Convex vs convex face manifolds working

This commit is contained in:
sergeypdev 2025-01-18 17:16:32 +04:00
parent 71df8df94a
commit 923cb6f459
5 changed files with 287 additions and 110 deletions

7
.vscode/launch.json vendored
View File

@ -1,6 +1,12 @@
{
"version": "0.2.0",
"configurations": [
{
"type": "lldb",
"request": "attach",
"name": "Attach Hot Reload (Linux/Max)",
"program": "${workspaceFolder}/game_hot_reload.bin"
},
// Windows configs (only difference from linux/mac is "type" and "program")
{
"type": "cppvsdbg",
@ -29,7 +35,6 @@
"args": [],
"cwd": "${workspaceFolder}"
},
// Linux / Mac configs
{
"type": "lldb",

13
.vscode/tasks.json vendored
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@ -3,6 +3,17 @@
"command": "",
"args": [],
"tasks": [
{
"label": "Test",
"type": "shell",
"linux": {
"command": "${workspaceFolder}/test.sh"
},
"osx": {
"command": "${workspaceFolder}/test.sh"
},
"group": "test"
},
{
"label": "Build Debug",
"type": "shell",
@ -57,4 +68,4 @@
},
}
]
}
}

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@ -22,7 +22,7 @@ import "core:math"
import "core:math/linalg"
import "game:physics"
import "game:physics/bvh"
import "halfedge"
import "game:physics/collision"
import "libs:tracy"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
@ -481,6 +481,7 @@ draw :: proc() {
origin = rl_ray.position,
dir = rl_ray.direction,
}
_ = ray
{
rl.BeginMode3D(camera)
@ -490,38 +491,57 @@ draw :: proc() {
physics.draw_debug_scene(&world.physics_scene)
{
mesh_bvh := assets.get_bvh(&g_mem.assetman, "assets/toyota_corolla_ae86_trueno.glb")
for &blas, i in mesh_bvh.bvhs {
mesh := car_model.meshes[i]
if i == g_mem.preview_bvh {
bvh.debug_draw_bvh_bounds(
&blas,
bvh.bvh_mesh_from_rl_mesh(mesh),
0,
g_mem.preview_node,
)
}
vertices := (cast([^]rl.Vector3)mesh.vertices)[:mesh.vertexCount]
indices := mesh.indices[:mesh.triangleCount * 3]
if bvh.traverse_bvh_ray_mesh(
&blas,
bvh.Mesh{vertices = vertices, indices = indices},
ray,
&mesh_col,
) {
hit_mesh_idx = i
}
box1, box2 := collision.Box {
pos = {0, 0.5, 0},
rad = 0.5,
}, collision.Box {
pos = {0.5, 1.5, 0.5},
rad = 0.5,
}
if mesh_col.hit {
rl.DrawSphereWires(ray.origin + ray.dir * mesh_col.t, 0.1, 8, 8, rl.RED)
}
box1_convex := collision.box_to_convex(box1, context.temp_allocator)
box2_convex := collision.box_to_convex(box2, context.temp_allocator)
manifold, _ := collision.convex_vs_convex_sat(box1_convex, box2_convex)
rl.DrawCubeWiresV(box1.pos, box1.rad * 1.999, rl.RED)
rl.DrawCubeWiresV(box2.pos, box2.rad * 1.999, rl.RED)
for p in manifold.points {
rl.DrawSphereWires(p, 0.1, 8, 8, rl.BLUE)
}
// {
// mesh_bvh := assets.get_bvh(&g_mem.assetman, "assets/toyota_corolla_ae86_trueno.glb")
// for &blas, i in mesh_bvh.bvhs {
// mesh := car_model.meshes[i]
// if i == g_mem.preview_bvh {
// bvh.debug_draw_bvh_bounds(
// &blas,
// bvh.bvh_mesh_from_rl_mesh(mesh),
// 0,
// g_mem.preview_node,
// )
// }
// vertices := (cast([^]rl.Vector3)mesh.vertices)[:mesh.vertexCount]
// indices := mesh.indices[:mesh.triangleCount * 3]
// if bvh.traverse_bvh_ray_mesh(
// &blas,
// bvh.Mesh{vertices = vertices, indices = indices},
// ray,
// &mesh_col,
// ) {
// hit_mesh_idx = i
// }
// }
// if mesh_col.hit {
// rl.DrawSphereWires(ray.origin + ray.dir * mesh_col.t, 0.1, 8, 8, rl.RED)
// }
// }
if !g_mem.editor {
car_matrix := rl.QuaternionToMatrix(car_body.q)
car_model.transform = car_matrix
@ -577,35 +597,35 @@ draw :: proc() {
}
}
if mesh_col.hit {
mesh := car_model.meshes[hit_mesh_idx]
vertices := (cast([^]rl.Vector3)mesh.vertices)[:mesh.vertexCount]
indices := mesh.indices[:mesh.triangleCount * 3]
car_halfedge := halfedge.mesh_from_vertex_index_list(vertices, indices, 3, context.temp_allocator)
face_idx := halfedge.Face_Index(mesh_col.prim)
face := car_halfedge.faces[face_idx]
first_edge_idx := face.edge
first := true
cur_edge_idx := first_edge_idx
for first || cur_edge_idx != first_edge_idx {
first = false
edge := car_halfedge.edges[cur_edge_idx]
cur_edge_idx = edge.next
if edge.twin >= 0 {
twin_edge := car_halfedge.edges[edge.twin]
face := twin_edge.face
i1, i2, i3 := indices[face * 3 + 0], indices[face * 3 + 1], indices[face * 3 + 2]
v1, v2, v3 := vertices[i1], vertices[i2], vertices[i3]
rl.DrawTriangle3D(v1, v2, v3, rl.RED)
}
}
}
// if mesh_col.hit {
// mesh := car_model.meshes[hit_mesh_idx]
// vertices := (cast([^]rl.Vector3)mesh.vertices)[:mesh.vertexCount]
// indices := mesh.indices[:mesh.triangleCount * 3]
// car_halfedge := halfedge.mesh_from_vertex_index_list(vertices, indices, 3, context.temp_allocator)
//
// face_idx := halfedge.Face_Index(mesh_col.prim)
// face := car_halfedge.faces[face_idx]
// first_edge_idx := face.edge
//
// first := true
// cur_edge_idx := first_edge_idx
// for first || cur_edge_idx != first_edge_idx {
// first = false
// edge := car_halfedge.edges[cur_edge_idx]
// cur_edge_idx = edge.next
//
// if edge.twin >= 0 {
// twin_edge := car_halfedge.edges[edge.twin]
// face := twin_edge.face
//
// i1, i2, i3 := indices[face * 3 + 0], indices[face * 3 + 1], indices[face * 3 + 2]
// v1, v2, v3 := vertices[i1], vertices[i2], vertices[i3]
//
// rl.DrawTriangle3D(v1, v2, v3, rl.RED)
// }
// }
// }
//
}
}

