVsCapsuleNarrowPhaseInfoBatch
This commit is contained in:
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11ddc3f079
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@ -98,6 +98,7 @@ SET (REACTPHYSICS3D_HEADERS
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"src/collision/narrowphase/NarrowPhaseInfoBatch.h"
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"src/collision/narrowphase/SphereVsSphereNarrowPhaseInfoBatch.h"
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"src/collision/narrowphase/CapsuleVsCapsuleNarrowPhaseInfoBatch.h"
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"src/collision/narrowphase/SphereVsCapsuleNarrowPhaseInfoBatch.h"
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"src/collision/shapes/AABB.h"
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"src/collision/shapes/ConvexShape.h"
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"src/collision/shapes/ConvexPolyhedronShape.h"
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@ -184,6 +185,7 @@ SET (REACTPHYSICS3D_SOURCES
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"src/collision/narrowphase/NarrowPhaseInfoBatch.cpp"
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"src/collision/narrowphase/SphereVsSphereNarrowPhaseInfoBatch.cpp"
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"src/collision/narrowphase/CapsuleVsCapsuleNarrowPhaseInfoBatch.cpp"
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"src/collision/narrowphase/SphereVsCapsuleNarrowPhaseInfoBatch.cpp"
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"src/collision/shapes/AABB.cpp"
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"src/collision/shapes/ConvexShape.cpp"
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"src/collision/shapes/ConvexPolyhedronShape.cpp"
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@ -253,7 +253,7 @@ bool CollisionDetection::testNarrowPhaseCollision(NarrowPhaseInput& narrowPhaseI
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// get the narrow-phase batches to test for collision
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SphereVsSphereNarrowPhaseInfoBatch& sphereVsSphereBatch = narrowPhaseInput.getSphereVsSphereBatch();
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NarrowPhaseInfoBatch& sphereVsCapsuleBatch = narrowPhaseInput.getSphereVsCapsuleBatch();
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SphereVsCapsuleNarrowPhaseInfoBatch& sphereVsCapsuleBatch = narrowPhaseInput.getSphereVsCapsuleBatch();
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CapsuleVsCapsuleNarrowPhaseInfoBatch& capsuleVsCapsuleBatch = narrowPhaseInput.getCapsuleVsCapsuleBatch();
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NarrowPhaseInfoBatch& sphereVsConvexPolyhedronBatch = narrowPhaseInput.getSphereVsConvexPolyhedronBatch();
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NarrowPhaseInfoBatch& capsuleVsConvexPolyhedronBatch = narrowPhaseInput.getCapsuleVsConvexPolyhedronBatch();
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@ -32,11 +32,11 @@
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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// Struct SphereVsSphereNarrowPhaseInfoBatch
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// Struct CapsuleVsCapsuleNarrowPhaseInfoBatch
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/**
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* This structure collects all the potential collisions from the middle-phase algorithm
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* that have to be tested during narrow-phase collision detection. This class collects all the
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* sphere vs sphere collision detection tests.
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* capsule vs capsule collision detection tests.
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*/
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struct CapsuleVsCapsuleNarrowPhaseInfoBatch : public NarrowPhaseInfoBatch {
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@ -47,7 +47,7 @@ void NarrowPhaseInput::addNarrowPhaseTest(OverlappingPair* pair, CollisionShape*
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mSphereVsSphereBatch.addNarrowPhaseInfo(pair, shape1, shape2, shape1Transform, shape2Transform);
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break;
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case NarrowPhaseAlgorithmType::SphereVsCapsule:
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mSphereVsCapsuleBatch.addNarrowPhaseInfo(pair, shape1, shape2, shape1Transform, shape2Transform, shapeAllocator);
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mSphereVsCapsuleBatch.addNarrowPhaseInfo(pair, shape1, shape2, shape1Transform, shape2Transform);
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break;
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case NarrowPhaseAlgorithmType::CapsuleVsCapsule:
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mCapsuleVsCapsuleBatch.addNarrowPhaseInfo(pair, shape1, shape2, shape1Transform, shape2Transform);
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@ -31,6 +31,7 @@
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#include "collision/narrowphase/NarrowPhaseInfoBatch.h"
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#include "collision/narrowphase/SphereVsSphereNarrowPhaseInfoBatch.h"
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#include "collision/narrowphase/CapsuleVsCapsuleNarrowPhaseInfoBatch.h"
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#include "collision/narrowphase/SphereVsCapsuleNarrowPhaseInfoBatch.h"
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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@ -55,7 +56,7 @@ class NarrowPhaseInput {
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private:
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SphereVsSphereNarrowPhaseInfoBatch mSphereVsSphereBatch;
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NarrowPhaseInfoBatch mSphereVsCapsuleBatch;
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SphereVsCapsuleNarrowPhaseInfoBatch mSphereVsCapsuleBatch;
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CapsuleVsCapsuleNarrowPhaseInfoBatch mCapsuleVsCapsuleBatch;
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NarrowPhaseInfoBatch mSphereVsConvexPolyhedronBatch;
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NarrowPhaseInfoBatch mCapsuleVsConvexPolyhedronBatch;
