Fix issue and modifications in HeightFieldShape
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@ -110,6 +110,9 @@ class TriangleShape : public ConvexPolyhedronShape {
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TriangleShape(const Vector3* vertices, const Vector3* verticesNormals, uint shapeId, HalfEdgeStructure& triangleHalfEdgeStructure,
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MemoryAllocator& allocator);
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/// Constructor
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TriangleShape(const Vector3* vertices, uint shapeId, HalfEdgeStructure& triangleHalfEdgeStructure, MemoryAllocator& allocator);
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/// Destructor
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virtual ~TriangleShape() override = default;
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@ -262,6 +265,7 @@ RP3D_FORCE_INLINE Vector3 TriangleShape::getVertexPosition(uint vertexIndex) con
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// Return the normal vector of a given face of the polyhedron
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RP3D_FORCE_INLINE Vector3 TriangleShape::getFaceNormal(uint faceIndex) const {
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assert(faceIndex < 2);
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assert(mNormal.length() > decimal(0.0));
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return faceIndex == 0 ? mNormal : -mNormal;
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}
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@ -311,6 +315,8 @@ RP3D_FORCE_INLINE decimal TriangleShape::getVolume() const {
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/// middle of the triangle, we return the true triangle normal.
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RP3D_FORCE_INLINE Vector3 TriangleShape::computeSmoothLocalContactNormalForTriangle(const Vector3& localContactPoint) const {
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assert(mNormal.length() > decimal(0.0));
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// Compute the barycentric coordinates of the point in the triangle
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decimal u, v, w;
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computeBarycentricCoordinatesInTriangle(mPoints[0], mPoints[1], mPoints[2], localContactPoint, u, v, w);
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@ -238,132 +238,93 @@ bool HeightFieldShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collide
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const Vector3 inverseScale(decimal(1.0) / mScale.x, decimal(1.0) / mScale.y, decimal(1.0) / mScale.z);
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Ray scaledRay(ray.point1 * inverseScale, ray.point2 * inverseScale, ray.maxFraction);
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bool isHit = false;
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// Compute the grid coordinates where the ray is entering the AABB of the height field
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int i, j;
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Vector3 outHitGridPoint;
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bool isIntersecting = computeEnteringRayGridCoordinates(scaledRay, i, j, outHitGridPoint);
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assert(isIntersecting);
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if (computeEnteringRayGridCoordinates(scaledRay, i, j, outHitGridPoint)) {
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const int nbCellsI = mNbColumns - 1;
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const int nbCellsJ = mNbRows - 1;
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const int nbCellsI = mNbColumns - 1;
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const int nbCellsJ = mNbRows - 1;
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const Vector3 aabbSize = mAABB.getExtent();
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const Vector3 aabbSize = mAABB.getExtent();
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const Vector3 rayDirection = scaledRay.point2 - scaledRay.point1;
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const Vector3 rayDirection = scaledRay.point2 - scaledRay.point1;
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int stepI, stepJ;
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decimal tMaxI, tMaxJ, nextI, nextJ, tDeltaI, tDeltaJ, sizeI, sizeJ;
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int stepI, stepJ;
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decimal tMaxI, tMaxJ, nextI, nextJ, tDeltaI, tDeltaJ, sizeI, sizeJ;
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switch(mUpAxis) {
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case 0 : stepI = rayDirection.y > 0 ? 1 : (rayDirection.y < 0 ? -1 : 0);
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stepJ = rayDirection.z > 0 ? 1 : (rayDirection.z < 0 ? -1 : 0);
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nextI = stepI >= 0 ? i + 1 : i;
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nextJ = stepJ >= 0 ? j + 1 : j;
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sizeI = aabbSize.y / nbCellsI;
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sizeJ = aabbSize.z / nbCellsJ;
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tMaxI = ((nextI * sizeI) - outHitGridPoint.y) / rayDirection.y;
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tMaxJ = ((nextJ * sizeJ) - outHitGridPoint.z) / rayDirection.z;
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tDeltaI = sizeI / std::abs(rayDirection.y);
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tDeltaJ = sizeJ / std::abs(rayDirection.z);
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break;
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case 1 : stepI = rayDirection.x > 0 ? 1 : (rayDirection.x < 0 ? -1 : 0);
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stepJ = rayDirection.z > 0 ? 1 : (rayDirection.z < 0 ? -1 : 0);
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nextI = stepI >= 0 ? i + 1 : i;
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nextJ = stepJ >= 0 ? j + 1 : j;
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sizeI = aabbSize.x / nbCellsI;
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sizeJ = aabbSize.z / nbCellsJ;
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tMaxI = ((nextI * sizeI) - outHitGridPoint.x) / rayDirection.x;
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tMaxJ = ((nextJ * sizeJ) - outHitGridPoint.z) / rayDirection.z;
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tDeltaI = sizeI / std::abs(rayDirection.x);