View File

@ -63,7 +63,7 @@ mesh_from_vertex_index_list :: proc(
for f in 0 ..< num_faces {
base_index := f * vertices_per_face
i1, i2, i3 := base_index + 0, base_index + 1, base_index + 2
i1, i2, i3 := indices[base_index + 0], indices[base_index + 1], indices[base_index + 2]
v1, v2, v3 := vertices[i1], vertices[i2], vertices[i3]
// Assuming ccw winding
@ -83,6 +83,7 @@ mesh_from_vertex_index_list :: proc(
}
if i == 0 {
verts[index].edge = Edge_Index(e)
faces[f].edge = Edge_Index(e)
}
@ -129,14 +130,16 @@ get_adjacent_face :: proc(
edge: Half_Edge,
) -> (
face: Face,
face_idx: Face_Index,
ok: bool,
) #optional_ok {
) {
if edge.twin < 0 {
return {}, false
return {}, 0, false
}
twin := mesh.edges[edge.twin]
face = mesh.faces[twin.face]
face_idx = twin.face
ok = true
return
@ -157,6 +160,11 @@ iterator_face_edges :: proc(mesh: Half_Edge_Mesh, face: Face_Index) -> (it: Edge
return
}
iterator_reset_edges :: proc(it: ^Edge_Iterator) {
it.current_edge = it.first_edge
it.past_first = false
}
iterate_next_edge :: proc(it: ^Edge_Iterator) -> (edge: Half_Edge, ok: bool) {
if it.current_edge == it.first_edge {
if !it.past_first {