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@ -75,7 +76,7 @@ class NarrowPhaseInput {
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SphereVsSphereNarrowPhaseInfoBatch& getSphereVsSphereBatch();
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/// Get a reference to the sphere vs capsule batch
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NarrowPhaseInfoBatch& getSphereVsCapsuleBatch();
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SphereVsCapsuleNarrowPhaseInfoBatch& getSphereVsCapsuleBatch();
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/// Get a reference to the capsule vs capsule batch
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CapsuleVsCapsuleNarrowPhaseInfoBatch& getCapsuleVsCapsuleBatch();
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@ -103,7 +104,7 @@ inline SphereVsSphereNarrowPhaseInfoBatch& NarrowPhaseInput::getSphereVsSphereBa
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}
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// Get a reference to the sphere vs capsule batch
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inline NarrowPhaseInfoBatch& NarrowPhaseInput::getSphereVsCapsuleBatch() {
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inline SphereVsCapsuleNarrowPhaseInfoBatch& NarrowPhaseInput::getSphereVsCapsuleBatch() {
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return mSphereVsCapsuleBatch;
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}
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@ -27,7 +27,7 @@
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#include "SphereVsCapsuleAlgorithm.h"
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#include "collision/shapes/SphereShape.h"
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#include "collision/shapes/CapsuleShape.h"
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#include "collision/narrowphase/NarrowPhaseInfoBatch.h"
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#include "collision/narrowphase/SphereVsCapsuleNarrowPhaseInfoBatch.h"
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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@ -35,23 +35,17 @@ using namespace reactphysics3d;
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// Compute the narrow-phase collision detection between a sphere and a capsule
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// This technique is based on the "Robust Contact Creation for Physics Simulations" presentation
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// by Dirk Gregorius.
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bool SphereVsCapsuleAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint batchStartIndex, uint batchNbItems,
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bool SphereVsCapsuleAlgorithm::testCollision(SphereVsCapsuleNarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint batchStartIndex, uint batchNbItems,
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bool reportContacts, bool stopFirstContactFound, MemoryAllocator& memoryAllocator) {
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bool isCollisionFound = false;
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for (uint batchIndex = batchStartIndex; batchIndex < batchStartIndex + batchNbItems; batchIndex++) {
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assert(!narrowPhaseInfoBatch.isColliding[batchIndex]);
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assert(narrowPhaseInfoBatch.contactPoints[batchIndex].size() == 0);
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bool isSphereShape1 = narrowPhaseInfoBatch.collisionShapes1[batchIndex]->getType() == CollisionShapeType::SPHERE;
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assert(!narrowPhaseInfoBatch.isColliding[batchIndex]);
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assert(isSphereShape1 || narrowPhaseInfoBatch.collisionShapes1[batchIndex]->getType() == CollisionShapeType::CAPSULE);
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// Get the collision shapes
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const SphereShape* sphereShape = static_cast<const SphereShape*>(isSphereShape1 ? narrowPhaseInfoBatch.collisionShapes1[batchIndex] : narrowPhaseInfoBatch.collisionShapes2[batchIndex]);
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const CapsuleShape* capsuleShape = static_cast<const CapsuleShape*>(isSphereShape1 ? narrowPhaseInfoBatch.collisionShapes2[batchIndex] : narrowPhaseInfoBatch.collisionShapes1[batchIndex]);
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const bool isSphereShape1 = narrowPhaseInfoBatch.isSpheresShape1[batchIndex];
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// Get the transform from sphere local-space to capsule local-space
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const Transform& sphereToWorldTransform = isSphereShape1 ? narrowPhaseInfoBatch.shape1ToWorldTransforms[batchIndex] : narrowPhaseInfoBatch.shape2ToWorldTransforms[batchIndex];
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@ -63,7 +57,7 @@ bool SphereVsCapsuleAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseIn
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const Vector3 sphereCenter = sphereToCapsuleSpaceTransform.getPosition();
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// Compute the end-points of the inner segment of the capsule
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const decimal capsuleHalfHeight = capsuleShape->getHeight() * decimal(0.5);
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const decimal capsuleHalfHeight = narrowPhaseInfoBatch.capsuleHeights[batchIndex] * decimal(0.5);
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const Vector3 capsuleSegA(0, -capsuleHalfHeight, 0);
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const Vector3 capsuleSegB(0, capsuleHalfHeight, 0);
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@ -75,7 +69,7 @@ bool SphereVsCapsuleAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseIn
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const decimal sphereSegmentDistanceSquare = sphereCenterToSegment.lengthSquare();
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// Compute the sum of the radius of the sphere and the capsule (virtual sphere)
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decimal sumRadius = sphereShape->getRadius() + capsuleShape->getRadius();
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decimal sumRadius = narrowPhaseInfoBatch.sphereRadiuses[batchIndex] + narrowPhaseInfoBatch.capsuleRadiuses[batchIndex];
