Fix robustness issue with SphereShape vs SphereShape collision detection
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@ -56,50 +56,56 @@ bool SphereVsSphereAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseInf
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const decimal sphere2Radius = sphereShape2->getRadius();
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// Compute the sum of the radius
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decimal sumRadiuses = sphere1Radius + sphere2Radius;
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const decimal sumRadiuses = sphere1Radius + sphere2Radius;
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// Compute the product of the sum of the radius
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decimal sumRadiusesProducts = sumRadiuses * sumRadiuses;
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const decimal sumRadiusesProducts = sumRadiuses * sumRadiuses;
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// If the sphere collision shapes intersect
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if (squaredDistanceBetweenCenters < sumRadiusesProducts) {
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// If we need to report contacts
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if (narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].reportContacts) {
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const decimal penetrationDepth = sumRadiuses - std::sqrt(squaredDistanceBetweenCenters);
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const Transform transform1Inverse = transform1.getInverse();
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const Transform transform2Inverse = transform2.getInverse();
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// Make sure the penetration depth is not zero (even if the previous condition test was true the penetration depth can still be
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// zero because of precision issue of the computation at the previous line)
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if (penetrationDepth > 0) {
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decimal penetrationDepth = sumRadiuses - std::sqrt(squaredDistanceBetweenCenters);
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Vector3 intersectionOnBody1;
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Vector3 intersectionOnBody2;
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Vector3 normal;
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// If we need to report contacts
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if (narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].reportContacts) {
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// If the two sphere centers are not at the same position
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if (squaredDistanceBetweenCenters > MACHINE_EPSILON) {
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const Transform transform1Inverse = transform1.getInverse();
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const Transform transform2Inverse = transform2.getInverse();
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Vector3 centerSphere2InBody1LocalSpace = transform1Inverse * transform2.getPosition();
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Vector3 centerSphere1InBody2LocalSpace = transform2Inverse * transform1.getPosition();
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Vector3 intersectionOnBody1;
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Vector3 intersectionOnBody2;
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Vector3 normal;
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intersectionOnBody1 = sphere1Radius * centerSphere2InBody1LocalSpace.getUnit();
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intersectionOnBody2 = sphere2Radius * centerSphere1InBody2LocalSpace.getUnit();
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normal = vectorBetweenCenters.getUnit();
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}
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else { // If the sphere centers are at the same position (degenerate case)
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// If the two sphere centers are not at the same position
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if (squaredDistanceBetweenCenters > MACHINE_EPSILON) {
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// Take any contact normal direction
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normal.setAllValues(0, 1, 0);
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const Vector3 centerSphere2InBody1LocalSpace = transform1Inverse * transform2.getPosition();
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const Vector3 centerSphere1InBody2LocalSpace = transform2Inverse * transform1.getPosition();
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intersectionOnBody1 = sphere1Radius * (transform1Inverse.getOrientation() * normal);
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intersectionOnBody2 = sphere2Radius * (transform2Inverse.getOrientation() * normal);
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intersectionOnBody1 = sphere1Radius * centerSphere2InBody1LocalSpace.getUnit();
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intersectionOnBody2 = sphere2Radius * centerSphere1InBody2LocalSpace.getUnit();
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normal = vectorBetweenCenters.getUnit();
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}
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else { // If the sphere centers are at the same position (degenerate case)
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// Take any contact normal direction
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normal.setAllValues(0, 1, 0);
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intersectionOnBody1 = sphere1Radius * (transform1Inverse.getOrientation() * normal);
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intersectionOnBody2 = sphere2Radius * (transform2Inverse.getOrientation() * normal);
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}
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// Create the contact info object
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narrowPhaseInfoBatch.addContactPoint(batchIndex, normal, penetrationDepth, intersectionOnBody1, intersectionOnBody2);
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}
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// Create the contact info object
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narrowPhaseInfoBatch.addContactPoint(batchIndex, normal, penetrationDepth, intersectionOnBody1, intersectionOnBody2);
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narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].isColliding = true;
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isCollisionFound = true;
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}
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narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].isColliding = true;
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isCollisionFound = true;
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}
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}
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