shooter/engine/physics/RigidBody.cpp

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//
// Created by Иван Ильин on 05.02.2021.
//
#include "RigidBody.h"
#include "../Plane.h"
#include "../utils/Log.h"
#include "../utils/Time.h"
#include <iostream>
#include <cmath>
Point4D RigidBody::_findFurthestPoint(const Point4D& direction) {
Point4D maxPoint = {};
auto maxDistance = (double)-INFINITY;
for(auto& tri : triangles()){
for(auto point : tri.p){
point = point + position();
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double distance = point.dot(direction);
if(distance > maxDistance) {
maxDistance = distance;
maxPoint = point;
}
}
}
return maxPoint;
}
Point4D RigidBody::_support(std::shared_ptr<RigidBody> obj, const Point4D& direction) {
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Point4D p1 = _findFurthestPoint(direction);
Point4D p2 = obj->_findFurthestPoint(-direction);
return p1 - p2;
}
bool RigidBody::_nextSimplex(Simplex &points, Point4D &direction) {
switch (points.size()) {
case 2: return _line(points, direction);
case 3: return _triangle(points, direction);
case 4: return _tetrahedron(points, direction);
}
// never should be here
return false;
}
bool RigidBody::_line(Simplex& points, Point4D& direction) {
Point4D a = points[0];
Point4D b = points[1];
Point4D ab = b - a;
Point4D ao = - a;
if (ab.dot(ao) > 0) {
direction = ab.cross3D(ao).cross3D(ab);
} else {
points = { a };
direction = ao;
}
return false;
}
bool RigidBody::_triangle(Simplex &points, Point4D &direction) {
Point4D a = points[0];
Point4D b = points[1];
Point4D c = points[2];
Point4D ab = b - a;
Point4D ac = c - a;
Point4D ao = - a;
Point4D abc = ab.cross3D(ac);
if (abc.cross3D(ac).dot(ao) > 0) {
if (ac.dot(ao) > 0) {
points = { a, c };
direction = ac.cross3D(ao).cross3D(ac);
}
else
{
return _line(points = { a, b }, direction);
}
}
else
{
if (ab.cross3D(abc).dot(ao) > 0) {
return _line(points = { a, b }, direction);
}
else
{
if (abc.dot(ao) > 0) {
direction = abc;
} else {
points = { a, c, b };
direction = -abc;
}
}
}
return false;
}
bool RigidBody::_tetrahedron(Simplex &points, Point4D &direction) {
Point4D a = points[0];
Point4D b = points[1];
Point4D c = points[2];
Point4D d = points[3];
Point4D ab = b - a;
Point4D ac = c - a;
Point4D ad = d - a;
Point4D ao = - a;
Point4D abc = ab.cross3D(ac);
Point4D acd = ac.cross3D(ad);
Point4D adb = ad.cross3D(ab);
if (abc.dot(ao) > 0) {
return _triangle(points = { a, b, c }, direction);
}
if (acd.dot(ao) > 0) {
return _triangle(points = { a, c, d }, direction);
}
if (adb.dot(ao) > 0) {
return _triangle(points = { a, d, b }, direction);
}
return true;
}
std::pair<bool, Simplex> RigidBody::checkGJKCollision(std::shared_ptr<RigidBody> obj) {
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// Get initial support point in any direction
Point4D support = _support(obj, Point4D{1, 0, 0});
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// Simplex is an array of points, max count is 4
Simplex points;
points.push_front(support);
// New direction is towards the origin
Point4D direction = -support;
int iterations = 0;
while (iterations < 50) {
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support = _support(obj, direction);
if (support.dot(direction) <= 0)
return std::make_pair(false, points); // no collision
points.push_front(support);
if (_nextSimplex(points, direction)) {
if(obj->isCollider())
_inCollision = true;
return std::make_pair(true, points);
}
iterations++;
}
return std::make_pair(false, points); // no collision
}
CollisionPoint RigidBody::EPA(const Simplex& simplex, std::shared_ptr<RigidBody> obj) {
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std::vector<Point4D> polytope(simplex.begin(), simplex.end());
std::vector<size_t> faces = {
0, 1, 2,
0, 3, 1,
0, 2, 3,
1, 3, 2
};
// list: vector4(normal, distance), index: min distance
auto [normals, minFace] = GetFaceNormals(polytope, faces);
