| 1 | /* | 
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| 2 | Bullet Continuous Collision Detection and Physics Library | 
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| 3 | Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/ | 
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| 4 |  | 
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| 5 | This software is provided 'as-is', without any express or implied warranty. | 
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| 6 | In no event will the authors be held liable for any damages arising from the use of this software. | 
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| 7 | Permission is granted to anyone to use this software for any purpose,  | 
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| 8 | including commercial applications, and to alter it and redistribute it freely,  | 
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| 9 | subject to the following restrictions: | 
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| 10 |  | 
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| 11 | 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. | 
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| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | 
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| 13 | 3. This notice may not be removed or altered from any source distribution. | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | #include "LinearMath/btScalar.h" | 
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| 17 | #include "SphereTriangleDetector.h" | 
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| 18 | #include "BulletCollision/CollisionShapes/btTriangleShape.h" | 
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| 19 | #include "BulletCollision/CollisionShapes/btSphereShape.h" | 
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| 20 |  | 
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| 21 |  | 
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| 22 | SphereTriangleDetector::SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle,btScalar contactBreakingThreshold) | 
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| 23 | :m_sphere(sphere), | 
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| 24 | m_triangle(triangle), | 
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| 25 | m_contactBreakingThreshold(contactBreakingThreshold) | 
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| 26 | { | 
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| 27 |  | 
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| 28 | } | 
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| 29 |  | 
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| 30 | void    SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults) | 
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| 31 | { | 
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| 32 |  | 
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| 33 |         (void)debugDraw; | 
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| 34 |         const btTransform& transformA = input.m_transformA; | 
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| 35 |         const btTransform& transformB = input.m_transformB; | 
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| 36 |  | 
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| 37 |         btVector3 point,normal; | 
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| 38 |         btScalar timeOfImpact = btScalar(1.); | 
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| 39 |         btScalar depth = btScalar(0.); | 
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| 40 | //      output.m_distance = btScalar(BT_LARGE_FLOAT); | 
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| 41 |         //move sphere into triangle space | 
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| 42 |         btTransform     sphereInTr = transformB.inverseTimes(transformA); | 
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| 43 |  | 
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| 44 |         if (collide(sphereInTr.getOrigin(),point,normal,depth,timeOfImpact,m_contactBreakingThreshold)) | 
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| 45 |         { | 
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| 46 |                 if (swapResults) | 
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| 47 |                 { | 
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| 48 |                         btVector3 normalOnB = transformB.getBasis()*normal; | 
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| 49 |                         btVector3 normalOnA = -normalOnB; | 
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| 50 |                         btVector3 pointOnA = transformB*point+normalOnB*depth; | 
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| 51 |                         output.addContactPoint(normalOnA,pointOnA,depth); | 
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| 52 |                 } else | 
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| 53 |                 { | 
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| 54 |                         output.addContactPoint(transformB.getBasis()*normal,transformB*point,depth); | 
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| 55 |                 } | 
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| 56 |         } | 
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| 57 |  | 
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| 58 | } | 
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| 59 |  | 
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| 60 |  | 
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| 61 |  | 
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| 62 | // See also geometrictools.com | 
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| 63 | // Basic idea: D = |p - (lo + t0*lv)| where t0 = lv . (p - lo) / lv . lv | 
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| 64 | btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest); | 
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| 65 |  | 
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| 66 | btScalar SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest) { | 
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| 67 |         btVector3 diff = p - from; | 
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| 68 |         btVector3 v = to - from; | 
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| 69 |         btScalar t = v.dot(diff); | 
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| 70 |          | 
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| 71 |         if (t > 0) { | 
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| 72 |                 btScalar dotVV = v.dot(v); | 
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| 73 |                 if (t < dotVV) { | 
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| 74 |                         t /= dotVV; | 
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| 75 |                         diff -= t*v; | 
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| 76 |                 } else { | 
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| 77 |                         t = 1; | 
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| 78 |                         diff -= v; | 
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| 79 |                 } | 
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| 80 |         } else | 
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| 81 |                 t = 0; | 
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| 82 |  | 
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| 83 |         nearest = from + t*v; | 
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| 84 |         return diff.dot(diff);   | 
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| 85 | } | 
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| 86 |  | 
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| 87 | bool SphereTriangleDetector::facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal)  { | 
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| 88 |         btVector3 lp(p); | 
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| 89 |         btVector3 lnormal(normal); | 
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| 90 |          | 
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| 91 |         return pointInTriangle(vertices, lnormal, &lp); | 
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| 92 | } | 
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| 93 |  | 
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| 94 | bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold) | 
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| 95 | { | 
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| 96 |  | 
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| 97 |         const btVector3* vertices = &m_triangle->getVertexPtr(0); | 
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| 98 |          | 
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| 99 |         btScalar radius = m_sphere->getRadius(); | 
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| 100 |         btScalar radiusWithThreshold = radius + contactBreakingThreshold; | 
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| 101 |  | 
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| 102 |         btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]); | 
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| 103 |         normal.normalize(); | 
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| 104 |         btVector3 p1ToCentre = sphereCenter - vertices[0]; | 
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| 105 |         btScalar distanceFromPlane = p1ToCentre.dot(normal); | 
