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src/bounce/dynamics/shapes/mesh_shape.cpp
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170
src/bounce/dynamics/shapes/mesh_shape.cpp
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <bounce\dynamics\shapes\mesh_shape.h>
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#include <bounce\collision\shapes\mesh.h>
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b3MeshShape::b3MeshShape()
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{
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m_type = e_meshShape;
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m_radius = B3_HULL_RADIUS;
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m_mesh = nullptr;
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}
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b3MeshShape::~b3MeshShape()
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{
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}
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void b3MeshShape::Swap(const b3MeshShape& other)
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{
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m_radius = other.m_radius;
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m_mesh = other.m_mesh;
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}
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void b3MeshShape::ComputeMass(b3MassData* massData, float32 density) const
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{
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B3_NOT_USED(density);
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u32 n = m_mesh->vertexCount;
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b3Vec3 c(0.0f, 0.0f, 0.0f);
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for (u32 i = 0; i < n; ++i)
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{
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c += m_mesh->vertices[i];
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}
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if (n > 0)
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{
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c = 1.0f / float32(n) * c;
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}
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massData->center = c;
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massData->mass = 0.0f;
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massData->I.SetZero();
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}
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void b3MeshShape::ComputeAABB(b3AABB3* output, const b3Transform& xf) const
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{
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output->Compute(m_mesh->vertices, m_mesh->vertexCount, xf);
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output->Extend(m_radius);
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}
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void b3MeshShape::ComputeAABB(b3AABB3* output, const b3Transform& xf, u32 index) const
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{
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*output = m_mesh->GetTriangleAABB(index);
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}
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bool b3MeshShape::TestPoint(const b3Vec3& point, const b3Transform& xf) const
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{
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B3_NOT_USED(point);
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B3_NOT_USED(xf);
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return false;
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}
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bool b3MeshShape::RayCast(b3RayCastOutput* output, const b3RayCastInput& input, const b3Transform& xf, u32 index) const
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{
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B3_ASSERT(index < m_mesh->triangleCount);
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b3Triangle* triangle = m_mesh->triangles + index;
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b3Vec3 p1 = input.p1;
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b3Vec3 p2 = input.p2;
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b3Vec3 d = p2 - p1;
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b3Vec3 v1 = m_mesh->vertices[triangle->v1];
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b3Vec3 v2 = m_mesh->vertices[triangle->v2];
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b3Vec3 v3 = m_mesh->vertices[triangle->v3];
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b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
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n.Normalize();
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float32 offset = b3Dot(n, v1);
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float32 numerator = b3Dot(n, v1 - p1);
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float32 denominator = b3Dot(n, d);
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if (denominator == 0.0f)
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{
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return false;
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}
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float32 t = numerator / denominator;
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if (t < 0.0f || input.maxFraction < t)
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{
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return false;
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}
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b3Vec3 q = p1 + t * d;
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float32 w[4];
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b3Barycentric(w, v1, v2, v3, q);
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if (w[0] > 0.0f && w[1] > 0.0f && w[2] > 0.0f)
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{
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output->fraction = t;
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if (numerator > 0.0f)
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{
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output->normal = -n;
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}
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else
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{
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output->normal = n;
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}
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return true;
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}
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return false;
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}
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struct b3MeshRayCastCallback
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{
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float32 Report(const b3RayCastInput& input, u32 proxyId)
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{
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u32 index = mesh->m_mesh->tree.GetUserData(proxyId);
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b3RayCastOutput indexOutput;
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if (mesh->RayCast(&indexOutput, input, xf, index))
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{
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hit = true;
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if (indexOutput.fraction < output.fraction)
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{
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output = indexOutput;
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}
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}
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return 1.0f;
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}
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b3Transform xf;
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const b3MeshShape* mesh;
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bool hit;
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b3RayCastOutput output;
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};
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bool b3MeshShape::RayCast(b3RayCastOutput* output, const b3RayCastInput& input, const b3Transform& xf) const
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{
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// Put the ray into the mesh's frame of reference.
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b3RayCastInput subInput;
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subInput.p1 = b3MulT(xf.rotation, input.p1 - xf.position);
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subInput.p2 = b3MulT(xf.rotation, input.p2 - xf.position);
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subInput.maxFraction = input.maxFraction;
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b3MeshRayCastCallback callback;
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callback.mesh = this;
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callback.hit = false;
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callback.output.fraction = B3_MAX_FLOAT;
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m_mesh->tree.QueryRay(&callback, subInput);
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output->fraction = callback.output.fraction;
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output->normal = b3Mul(xf.rotation, callback.output.normal);
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return callback.hit;
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}
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