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