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//! Geometric queries on a collision mesh: inside tests, self-contact exclusion, ghost contacts,
//! element inversion and outward normals.
use crate::math::{DIM, Real, Vector};
use parry::query::PointQuery;
use parry::shape::Segment;
#[cfg(feature = "dim3")]
use parry::shape::Triangle;
#[cfg(not(feature = "std"))]
#[allow(unused_imports)]
use simba::scalar::{ComplexField as _, RealField as _};
use super::{SoftBody, SoftCollisionMesh};
impl SoftCollisionMesh {
/// Whether the point lies inside this closed surface, by ray-crossing parity: a brute
/// scan over the elements (callers use it rarely, on a handful of vertices), robust to
/// inverted windings since parity ignores orientation.
pub(crate) fn contains_point_parity(&self, body: &SoftBody, p: Vector) -> bool {
#[cfg(feature = "dim2")]
let dir = Vector::new(0.9063, 0.4226);
#[cfg(feature = "dim3")]
let dir = Vector::new(0.5341, 0.6432, 0.5487);
let mut reach: Real = 1.0;
for v in 0..self.vertex_count() {
let x = self.vertex(body, v);
if x.is_finite() {
reach = reach.max((x - p).length());
}
}
let q = p + dir * (2.0 * reach + 1.0);
let mut crossings = 0usize;
for e in 0..self.indices().len() {
let ids = self.element(e);
#[cfg(feature = "dim2")]
{
let (a, b) = (
self.vertex(body, ids[0] as usize),
self.vertex(body, ids[1] as usize),
);
if a.is_finite()
&& b.is_finite()
&& crate::dynamics::soft_body::soft_body_crossing_tests::segments_cross(
[p, q],
[a, b],
)
{
crossings += 1;
}
}
#[cfg(feature = "dim3")]
{
let (a, b, c) = (
self.vertex(body, ids[0] as usize),
self.vertex(body, ids[1] as usize),
self.vertex(body, ids[2] as usize),
);
if a.is_finite()
&& b.is_finite()
&& c.is_finite()
&& crate::dynamics::soft_body::soft_body_crossing_tests::segment_crosses_triangle(p, q, a, b, c)
{
crossings += 1;
}
}
}
crossings % 2 == 1
}
/// Whether a self contact between `vertex` and `element` is ignored: the element holds the
/// vertex or a surface neighbor, or (FEM bodies) sits within the skins' clearance of it at
/// rest, except across a crack (see `across_crack`) where the material between is gone.
pub(crate) fn self_contact_excluded(
&self,
body: &SoftBody,
vertex: u32,
element: &[u32],
skin: Real,
) -> bool {
if element.contains(&vertex) {
return true;
}
if let Some(&start) = self.ring_offsets.get(vertex as usize) {
let end = self.ring_offsets[vertex as usize + 1];
let ring = &self.ring[start as usize..end as usize];
if element.iter().any(|v| ring.binary_search(v).is_ok()) {
return true;
}
}
self.self_contact_excluded_at_rest(body, vertex, element, skin)
}
/// The neighborhood clause of [`Self::self_contact_excluded`] as a stamp table: writes `vertex`
/// into `stamps[e]` (one entry per element) for every element holding the vertex or one of its
/// surface neighbors.
pub(crate) fn mark_self_contact_exclusions(&self, vertex: u32, stamps: &mut [u32]) {
let ring = match self.ring_offsets.get(vertex as usize) {
Some(&start) => {
let end = self.ring_offsets[vertex as usize + 1];
&self.ring[start as usize..end as usize]
}
None => &[],
};
for &u in core::iter::once(&vertex).chain(ring) {
for &e in self.vertex_element_ids(u) {
stamps[e as usize] = vertex;
}
}
}
/// The rest-clearance clause of [`Self::self_contact_excluded`] (FEM bodies only).
pub(crate) fn self_contact_excluded_at_rest(
&self,
body: &SoftBody,
vertex: u32,
element: &[u32],
skin: Real,
) -> bool {
if body.uses_fem() {
let clearance = 2.0 * skin * 1.05;
let p = self.rest_vertex(body, vertex as usize);
let mut rest = [Vector::ZERO; DIM];
for (k, v) in element.iter().enumerate().take(DIM) {
rest[k] = self.rest_vertex(body, *v as usize);
}
#[cfg(feature = "dim2")]
let dist = Segment::new(rest[0], rest[1]).distance_to_local_point(p, true);
// A 3D wire has segment elements; `solid` does not matter for a 3D triangle.