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tDeltaJ = sizeJ / std::abs(rayDirection.z);
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break;
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case 2 : stepI = rayDirection.x > 0 ? 1 : (rayDirection.x < 0 ? -1 : 0);
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stepJ = rayDirection.y > 0 ? 1 : (rayDirection.y < 0 ? -1 : 0);
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nextI = stepI >= 0 ? i + 1 : i;
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nextJ = stepJ >= 0 ? j + 1 : j;
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sizeI = aabbSize.x / nbCellsI;
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sizeJ = aabbSize.y / nbCellsJ;
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tMaxI = ((nextI * sizeI) - outHitGridPoint.x) / rayDirection.x;
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tMaxJ = ((nextJ * sizeJ) - outHitGridPoint.y) / rayDirection.y;
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tDeltaI = sizeI / std::abs(rayDirection.x);
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tDeltaJ = sizeJ / std::abs(rayDirection.y);
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break;
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}
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bool isHit = false;
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decimal smallestHitFraction = ray.maxFraction;
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while (i >= 0 && i < nbCellsI && j >= 0 && j < nbCellsJ) {
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// TODO : Remove this
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//std::cout << "Cell " << i << ", " << j << std::endl;
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// Compute the four point of the current quad
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const Vector3 p1 = getVertexAt(i, j);
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const Vector3 p2 = getVertexAt(i, j + 1);
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const Vector3 p3 = getVertexAt(i + 1, j);
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const Vector3 p4 = getVertexAt(i + 1, j + 1);
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// Raycast against the first triangle of the cell
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uint shapeId = computeTriangleShapeId(i, j, 0);
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isHit |= raycastTriangle(ray, p1, p2, p3, shapeId, collider, raycastInfo, smallestHitFraction, allocator);
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// Raycast against the second triangle of the cell
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shapeId = computeTriangleShapeId(i, j, 1);
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isHit |= raycastTriangle(ray, p3, p2, p4, shapeId, collider, raycastInfo, smallestHitFraction, allocator);
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if (stepI == 0 && stepJ == 0) break;
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if (tMaxI < tMaxJ) {
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tMaxI += tDeltaI;
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i += stepI;
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switch(mUpAxis) {
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case 0 : stepI = rayDirection.y > 0 ? 1 : (rayDirection.y < 0 ? -1 : 0);
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stepJ = rayDirection.z > 0 ? 1 : (rayDirection.z < 0 ? -1 : 0);
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nextI = stepI >= 0 ? i + 1 : i;
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nextJ = stepJ >= 0 ? j + 1 : j;
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sizeI = aabbSize.y / nbCellsI;
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sizeJ = aabbSize.z / nbCellsJ;
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tMaxI = ((nextI * sizeI) - outHitGridPoint.y) / rayDirection.y;
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tMaxJ = ((nextJ * sizeJ) - outHitGridPoint.z) / rayDirection.z;
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tDeltaI = sizeI / std::abs(rayDirection.y);
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tDeltaJ = sizeJ / std::abs(rayDirection.z);
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break;
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case 1 : stepI = rayDirection.x > 0 ? 1 : (rayDirection.x < 0 ? -1 : 0);
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stepJ = rayDirection.z > 0 ? 1 : (rayDirection.z < 0 ? -1 : 0);
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nextI = stepI >= 0 ? i + 1 : i;
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nextJ = stepJ >= 0 ? j + 1 : j;
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sizeI = aabbSize.x / nbCellsI;
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sizeJ = aabbSize.z / nbCellsJ;
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tMaxI = ((nextI * sizeI) - outHitGridPoint.x) / rayDirection.x;
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tMaxJ = ((nextJ * sizeJ) - outHitGridPoint.z) / rayDirection.z;
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tDeltaI = sizeI / std::abs(rayDirection.x);
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tDeltaJ = sizeJ / std::abs(rayDirection.z);
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break;
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case 2 : stepI = rayDirection.x > 0 ? 1 : (rayDirection.x < 0 ? -1 : 0);
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stepJ = rayDirection.y > 0 ? 1 : (rayDirection.y < 0 ? -1 : 0);
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nextI = stepI >= 0 ? i + 1 : i;
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nextJ = stepJ >= 0 ? j + 1 : j;
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sizeI = aabbSize.x / nbCellsI;
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sizeJ = aabbSize.y / nbCellsJ;
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tMaxI = ((nextI * sizeI) - outHitGridPoint.x) / rayDirection.x;
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tMaxJ = ((nextJ * sizeJ) - outHitGridPoint.y) / rayDirection.y;
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tDeltaI = sizeI / std::abs(rayDirection.x);
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tDeltaJ = sizeJ / std::abs(rayDirection.y);
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break;
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}
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else {
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tMaxJ += tDeltaJ;
