oxiphysics_geometry/compound/
compound_traits.rs1#[allow(unused_imports)]
12use super::functions::*;
13use crate::shape::{RayHit, Shape};
14use oxiphysics_core::Aabb;
15use oxiphysics_core::math::{Mat3, Real, Vec3};
16
17use super::types::Compound;
18
19impl Shape for Compound {
20 fn bounding_box(&self) -> Aabb {
21 if self.children.is_empty() {
22 return Aabb::new(Vec3::zeros(), Vec3::zeros());
23 }
24 let mut result: Option<Aabb> = None;
25 for (transform, shape) in &self.children {
26 let local_aabb = shape.bounding_box();
27 let corners = [
28 Vec3::new(local_aabb.min.x, local_aabb.min.y, local_aabb.min.z),
29 Vec3::new(local_aabb.max.x, local_aabb.min.y, local_aabb.min.z),
30 Vec3::new(local_aabb.min.x, local_aabb.max.y, local_aabb.min.z),
31 Vec3::new(local_aabb.max.x, local_aabb.max.y, local_aabb.min.z),
32 Vec3::new(local_aabb.min.x, local_aabb.min.y, local_aabb.max.z),
33 Vec3::new(local_aabb.max.x, local_aabb.min.y, local_aabb.max.z),
34 Vec3::new(local_aabb.min.x, local_aabb.max.y, local_aabb.max.z),
35 Vec3::new(local_aabb.max.x, local_aabb.max.y, local_aabb.max.z),
36 ];
37 let mut min = transform.transform_point(&corners[0]);
38 let mut max = min;
39 for corner in &corners[1..] {
40 let p = transform.transform_point(corner);
41 min = min.inf(&p);
42 max = max.sup(&p);
43 }
44 let child_aabb = Aabb::new(min, max);
45 result = Some(match result {
46 Some(r) => r.merge(&child_aabb),
47 None => child_aabb,
48 });
49 }
50 result.unwrap_or_else(|| Aabb::new(Vec3::zeros(), Vec3::zeros()))
51 }
52 fn support_point(&self, direction: &Vec3) -> Vec3 {
53 let mut best_dot = Real::NEG_INFINITY;
54 let mut best_point = Vec3::zeros();
55 for (transform, shape) in &self.children {
56 let local_dir = transform.inverse().transform_vector(direction);
57 let local_support = shape.support_point(&local_dir);
58 let world_support = transform.transform_point(&local_support);
59 let d = world_support.dot(direction);
60 if d > best_dot {
61 best_dot = d;
62 best_point = world_support;
63 }
64 }
65 best_point
66 }
67 fn volume(&self) -> Real {
68 self.children.iter().map(|(_, s)| s.volume()).sum()
69 }
70 fn center_of_mass(&self) -> Vec3 {
71 let total_vol: Real = self.children.iter().map(|(_, s)| s.volume()).sum();
72 if total_vol < 1e-12 {
73 return Vec3::zeros();
74 }
75 let weighted: Vec3 = self
76 .children
77 .iter()
78 .map(|(t, s)| {
79 let local_com = s.center_of_mass();
80 let world_com = t.transform_point(&local_com);
81 world_com * s.volume()
82 })
83 .sum();
84 weighted / total_vol
85 }
86 fn inertia_tensor(&self, mass: Real) -> Mat3 {
87 let total_vol: Real = self.children.iter().map(|(_, s)| s.volume()).sum();
88 if total_vol < 1e-12 {
89 return Mat3::zeros();
90 }
91 let com = self.center_of_mass();
92 let mut total = Mat3::zeros();
93 for (transform, shape) in &self.children {
94 let child_mass = mass * shape.volume() / total_vol;
95 let child_inertia = shape.inertia_tensor(child_mass);
96 let child_com = transform.transform_point(&shape.center_of_mass());
97 let r = child_com - com;
98 let r2 = r.dot(&r);
99 let parallel = Mat3::identity() * r2 - r * r.transpose();
100 total += child_inertia + parallel * child_mass;
101 }
102 total
103 }
104 fn ray_cast(&self, ray_origin: &Vec3, ray_direction: &Vec3, max_toi: Real) -> Option<RayHit> {
105 let mut best: Option<RayHit> = None;
106 for (transform, shape) in &self.children {
107 let inv = transform.inverse();
108 let local_origin = inv.transform_point(ray_origin);
109 let local_dir = inv.transform_vector(ray_direction);
110 if let Some(hit) = shape.ray_cast(&local_origin, &local_dir, max_toi)
111 && best.as_ref().is_none_or(|b| hit.toi < b.toi)
112 {
113 let world_point = transform.transform_point(&hit.point);
114 let world_normal = transform.transform_vector(&hit.normal).normalize();
115 best = Some(RayHit {
116 point: world_point,
117 normal: world_normal,
118 toi: hit.toi,
119 });
120 }
121 }
122 best
123 }
124}