#[cfg(feature = "dim3")]
let dist = if element.len() == 2 {
Segment::new(rest[0], rest[1]).distance_to_local_point(p, true)
} else {
Triangle::new(rest[0], rest[1], rest[2]).distance_to_local_point(p, true)
};
if dist < clearance && !self.across_crack(body, vertex, element) {
return true;
}
}
false
}
/// Whether `element` holds a copy of the particle of `vertex` or of one of its surface
/// neighbors: the pair faces across a crack, which rests at distance zero yet must collide.
/// Always `false` for a skinned mesh, whose vertices are not particles.
fn across_crack(&self, body: &SoftBody, vertex: u32, element: &[u32]) -> bool {
let super::SoftMeshMapping::Direct { particles } = &self.binding else {
return false;
};
let family = |v: u32| {
let p = particles[v as usize];
(p, body.particles[p as usize].split_root(p))
};
let (start, end) = match (
self.ring_offsets.get(vertex as usize),
self.ring_offsets.get(vertex as usize + 1),
) {
(Some(&start), Some(&end)) => (start as usize, end as usize),
_ => (0, 0),
};
let near = core::iter::once(&vertex).chain(&self.ring[start..end]);
near.map(|&w| family(w)).any(|(p, root)| {
element.iter().any(|&e| {
let (q, other_root) = family(e);
other_root == root && q != p
})
})
}
/// Whether `vertex` is exposed along `dir`: no surface neighbor lies ahead of it (up to a few
/// degrees), so a body approaching along `-dir` meets the vertex first. A contact at a vertex
/// that is not exposed along its normal is a ghost of an incident element's contact.
pub(crate) fn vertex_exposed(&self, body: &SoftBody, vertex: u32, dir: Vector) -> bool {
const TOLERANCE: Real = 0.05;
let (Some(&start), Some(&end)) = (
self.ring_offsets.get(vertex as usize),
self.ring_offsets.get(vertex as usize + 1),
) else {
return false;
};
let p = self.vertex(body, vertex as usize);
self.ring[start as usize..end as usize].iter().all(|&w| {
let d = self.vertex(body, w as usize) - p;
d.dot(dir) <= TOLERANCE * d.length()
})
}
/// Whether a contact on `element_id` at barycentric `weights`, with the other shape's point at
/// `point`, is a ghost of an internal vertex/edge: the point projects inside a neighboring
/// element, which reports the real contact, so this one only brings a spurious normal.
pub(crate) fn contact_is_ghost(
&self,
body: &SoftBody,
element_id: usize,
weights: &[Real; DIM],
point: Vector,
) -> bool {
const EPS: Real = 1.0e-3;
let element = self.element(element_id);
let mut touched = [u32::MAX; DIM];
let mut num_touched = 0;
for (k, v) in element.iter().enumerate() {
if weights[k] > EPS {
touched[num_touched] = *v;
num_touched += 1;
}
}
if num_touched == element.len() {
// Interior contact.
return false;
}
let touched = &touched[..num_touched];
let pos = |v: u32| self.vertex(body, v as usize);
// Candidates: the elements incident to every touched vertex, other than this one.
let Some(&first) = touched.first() else {
return false;
};
let (start, end) = match (
self.vertex_elements_offsets.get(first as usize),
self.vertex_elements_offsets.get(first as usize + 1),
) {
(Some(&s), Some(&e)) => (s as usize, e as usize),
_ => return false,
};
for &candidate in &self.vertex_elements[start..end] {
if candidate as usize == element_id {
continue;
}
let other = self.element(candidate as usize);
if !touched.iter().all(|v| other.contains(v)) {
continue;
}
// A segment neighbor is tested as a segment, whatever the dimension.