View File

@ -3,58 +3,31 @@ package collision
import "core:math"
import lg "core:math/linalg"
import "game:halfedge"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
_ :: math
Convex :: distinct halfedge.Half_Edge_Mesh
BOX_CORNERS_NORM :: [8]Vec3 {
Vec3{-1, -1, -1},
Vec3{-1, -1, 1},
Vec3{-1, 1, -1},
Vec3{-1, 1, 1},
Vec3{1, -1, -1},
Vec3{1, -1, 1},
Vec3{1, 1, -1},
Vec3{1, 1, 1},
{-1, 1, 1},
{-1, -1, 1},
{-1, 1, -1},
{-1, -1, -1},
{1, 1, 1},
{1, -1, 1},
{1, 1, -1},
{1, -1, -1},
}
box_indices := [6 * 4]u16 {
// near
0,
4,
6,
2,
// right
4,
5,
7,
6,
// far
5,
1,
3,
7,
// left
1,
0,
2,
3,
// top
2,
6,
7,
3,
// bottom
0,
4,
5,
1,
}
box_indices := [6 * 4]u16{0, 4, 6, 2, 3, 2, 6, 7, 7, 6, 4, 5, 5, 1, 3, 7, 1, 0, 2, 3, 5, 4, 0, 1}
box_to_convex :: proc(box: Box, allocator := context.allocator) -> (convex: Convex) {
vertices := make([]Vec3, 8, context.temp_allocator)
for corner, i in BOX_CORNERS_NORM {
vertices[i] = corner * box.rad
vertices[i] = box.pos + corner * box.rad
}
convex = Convex(halfedge.mesh_from_vertex_index_list(vertices, box_indices[:], 4, allocator))
@ -78,9 +51,11 @@ convex_vs_convex_sat :: proc(a, b: Convex) -> (manifold: Contact_Manifold, colli
}
edge_separation, edge_a, edge_b := query_separation_edges(a, b)
_, _ = edge_a, edge_b
if edge_separation > 0 {
return
}
edge_separation = -1
is_face_a_contact := face_query_a.separation > edge_separation
is_face_b_contact := face_query_b.separation > edge_separation
@ -89,7 +64,6 @@ convex_vs_convex_sat :: proc(a, b: Convex) -> (manifold: Contact_Manifold, colli
if is_face_a_contact && is_face_b_contact {
manifold = create_face_contact_manifold(face_query_a, a, face_query_b, b)
} else {
}
return
@ -190,15 +164,174 @@ create_face_contact_manifold :: proc(
is_ref_a := face_query_a.separation > face_query_b.separation
ref_face_query := is_ref_a ? face_query_a : face_query_b
ref_convex := is_ref_a ? a : b
inc_face_query := is_ref_a ? face_query_b : face_query_a
inc_convex := is_ref_a ? b : a
it := halfedge.iterator_face_edges(halfedge.Half_Edge_Mesh(ref_convex), ref_face_query.face)
ref_face := a.faces[ref_face_query.face]
for edge in halfedge.iterate_next_edge(&it) {
clipping_face := halfedge.get_adjacent_face(halfedge.Half_Edge_Mesh(ref_convex), edge)
// incident face
inc_face: halfedge.Face
inc_face_idx: halfedge.Face_Index
// Find the most anti parallel face
{
min_dot := f32(1.0)
for face, face_idx in inc_convex.faces {
dot := lg.dot(ref_face.normal, face.normal)
if dot < min_dot {
min_dot = dot
inc_face = face
inc_face_idx = halfedge.Face_Index(face_idx)
}
}
}
inc_polygon: []Vec3
// Get incident face vertices
{
it := halfedge.iterator_face_edges(halfedge.Half_Edge_Mesh(inc_convex), inc_face_idx)
vert_count := 0
for _ in halfedge.iterate_next_edge(&it) {
vert_count += 1
}
inc_polygon = make([]Vec3, vert_count, context.temp_allocator)
halfedge.iterator_reset_edges(&it)
i := 0
for edge in halfedge.iterate_next_edge(&it) {
inc_polygon[i] = inc_convex.vertices[edge.origin].pos
i += 1
