reactphysics3d/src/collision/shapes/TriangleShape.cpp

115 lines
5.4 KiB
C++

/********************************************************************************
* 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
#include "TriangleShape.h"
#include "collision/ProxyShape.h"
#include "configuration.h"
#include <cassert>
using namespace reactphysics3d;
// Constructor
/**
* @param point1 First point of the triangle
* @param point2 Second point of the triangle
* @param point3 Third point of the triangle
* @param margin The collision margin (in meters) around the collision shape
*/
TriangleShape::TriangleShape(const Vector3& point1, const Vector3& point2, const Vector3& point3)
: ConvexShape(TRIANGLE, 0) {
mPoints[0] = point1;
mPoints[1] = point2;
mPoints[2] = point3;
mRaycastTestType = FRONT;
}
// Destructor
TriangleShape::~TriangleShape() {
}
// Raycast method with feedback information
/// This method use the line vs triangle raycasting technique described in
/// Real-time Collision Detection by Christer Ericson.
bool TriangleShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
// TODO : For all collision shape, try to perform raycasting in local-space and
// compute world-space hit point, normal in upper classes when local-space
// hit points are returned
const Transform localToWorldTransform = proxyShape->getLocalToWorldTransform();
const Transform worldToLocalTransform = localToWorldTransform.getInverse();
const Vector3 point1 = worldToLocalTransform * ray.point1;
const Vector3 point2 = worldToLocalTransform * ray.point2;
const Vector3 pq = point2 - point1;
const Vector3 pa = mPoints[0] - point1;
const Vector3 pb = mPoints[1] - point1;
const Vector3 pc = mPoints[2] - point1;
// Test if the line PQ is inside the eges BC, CA and AB. We use the triple
// product for this test.
const Vector3 m = pq.cross(pc);
decimal u = pb.dot(m);
if (mRaycastTestType == FRONT && u < decimal(0.0)) return false;
if (mRaycastTestType == BACK && u > decimal(0.0)) return false;
decimal v = -pa.dot(m);
if (mRaycastTestType == FRONT && v < decimal(0.0)) return false;
if (mRaycastTestType == BACK && v > decimal(0.0)) return false;
if (mRaycastTestType == FRONT_AND_BACK && !sameSign(u, v)) return false;
decimal w = pa.dot(pq.cross(pb));
if (mRaycastTestType == FRONT && w < decimal(0.0)) return false;
if (mRaycastTestType == BACK && w > decimal(0.0)) return false;
if (mRaycastTestType == FRONT_AND_BACK && !sameSign(u, w)) return false;
// If the line PQ is in the triangle plane (case where u=v=w=0)
if (approxEqual(u, 0) && approxEqual(v, 0) && approxEqual(w, 0)) return false;
// Compute the barycentric coordinates (u, v, w) to determine the
// intersection point R, R = u * a + v * b + w * c
decimal denom = decimal(1.0) / (u + v + w);
u *= denom;
v *= denom;
w *= denom;
// Compute the local hit point using the barycentric coordinates
const Vector3 localHitPoint = u * mPoints[0] + v * mPoints[1] + w * mPoints[2];
Vector3 localHitNormal = (mPoints[1] - mPoints[0]).cross(mPoints[2] - mPoints[0]);
if (localHitNormal.dot(pq) > decimal(0.0)) localHitNormal = -localHitNormal;
raycastInfo.body = proxyShape->getBody();
raycastInfo.proxyShape = proxyShape;
raycastInfo.worldPoint = localToWorldTransform * localHitPoint;
raycastInfo.hitFraction = (localHitPoint - point1).length() / pq.length();
raycastInfo.worldNormal = localToWorldTransform.getOrientation() * localHitNormal;
raycastInfo.worldNormal.normalize();
return true;
}