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j += stepJ;
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decimal smallestHitFraction = ray.maxFraction;
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while (i >= 0 && i < nbCellsI && j >= 0 && j < nbCellsJ) {
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// TODO : Remove this
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//std::cout << "Cell " << i << ", " << j << std::endl;
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// Compute the four point of the current quad
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const Vector3 p1 = getVertexAt(i, j);
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const Vector3 p2 = getVertexAt(i, j + 1);
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const Vector3 p3 = getVertexAt(i + 1, j);
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const Vector3 p4 = getVertexAt(i + 1, j + 1);
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// Raycast against the first triangle of the cell
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uint shapeId = computeTriangleShapeId(i, j, 0);
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isHit |= raycastTriangle(ray, p1, p2, p3, shapeId, collider, raycastInfo, smallestHitFraction, allocator);
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// Raycast against the second triangle of the cell
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shapeId = computeTriangleShapeId(i, j, 1);
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isHit |= raycastTriangle(ray, p3, p2, p4, shapeId, collider, raycastInfo, smallestHitFraction, allocator);
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if (stepI == 0 && stepJ == 0) break;
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if (tMaxI < tMaxJ) {
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tMaxI += tDeltaI;
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i += stepI;
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}
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else {
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tMaxJ += tDeltaJ;
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j += stepJ;
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}
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}
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}
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/*
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// For each overlapping triangle
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const uint32 nbShapeIds = shapeIds.size();
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for (uint32 i=0; i < nbShapeIds; i++)
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{
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// Create a triangle collision shape
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TriangleShape triangleShape(&(triangleVertices[i * 3]), &(triangleVerticesNormals[i * 3]), shapeIds[i], mTriangleHalfEdgeStructure, allocator);
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triangleShape.setRaycastTestType(getRaycastTestType());
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#ifdef IS_RP3D_PROFILING_ENABLED
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// Set the profiler to the triangle shape
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triangleShape.setProfiler(mProfiler);
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#endif
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// Ray casting test against the collision shape
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RaycastInfo triangleRaycastInfo;
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bool isTriangleHit = triangleShape.raycast(ray, triangleRaycastInfo, collider, allocator);
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// If the ray hit the collision shape
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if (isTriangleHit && triangleRaycastInfo.hitFraction <= smallestHitFraction) {
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assert(triangleRaycastInfo.hitFraction >= decimal(0.0));
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raycastInfo.body = triangleRaycastInfo.body;
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raycastInfo.collider = triangleRaycastInfo.collider;
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raycastInfo.hitFraction = triangleRaycastInfo.hitFraction;
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raycastInfo.worldPoint = triangleRaycastInfo.worldPoint;
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raycastInfo.worldNormal = triangleRaycastInfo.worldNormal;
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raycastInfo.meshSubpart = -1;
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raycastInfo.triangleIndex = -1;
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smallestHitFraction = triangleRaycastInfo.hitFraction;
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isHit = true;
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}
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}
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*/
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return isHit;
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}
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@ -374,20 +335,8 @@ bool HeightFieldShape::raycastTriangle(const Ray& ray, const Vector3& p1, const
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// Generate the first triangle for the current grid rectangle
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Vector3 triangleVertices[3] = {p1, p2, p3};
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// Compute the triangle normal
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Vector3 triangleNormal = (p2 - p1).cross(p3 - p1).getUnit();
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// Use the triangle face normal as vertices normals (this is an aproximation. The correct
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// solution would be to compute all the normals of the neighbor triangles and use their
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// weighted average (with incident angle as weight) at the vertices. However, this solution
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// seems too expensive (it requires to compute the normal of all neighbor triangles instead
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// and compute the angle of incident edges with asin(). Maybe we could also precompute the
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// vertices normal at the HeightFieldShape constructor but it will require extra memory to
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// store them.