if other.len() < DIM {
let (a, b) = (
self.vertex(body, other[0] as usize),
self.vertex(body, other[1] as usize),
);
let ab = b - a;
let t = (point - a).dot(ab) / ab.length_squared().max(1.0e-12);
if t > EPS && t < 1.0 - EPS {
return true;
}
continue;
}
#[cfg(feature = "dim2")]
{
let (a, b) = (pos(other[0]), pos(other[1]));
let ab = b - a;
let t = (point - a).dot(ab) / ab.length_squared().max(1.0e-12);
if t > EPS && t < 1.0 - EPS {
return true;
}
}
#[cfg(feature = "dim3")]
{
let (a, b, c) = (pos(other[0]), pos(other[1]), pos(other[2]));
let n = (b - a).cross(c - a);
let nn = n.length_squared().max(1.0e-12);
let inside = |p: Vector, q: Vector| n.dot((q - p).cross(point - p)) / nn;
let (u, v, w) = (inside(a, b), inside(b, c), inside(c, a));
if u > EPS && v > EPS && w > EPS {
return true;
}
}
}
false
}
/// Whether the cell owning `element_id` is currently inverted (negative volume relative to
/// rest): its material is locally inside out, so contacts read from its geometry have a
/// meaningless side. `false` when no cell backs the element (wires, skinned meshes).
pub(crate) fn element_cell_inverted(&self, body: &SoftBody, element_id: usize) -> bool {
if let Some(&cell) = self.element_cell_ids(body).get(element_id) {
if let Some(cell) = body.cells.get(cell as usize) {
let x: [Vector; DIM + 1] =
core::array::from_fn(|k| body.particles[cell.vertices[k] as usize].position);
return SoftBody::cell_volume(x) * cell.rest_volume <= 0.0;
}
}
false
}
/// Outward normal (not normalized) of an element from the cached vertex positions, only
/// meaningful for a solid mesh (`None` for an open or unoriented one, and for an element whose
/// cell is currently inverted: its winding is mirrored, so it cannot orient its contacts).
pub(crate) fn element_outward_normal(
&self,
body: &SoftBody,
element_id: usize,
) -> Option<Vector> {
if !self.is_solid() {
return None;
}
// A likely self-crossed loop (an O squeezed into an 8) has part of its winding mirrored;
// cells still orient each element, but without them contacts stand down to two-sided (a
// one-sided "expel" read from a mirrored winding drags bodies through the surface).
if self.orientation_unreliable && (body.cells.is_empty() || self.is_skinned()) {
return None;
}
let element = self.element(element_id);
// A skinned mesh has no cell of its own to check for inversion; the cells' boundary does.
if self.element_cell_inverted(body, element_id) {
return None;
}
// Only a closed mesh gets here, and a wire is never closed: the element is a facet.
debug_assert_eq!(element.len(), DIM);
let x: [Vector; DIM] = core::array::from_fn(|k| self.vertex(body, element[k] as usize));
#[cfg(feature = "dim2")]
let n = {
let d = x[1] - x[0];
Vector::new(d.y, -d.x)
};
#[cfg(feature = "dim3")]
let n = (x[1] - x[0]).cross(x[2] - x[0]);
// A negative rest volume means the mesh is oriented inward; a mesh turned inside out is
// mirrored as a whole.
Some(if (self.rest_signed_volume < 0.0) != self.inverted {
-n
} else {
n
})
}
/// The outward direction of a closed mesh at one of its vertices: the normalized sum of the
/// outward normals of the elements around it (`None` for an open mesh, and where no element
/// can orient itself).
pub(crate) fn vertex_outward_normal(&self, body: &SoftBody, vertex: u32) -> Option<Vector> {
let mut sum = Vector::ZERO;
let (Some(&start), Some(&end)) = (
self.vertex_elements_offsets.get(vertex as usize),
self.vertex_elements_offsets.get(vertex as usize + 1),
) else {
return None;
};
for &e in &self.vertex_elements[start as usize..end as usize] {
if let Some(n) = self
.element_outward_normal(body, e as usize)
.and_then(|n| n.try_normalize())
{
sum += n;
}
}
sum.try_normalize()
}
/// The sign turning this mesh's raw winding into its geometric orientation: `-1.0` for
/// a mesh oriented inward at rest or turned inside out (see `element_outward_normal`).
pub(crate) fn winding_sign(&self) -> Real {
if (self.rest_signed_volume < 0.0) != self.inverted {
-1.0
} else {
1.0
}
}
}