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// If the collision shapes overlap
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if (sphereSegmentDistanceSquare < sumRadius * sumRadius) {
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@ -93,8 +87,8 @@ bool SphereVsCapsuleAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseIn
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decimal sphereSegmentDistance = std::sqrt(sphereSegmentDistanceSquare);
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sphereCenterToSegment /= sphereSegmentDistance;
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contactPointSphereLocal = sphereToCapsuleSpaceTransform.getInverse() * (sphereCenter + sphereCenterToSegment * sphereShape->getRadius());
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contactPointCapsuleLocal = closestPointOnSegment - sphereCenterToSegment * capsuleShape->getRadius();
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contactPointSphereLocal = sphereToCapsuleSpaceTransform.getInverse() * (sphereCenter + sphereCenterToSegment * narrowPhaseInfoBatch.sphereRadiuses[batchIndex]);
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contactPointCapsuleLocal = closestPointOnSegment - sphereCenterToSegment * narrowPhaseInfoBatch.capsuleRadiuses[batchIndex];
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normalWorld = capsuleToWorldTransform.getOrientation() * sphereCenterToSegment;
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@ -125,8 +119,8 @@ bool SphereVsCapsuleAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseIn
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normalWorld = capsuleToWorldTransform.getOrientation() * normalCapsuleSpace;
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// Compute the two local contact points
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contactPointSphereLocal = sphereToCapsuleSpaceTransform.getInverse() * (sphereCenter + normalCapsuleSpace * sphereShape->getRadius());
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contactPointCapsuleLocal = sphereCenter - normalCapsuleSpace * capsuleShape->getRadius();
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contactPointSphereLocal = sphereToCapsuleSpaceTransform.getInverse() * (sphereCenter + normalCapsuleSpace * narrowPhaseInfoBatch.sphereRadiuses[batchIndex]);
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contactPointCapsuleLocal = sphereCenter - normalCapsuleSpace * narrowPhaseInfoBatch.capsuleRadiuses[batchIndex];
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}
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if (penetrationDepth <= decimal(0.0)) {
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@ -36,6 +36,7 @@ namespace reactphysics3d {
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// Declarations
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class Body;
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class ContactPoint;
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struct SphereVsCapsuleNarrowPhaseInfoBatch;
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// Class SphereVsCapsuleAlgorithm
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/**
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@ -66,7 +67,7 @@ class SphereVsCapsuleAlgorithm : public NarrowPhaseAlgorithm {
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SphereVsCapsuleAlgorithm& operator=(const SphereVsCapsuleAlgorithm& algorithm) = delete;
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/// Compute the narrow-phase collision detection between a sphere and a capsule
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bool testCollision(NarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint batchStartIndex,
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bool testCollision(SphereVsCapsuleNarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint batchStartIndex,
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uint batchNbItems, bool reportContacts, bool stopFirstContactFound,
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MemoryAllocator& memoryAllocator);
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};
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@ -0,0 +1,92 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "SphereVsCapsuleNarrowPhaseInfoBatch.h"
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#include "collision/shapes/SphereShape.h"
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#include "collision/shapes/CapsuleShape.h"
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using namespace reactphysics3d;
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// Constructor
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SphereVsCapsuleNarrowPhaseInfoBatch::SphereVsCapsuleNarrowPhaseInfoBatch(MemoryAllocator& allocator)
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: NarrowPhaseInfoBatch(allocator), isSpheresShape1(allocator), sphereRadiuses(allocator), capsuleRadiuses(allocator),
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capsuleHeights(allocator) {
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}
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// Add shapes to be tested during narrow-phase collision detection into the batch
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void SphereVsCapsuleNarrowPhaseInfoBatch::addNarrowPhaseInfo(OverlappingPair* pair, CollisionShape* shape1, CollisionShape* shape2,
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const Transform& shape1Transform, const Transform& shape2Transform) {
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bool isSphereShape1 = shape1->getType() == CollisionShapeType::SPHERE;
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isSpheresShape1.add(isSphereShape1);
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assert(isSphereShape1 || shape1->getType() == CollisionShapeType::CAPSULE);
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// Get the collision shapes
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const SphereShape* sphereShape = static_cast<const SphereShape*>(isSphereShape1 ? shape1 : shape2);
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const CapsuleShape* capsuleShape = static_cast<const CapsuleShape*>(isSphereShape1 ? shape2 : shape1);
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sphereRadiuses.add(sphereShape->getRadius());
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capsuleRadiuses.add(capsuleShape->getRadius());