Point4D minNormal;
double minDistance = INFINITY;
int iterations = 0;
while ((minDistance == INFINITY) && (iterations < 50)) {
minNormal = Point4D{normals[minFace].x(), normals[minFace].y(), normals[minFace].z()};
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minDistance = normals[minFace].w();
Point4D support = _support(obj, minNormal);
double sDistance = minNormal.dot(support);
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if (std::abs(sDistance - minDistance) > 0.0001) {
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minDistance = INFINITY;
std::vector<std::pair<size_t, size_t>> uniqueEdges;
for (size_t i = 0; i < normals.size(); i++) {
if (normals[i].dot(support) > 0) {
size_t f = i * 3;
AddIfUniqueEdge(uniqueEdges, faces, f, f + 1);
AddIfUniqueEdge(uniqueEdges, faces, f + 1, f + 2);
AddIfUniqueEdge(uniqueEdges, faces, f + 2, f );
faces[f + 2] = faces.back(); faces.pop_back();
faces[f + 1] = faces.back(); faces.pop_back();
faces[f ] = faces.back(); faces.pop_back();
normals[i] = normals.back(); normals.pop_back();
i--;
}
}
std::vector<size_t> newFaces;
for (auto [edgeIndex1, edgeIndex2] : uniqueEdges) {
newFaces.push_back(edgeIndex1);
newFaces.push_back(edgeIndex2);
newFaces.push_back(polytope.size());
}
polytope.push_back(support);
auto [newNormals, newMinFace] = GetFaceNormals(polytope, newFaces);
if(newNormals.empty())
break;
double oldMinDistance = INFINITY;
for (size_t i = 0; i < normals.size(); i++) {
if (normals[i].w() < oldMinDistance) {
oldMinDistance = normals[i].w();
minFace = i;
}
}
if (newNormals[newMinFace].w() < oldMinDistance) {
minFace = newMinFace + normals.size();
}
faces .insert(faces .end(), newFaces .begin(), newFaces .end());
normals.insert(normals.end(), newNormals.begin(), newNormals.end());
}
iterations++;
}
CollisionPoint point;
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point.normal = minNormal;
point.depth = minDistance + 0.0001;
point.hasCollision = minDistance < INFINITY;
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_collisionNormal = minNormal;
return point;
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}
std::pair<std::vector<Point4D>, size_t> RigidBody::GetFaceNormals(const std::vector<Point4D>& polytope, const std::vector<size_t>& faces) {
std::vector<Point4D> normals;
size_t minTriangle = 0;
double minDistance = INFINITY;
for (size_t i = 0; i < faces.size(); i += 3) {
Point4D a = polytope[faces[i ]];
Point4D b = polytope[faces[i + 1]];
Point4D c = polytope[faces[i + 2]];
Point4D normal = (b - a).cross3D(c - a).normalized();
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double distance = normal.dot(a);
if (distance < 0) {
normal = -normal;
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distance *= -1;
}
normal = Point4D{normal.x(), normal.y(), normal.z(), distance};
normals.emplace_back(normal);
if (distance < minDistance) {
minTriangle = i / 3;
minDistance = distance;
}
}
return { normals, minTriangle };
}
void RigidBody::AddIfUniqueEdge(std::vector<std::pair<size_t, size_t>>& edges, const std::vector<size_t>& faces, size_t a, size_t b) {
auto reverse = std::find( // 0--<--3
edges.begin(), // / \ B / A: 2-0
edges.end(), // / A \ / B: 0-2
std::make_pair(faces[b], faces[a]) // 1-->--2
);
if (reverse != edges.end()) {
edges.erase(reverse);
}
else {
edges.emplace_back(faces[a], faces[b]);
}
}
void RigidBody::updatePhysicsState() {
translate(p_velocity * Time::deltaTime());
p_velocity = p_velocity + p_acceleration * Time::deltaTime();
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}
void RigidBody::setVelocity(const Point4D& velocity) {
p_velocity = velocity;
}
void RigidBody::addVelocity(const Point4D &velocity) {
p_velocity = p_velocity + velocity;
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}
void RigidBody::setAcceleration(const Point4D& acceleration) {
p_acceleration = acceleration;
}