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Vector3 triangleVerticesNormals[3] = {triangleNormal, triangleNormal, triangleNormal};
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// Create a triangle collision shape
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TriangleShape triangleShape(triangleVertices, triangleVerticesNormals, shapeId, mTriangleHalfEdgeStructure, allocator);
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TriangleShape triangleShape(triangleVertices, shapeId, mTriangleHalfEdgeStructure, allocator);
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triangleShape.setRaycastTestType(getRaycastTestType());
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#ifdef IS_RP3D_PROFILING_ENABLED
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@ -37,15 +37,6 @@ using namespace reactphysics3d;
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// Constructor
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/**
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* Do not use this constructor. It is supposed to be used internally only.
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* Use a ConcaveMeshShape instead.
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* @param point1 First point of the triangle
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* @param point2 Second point of the triangle
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* @param point3 Third point of the triangle
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* @param verticesNormals The three vertices normals for smooth mesh collision
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* @param margin The collision margin (in meters) around the collision shape
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*/
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TriangleShape::TriangleShape(const Vector3* vertices, const Vector3* verticesNormals, uint shapeId, HalfEdgeStructure& triangleHalfEdgeStructure, MemoryAllocator& allocator)
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: ConvexPolyhedronShape(CollisionShapeName::TRIANGLE, allocator), mTriangleHalfEdgeStructure(triangleHalfEdgeStructure) {
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@ -66,6 +57,27 @@ TriangleShape::TriangleShape(const Vector3* vertices, const Vector3* verticesNor
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mId = shapeId;
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}
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// Constructor for raycasting
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TriangleShape::TriangleShape(const Vector3* vertices, uint shapeId, HalfEdgeStructure& triangleHalfEdgeStructure, MemoryAllocator& allocator)
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: ConvexPolyhedronShape(CollisionShapeName::TRIANGLE, allocator), mTriangleHalfEdgeStructure(triangleHalfEdgeStructure) {
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mPoints[0] = vertices[0];
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mPoints[1] = vertices[1];
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mPoints[2] = vertices[2];
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// The normal is not used when creating the triangle shape with this constructor (for raycasting for instance)
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mNormal = Vector3(0, 0, 0);
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// Interpolated normals are not used in this constructor (for raycasting for instance)
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mVerticesNormals[0] = mNormal;
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mVerticesNormals[1] = mNormal;
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mVerticesNormals[2] = mNormal;
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mRaycastTestType = TriangleRaycastSide::FRONT;
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mId = shapeId;
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}
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// This method implements the technique described in Game Physics Pearl book
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// by Gino van der Bergen and Dirk Gregorius to get smooth triangle mesh collision. The idea is
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// to replace the contact normal of the triangle shape with the precomputed normal of the triangle
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@ -182,13 +194,16 @@ bool TriangleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider*
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if (hitFraction < decimal(0.0) || hitFraction > ray.maxFraction) return false;
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Vector3 localHitNormal = mNormal.dot(pq) > decimal(0.0) ? -mNormal : mNormal;
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// Compute the triangle face normal
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Vector3 normal = (mPoints[1] - mPoints[0]).cross(mPoints[2] - mPoints[0]);
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normal.normalize();
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normal = normal.dot(pq) > decimal(0.0) ? -normal : normal;
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raycastInfo.body = collider->getBody();
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raycastInfo.collider = collider;
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raycastInfo.worldPoint = localHitPoint;
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raycastInfo.hitFraction = hitFraction;
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raycastInfo.worldNormal = localHitNormal;
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raycastInfo.worldNormal = normal;
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return true;
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}
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