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| 106 |  | 
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| 107 |         if (distanceFromPlane < btScalar(0.)) | 
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| 108 |         { | 
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| 109 |                 //triangle facing the other way | 
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| 110 |                 distanceFromPlane *= btScalar(-1.); | 
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| 111 |                 normal *= btScalar(-1.); | 
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| 112 |         } | 
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| 113 |  | 
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| 114 |         bool isInsideContactPlane = distanceFromPlane < radiusWithThreshold; | 
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| 115 |          | 
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| 116 |         // Check for contact / intersection | 
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| 117 |         bool hasContact = false; | 
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| 118 |         btVector3 contactPoint; | 
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| 119 |         if (isInsideContactPlane) { | 
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| 120 |                 if (facecontains(sphereCenter,vertices,normal)) { | 
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| 121 |                         // Inside the contact wedge - touches a point on the shell plane | 
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| 122 |                         hasContact = true; | 
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| 123 |                         contactPoint = sphereCenter - normal*distanceFromPlane; | 
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| 124 |                 } else { | 
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| 125 |                         // Could be inside one of the contact capsules | 
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| 126 |                         btScalar contactCapsuleRadiusSqr = radiusWithThreshold*radiusWithThreshold; | 
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| 127 |                         btVector3 nearestOnEdge; | 
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| 128 |                         for (int i = 0; i < m_triangle->getNumEdges(); i++) { | 
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| 129 |                                  | 
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| 130 |                                 btVector3 pa; | 
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| 131 |                                 btVector3 pb; | 
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| 132 |                                  | 
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| 133 |                                 m_triangle->getEdge(i,pa,pb); | 
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| 134 |  | 
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| 135 |                                 btScalar distanceSqr = SegmentSqrDistance(pa,pb,sphereCenter, nearestOnEdge); | 
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| 136 |                                 if (distanceSqr < contactCapsuleRadiusSqr) { | 
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| 137 |                                         // Yep, we're inside a capsule | 
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| 138 |                                         hasContact = true; | 
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| 139 |                                         contactPoint = nearestOnEdge; | 
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| 140 |                                 } | 
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| 141 |                                  | 
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| 142 |                         } | 
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| 143 |                 } | 
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| 144 |         } | 
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| 145 |  | 
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| 146 |         if (hasContact) { | 
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| 147 |                 btVector3 contactToCentre = sphereCenter - contactPoint; | 
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| 148 |                 btScalar distanceSqr = contactToCentre.length2(); | 
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| 149 |  | 
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| 150 |                 if (distanceSqr < radiusWithThreshold*radiusWithThreshold) | 
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| 151 |                 { | 
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| 152 |                         if (distanceSqr>SIMD_EPSILON) | 
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| 153 |                         { | 
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| 154 |                                 btScalar distance = btSqrt(distanceSqr); | 
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| 155 |                                 resultNormal = contactToCentre; | 
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| 156 |                                 resultNormal.normalize(); | 
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| 157 |                                 point = contactPoint; | 
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| 158 |                                 depth = -(radius-distance); | 
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| 159 |                         } else | 
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| 160 |                         { | 
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| 161 |                                 btScalar distance = 0.f; | 
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| 162 |                                 resultNormal = normal; | 
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| 163 |                                 point = contactPoint; | 
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| 164 |                                 depth = -radius; | 
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| 165 |                         } | 
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| 166 |                         return true; | 
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| 167 |                 } | 
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| 168 |         } | 
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| 169 |          | 
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| 170 |         return false; | 
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| 171 | } | 
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| 172 |  | 
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| 173 |  | 
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| 174 | bool SphereTriangleDetector::pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p ) | 
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| 175 | { | 
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| 176 |         const btVector3* p1 = &vertices[0]; | 
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| 177 |         const btVector3* p2 = &vertices[1]; | 
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| 178 |         const btVector3* p3 = &vertices[2]; | 
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| 179 |  | 
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| 180 |         btVector3 edge1( *p2 - *p1 ); | 
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| 181 |         btVector3 edge2( *p3 - *p2 ); | 
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| 182 |         btVector3 edge3( *p1 - *p3 ); | 
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| 183 |  | 
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| 184 |         btVector3 p1_to_p( *p - *p1 ); | 
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| 185 |         btVector3 p2_to_p( *p - *p2 ); | 
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| 186 |         btVector3 p3_to_p( *p - *p3 ); | 
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| 187 |  | 
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| 188 |         btVector3 edge1_normal( edge1.cross(normal)); | 
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| 189 |         btVector3 edge2_normal( edge2.cross(normal)); | 
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| 190 |         btVector3 edge3_normal( edge3.cross(normal)); | 
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| 191 |          | 
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| 192 |         btScalar r1, r2, r3; | 
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| 193 |         r1 = edge1_normal.dot( p1_to_p ); | 
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| 194 |         r2 = edge2_normal.dot( p2_to_p ); | 
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| 195 |         r3 = edge3_normal.dot( p3_to_p ); | 
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| 196 |         if ( ( r1 > 0 && r2 > 0 && r3 > 0 ) || | 
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| 197 |              ( r1 <= 0 && r2 <= 0 && r3 <= 0 ) ) | 
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| 198 |                 return true; | 
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| 199 |         return false; | 
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| 200 |  | 
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| 201 | } | 
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