}
}
assert(len(inc_polygon) > 0)
// Set up ping pong buffers
inc_polygon2 := make([]Vec3, len(inc_polygon), context.temp_allocator)
// Buffer 0 is the original incident polygon, start with index 1
clip_buf_idx := 1
clip_bufs := [2][]Vec3{inc_polygon, inc_polygon2}
get_other_clip_buf :: proc(idx: int) -> int {
return (idx + 1) % 2
}
step := 0
{
it := halfedge.iterator_face_edges(
halfedge.Half_Edge_Mesh(ref_convex),
ref_face_query.face,
)
for edge in halfedge.iterate_next_edge(&it) {
src_polygon := clip_bufs[get_other_clip_buf(clip_buf_idx)]
clipped_polygon := clip_bufs[clip_buf_idx]
clipping_face, clipping_face_idx, _ := halfedge.get_adjacent_face(
halfedge.Half_Edge_Mesh(ref_convex),
edge,
)
clipping_face_vert :=
ref_convex.vertices[ref_convex.edges[clipping_face.edge].origin].pos
clipping_plane_center: Vec3
{
clipping_plane_it := halfedge.iterator_face_edges(
halfedge.Half_Edge_Mesh(ref_convex),
clipping_face_idx,
)
num := 0
for clip_edge in halfedge.iterate_next_edge(&clipping_plane_it) {
vert := ref_convex.vertices[clip_edge.origin].pos
clipping_plane_center += vert
num += 1
}
clipping_plane_center /= f32(num)
}
clipping_plane := plane_from_point_normal(clipping_face_vert, clipping_face.normal)
// Actual clipping
{
j := 0
for i in 0 ..< len(src_polygon) {
k := (i + 1) % len(src_polygon)
d1 := signed_distance_plane(src_polygon[i], clipping_plane)
d2 := signed_distance_plane(src_polygon[k], clipping_plane)
if d1 < 0 && d2 < 0 {
// Both points inside
clipped_polygon[j] = src_polygon[k]
j += 1
} else if d1 >= 0 && d2 < 0 {
// First point is outside
_, clipped_polygon[j], _ = intersect_segment_plane(
{src_polygon[i], src_polygon[k]},
clipping_plane,
)
j += 1
clipped_polygon[j] = src_polygon[k]
j += 1
} else if d1 < 0 && d2 >= 0 {
// Second point outside
_, clipped_polygon[j], _ = intersect_segment_plane(
{src_polygon[i], src_polygon[k]},
clipping_plane,
)
j += 1
}
}
clipped_polygon = clipped_polygon[:j]
if step == 3 {
for p in clipped_polygon {
rl.DrawSphereWires(p, 0.05, 4, 4, rl.GREEN)
}
{
rl.BeginBlendMode(.ALPHA)
defer rl.EndBlendMode()
rlgl.PushMatrix()
defer rlgl.PopMatrix()
f := clipping_face.normal
r := lg.normalize0(lg.cross(f, rl.Vector3{0, 1, 0}))
u := lg.cross(r, f)
// ps: [4]Vec3 = {{-1, -1, 0}, {1, -1, 0}, {1, 1, 0}, {-1, 1, 0}}
rl.DrawLine3D(clipping_plane_center, clipping_plane_center + f, rl.BLUE)
rl.DrawLine3D(clipping_plane_center, clipping_plane_center + r, rl.RED)
rl.DrawLine3D(clipping_plane_center, clipping_plane_center + u, rl.GREEN)
// mat: rlgl.Matrix = auto_cast lg.matrix4_look_at_from_fru(0, f, r, u, false)
// rlgl.LoadIdentity()
// rlgl.MultMatrixf(cast([^]f32)&mat)
// col := rl.Color{0, 228, 48, 50}
// rl.DrawTriangle3D(ps[0], ps[1], ps[2], col)
// rl.DrawTriangle3D(ps[2], ps[3], ps[0], col)
}
}
}
clip_bufs[clip_buf_idx] = clipped_polygon
clip_buf_idx = get_other_clip_buf(clip_buf_idx)
step += 1
}
}
manifold.normal = ref_face.normal
manifold.points = clip_bufs[get_other_clip_buf(clip_buf_idx)]
return
}