2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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:
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.
16 #include "SphereTriangleDetector.h"
17 #include "BulletCollision/CollisionShapes/btTriangleShape.h"
18 #include "BulletCollision/CollisionShapes/btSphereShape.h"
21 SphereTriangleDetector::SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle)
28 void SphereTriangleDetector::getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw)
31 const btTransform& transformA = input.m_transformA;
32 const btTransform& transformB = input.m_transformB;
34 btVector3 point,normal;
35 btScalar timeOfImpact = 1.f;
37 // output.m_distance = 1e30f;
38 //move sphere into triangle space
39 btTransform sphereInTr = transformB.inverseTimes(transformA);
41 if (collide(sphereInTr.getOrigin(),point,normal,depth,timeOfImpact))
43 output.addContactPoint(transformB.getBasis()*normal,transformB*point,depth);
48 #define MAX_OVERLAP 0.f
52 // See also geometrictools.com
53 // Basic idea: D = |p - (lo + t0*lv)| where t0 = lv . (p - lo) / lv . lv
54 float SegmentSqrDistance(const btVector3& from, const btVector3& to,const btVector3 &p, btVector3 &nearest) {
55 btVector3 diff = p - from;
56 btVector3 v = to - from;
57 float t = v.dot(diff);
60 float dotVV = v.dot(v);
72 return diff.dot(diff);
75 bool SphereTriangleDetector::facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal) {
77 btVector3 lnormal(normal);
79 return pointInTriangle(vertices, lnormal, &lp);
82 ///combined discrete/continuous sphere-triangle
83 bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, float &timeOfImpact)
86 const btVector3* vertices = &m_triangle->getVertexPtr(0);
87 const btVector3& c = sphereCenter;
88 btScalar r = m_sphere->getRadius();
90 btVector3 delta (0,0,0);
92 btVector3 normal = (vertices[1]-vertices[0]).cross(vertices[2]-vertices[0]);
94 btVector3 p1ToCentre = c - vertices[0];
95 float distanceFromPlane = p1ToCentre.dot(normal);
97 if (distanceFromPlane < 0.f)
99 //triangle facing the other way
101 distanceFromPlane *= -1.f;
105 ///todo: move this gContactBreakingThreshold into a proper structure
106 extern float gContactBreakingThreshold;
108 float contactMargin = gContactBreakingThreshold;
109 bool isInsideContactPlane = distanceFromPlane < r + contactMargin;
110 bool isInsideShellPlane = distanceFromPlane < r;
112 float deltaDotNormal = delta.dot(normal);
113 if (!isInsideShellPlane && deltaDotNormal >= 0.0f)
116 // Check for contact / intersection
117 bool hasContact = false;
118 btVector3 contactPoint;
119 if (isInsideContactPlane) {
120 if (facecontains(c,vertices,normal)) {
121 // Inside the contact wedge - touches a point on the shell plane
123 contactPoint = c - normal*distanceFromPlane;
125 // Could be inside one of the contact capsules
126 float contactCapsuleRadiusSqr = (r + contactMargin) * (r + contactMargin);
127 btVector3 nearestOnEdge;
128 for (int i = 0; i < m_triangle->getNumEdges(); i++) {
133 m_triangle->getEdge(i,pa,pb);
135 float distanceSqr = SegmentSqrDistance(pa,pb,c, nearestOnEdge);
136 if (distanceSqr < contactCapsuleRadiusSqr) {
137 // Yep, we're inside a capsule
139 contactPoint = nearestOnEdge;
147 btVector3 contactToCentre = c - contactPoint;
148 float distanceSqr = contactToCentre.length2();
149 if (distanceSqr < (r - MAX_OVERLAP)*(r - MAX_OVERLAP)) {
150 float distance = btSqrt(distanceSqr);
153 resultNormal = contactToCentre;
154 resultNormal.normalize();
156 point = contactPoint;
157 depth = -(r-distance);
161 if (delta.dot(contactToCentre) >= 0.0f)
164 // Moving towards the contact point -> collision
165 point = contactPoint;
174 bool SphereTriangleDetector::pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p )
176 const btVector3* p1 = &vertices[0];
177 const btVector3* p2 = &vertices[1];
178 const btVector3* p3 = &vertices[2];
180 btVector3 edge1( *p2 - *p1 );
181 btVector3 edge2( *p3 - *p2 );
182 btVector3 edge3( *p1 - *p3 );
184 btVector3 p1_to_p( *p - *p1 );
185 btVector3 p2_to_p( *p - *p2 );
186 btVector3 p3_to_p( *p - *p3 );
188 btVector3 edge1_normal( edge1.cross(normal));
189 btVector3 edge2_normal( edge2.cross(normal));
190 btVector3 edge3_normal( edge3.cross(normal));
193 r1 = edge1_normal.dot( p1_to_p );
194 r2 = edge2_normal.dot( p2_to_p );
195 r3 = edge3_normal.dot( p3_to_p );
196 if ( ( r1 > 0 && r2 > 0 && r3 > 0 ) ||
197 ( r1 <= 0 && r2 <= 0 && r3 <= 0 ) )