Bullet Collision Detection & Physics Library
SphereTriangleDetector.cpp
Go to the documentation of this file.
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"
20 
21 
23 :m_sphere(sphere),
24 m_triangle(triangle),
25 m_contactBreakingThreshold(contactBreakingThreshold)
26 {
27 
28 }
29 
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 
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 
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 
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 
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 }
#define SIMD_EPSILON
Definition: btScalar.h:448
btScalar btSqrt(btScalar y)
Definition: btScalar.h:387
The btSphereShape implements an implicit sphere, centered around a local origin with radius...
Definition: btSphereShape.h:22
btScalar dot(const btVector3 &v) const
Return the dot product.
Definition: btVector3.h:235
btTransform inverseTimes(const btTransform &t) const
Return the inverse of this transform times the other transform.
Definition: btTransform.h:230
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
Definition: btVector3.h:297
bool facecontains(const btVector3 &p, const btVector3 *vertices, btVector3 &normal)
virtual void getClosestPoints(const ClosestPointInput &input, Result &output, class btIDebugDraw *debugDraw, bool swapResults=false)
btVector3 & getOrigin()
Return the origin vector translation.
Definition: btTransform.h:117
btVector3 & getVertexPtr(int index)
bool collide(const btVector3 &sphereCenter, btVector3 &point, btVector3 &resultNormal, btScalar &depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold)
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
Definition: btVector3.h:377
SphereTriangleDetector(btSphereShape *sphere, btTriangleShape *triangle, btScalar contactBreakingThreshold)
btMatrix3x3 & getBasis()
Return the basis matrix for the rotation.
Definition: btTransform.h:112
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
Definition: btIDebugDraw.h:28
bool pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p)
virtual int getNumEdges() const
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
btScalar length2() const
Return the length of the vector squared.
Definition: btVector3.h:257
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition: btTransform.h:34
virtual void addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorld, btScalar depth)=0
static float4 cross(const float4 &a, const float4 &b)
virtual void getEdge(int i, btVector3 &pa, btVector3 &pb) const
btScalar getRadius() const
Definition: btSphereShape.h:47
btScalar SegmentSqrDistance(const btVector3 &from, const btVector3 &to, const btVector3 &p, btVector3 &nearest)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:266