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capsuleHeights.add(capsuleShape->getHeight());
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shape1ToWorldTransforms.add(shape1Transform);
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shape2ToWorldTransforms.add(shape2Transform);
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overlappingPairs.add(pair);
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contactPoints.add(List<ContactPointInfo*>(mMemoryAllocator));
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isColliding.add(false);
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// Add a collision info for the two collision shapes into the overlapping pair (if not present yet)
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LastFrameCollisionInfo* lastFrameInfo = pair->addLastFrameInfoIfNecessary(shape1->getId(), shape2->getId());
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lastFrameCollisionInfos.add(lastFrameInfo);
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}
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// Initialize the containers using cached capacity
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void SphereVsCapsuleNarrowPhaseInfoBatch::reserveMemory() {
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NarrowPhaseInfoBatch::reserveMemory();
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isSpheresShape1.reserve(mCachedCapacity);
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sphereRadiuses.reserve(mCachedCapacity);
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capsuleRadiuses.reserve(mCachedCapacity);
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capsuleHeights.reserve(mCachedCapacity);
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}
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// Clear all the objects in the batch
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void SphereVsCapsuleNarrowPhaseInfoBatch::clear() {
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NarrowPhaseInfoBatch::clear();
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// Note that we clear the following containers and we release their allocated memory. Therefore,
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// if the memory allocator is a single frame allocator, the memory is deallocated and will be
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// allocated in the next frame at a possibly different location in memory (remember that the
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// location of the allocated memory of a single frame allocator might change between two frames)
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isSpheresShape1.clear(true);
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sphereRadiuses.clear(true);
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capsuleRadiuses.clear(true);
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capsuleHeights.clear(true);
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}
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@ -0,0 +1,78 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2018 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_SPHERE_VS_CAPSULE_NARROW_PHASE_INFO_BATCH_H
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#define REACTPHYSICS3D_SPHERE_VS_CAPSULE_NARROW_PHASE_INFO_BATCH_H
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// Libraries
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#include "collision/narrowphase/NarrowPhaseInfoBatch.h"
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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// Struct SphereVsCapsuleNarrowPhaseInfoBatch
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/**
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* This structure collects all the potential collisions from the middle-phase algorithm
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* that have to be tested during narrow-phase collision detection. This class collects all the
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* sphere vs capsule collision detection tests.
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*/
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struct SphereVsCapsuleNarrowPhaseInfoBatch : public NarrowPhaseInfoBatch {
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public:
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/// List of boolean values to know if the the sphere is the first or second shape
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List<bool> isSpheresShape1;
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/// List of radiuses for the spheres
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List<decimal> sphereRadiuses;
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/// List of radiuses for the capsules
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List<decimal> capsuleRadiuses;
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/// List of heights for the capsules
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List<decimal> capsuleHeights;
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/// Constructor
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SphereVsCapsuleNarrowPhaseInfoBatch(MemoryAllocator& allocator);
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/// Destructor
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virtual ~SphereVsCapsuleNarrowPhaseInfoBatch() = default;
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/// Add shapes to be tested during narrow-phase collision detection into the batch
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virtual void addNarrowPhaseInfo(OverlappingPair* pair, CollisionShape* shape1,
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CollisionShape* shape2, const Transform& shape1Transform,
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const Transform& shape2Transform);
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// Initialize the containers using cached capacity
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void reserveMemory();
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/// Clear all the objects in the batch
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virtual void clear();
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};
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}
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#endif
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