/* * Copyright (c) 2007 Erin Catto http://www.gphysics.com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 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. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #include "b2Collision.h" #include "Shapes/b2CircleShape.h" #include "Shapes/b2PolygonShape.h" int32 g_GJK_Iterations = 0; // GJK using Voronoi regions (Christer Ericson) and region selection // optimizations (Casey Muratori). // The origin is either in the region of points[1] or in the edge region. The origin is // not in region of points[0] because that is the old point. static int32 ProcessTwo(b2Vec2* x1, b2Vec2* x2, b2Vec2* p1s, b2Vec2* p2s, b2Vec2* points) { // If in point[1] region b2Vec2 r = -points[1]; b2Vec2 d = points[0] - points[1]; float32 length = d.Normalize(); float32 lambda = b2Dot(r, d); if (lambda <= 0.0f || length < B2_FLT_EPSILON) { // The simplex is reduced to a point. *x1 = p1s[1]; *x2 = p2s[1]; p1s[0] = p1s[1]; p2s[0] = p2s[1]; points[0] = points[1]; return 1; } // Else in edge region lambda /= length; *x1 = p1s[1] + lambda * (p1s[0] - p1s[1]); *x2 = p2s[1] + lambda * (p2s[0] - p2s[1]); return 2; } // Possible regions: // - points[2] // - edge points[0]-points[2] // - edge points[1]-points[2] // - inside the triangle static int32 ProcessThree(b2Vec2* x1, b2Vec2* x2, b2Vec2* p1s, b2Vec2* p2s, b2Vec2* points) { b2Vec2 a = points[0]; b2Vec2 b = points[1]; b2Vec2 c = points[2]; b2Vec2 ab = b - a; b2Vec2 ac = c - a; b2Vec2 bc = c - b; float32 sn = -b2Dot(a, ab), sd = b2Dot(b, ab); float32 tn = -b2Dot(a, ac), td = b2Dot(c, ac); float32 un = -b2Dot(b, bc), ud = b2Dot(c, bc); // In vertex c region? if (td <= 0.0f && ud <= 0.0f) { // Single point *x1 = p1s[2]; *x2 = p2s[2]; p1s[0] = p1s[2]; p2s[0] = p2s[2]; points[0] = points[2]; return 1; } // Should not be in vertex a or b region. B2_NOT_USED(sd); B2_NOT_USED(sn); b2Assert(sn > 0.0f || tn > 0.0f); b2Assert(sd > 0.0f || un > 0.0f); float32 n = b2Cross(ab, ac); #ifdef TARGET_FLOAT32_IS_FIXED n = (n < 0.0)? -1.0 : ((n > 0.0)? 1.0 : 0.0); #endif // Should not be in edge ab region. float32 vc = n * b2Cross(a, b); b2Assert(vc > 0.0f || sn > 0.0f || sd > 0.0f); // In edge bc region? float32 va = n * b2Cross(b, c); if (va <= 0.0f && un >= 0.0f && ud >= 0.0f && (un+ud) > 0.0f) { b2Assert(un + ud > 0.0f); float32 lambda = un / (un + ud); *x1 = p1s[1] + lambda * (p1s[2] - p1s[1]); *x2 = p2s[1] + lambda * (p2s[2] - p2s[1]); p1s[0] = p1s[2]; p2s[0] = p2s[2]; points[0] = points[2]; return 2; } // In edge ac region? float32 vb = n * b2Cross(c, a); if (vb <= 0.0f && tn >= 0.0f && td >= 0.0f && (tn+td) > 0.0f) { b2Assert(tn + td > 0.0f); float32 lambda = tn / (tn + td); *x1 = p1s[0] + lambda * (p1s[2] - p1s[0]); *x2 = p2s[0] + lambda * (p2s[2] - p2s[0]); p1s[1] = p1s[2]; p2s[1] = p2s[2]; points[1] = points[2]; return 2; } // Inside the triangle, compute barycentric coordinates float32 denom = va + vb + vc; b2Assert(denom > 0.0f); denom = 1.0f / denom; #ifdef TARGET_FLOAT32_IS_FIXED *x1 = denom * (va * p1s[0] + vb * p1s[1] + vc * p1s[2]); *x2 = denom * (va * p2s[0] + vb * p2s[1] + vc * p2s[2]); #else float32 u = va * denom; float32 v = vb * denom; float32 w = 1.0f - u - v; *x1 = u * p1s[0] + v * p1s[1] + w * p1s[2]; *x2 = u * p2s[0] + v * p2s[1] + w * p2s[2]; #endif return 3; } static bool InPoints(const b2Vec2& w, const b2Vec2* points, int32 pointCount) { const float32 k_tolerance = 100.0f * B2_FLT_EPSILON; for (int32 i = 0; i < pointCount; ++i) { b2Vec2 d = b2Abs(w - points[i]); b2Vec2 m = b2Max(b2Abs(w), b2Abs(points[i])); if (d.x < k_tolerance * (m.x + 1.0f) && d.y < k_tolerance * (m.y + 1.0f)) { return true; } } return false; } template float32 DistanceGeneric(b2Vec2* x1, b2Vec2* x2, const T1* shape1, const b2XForm& xf1, const T2* shape2, const b2XForm& xf2) { b2Vec2 p1s[3], p2s[3]; b2Vec2 points[3]; int32 pointCount = 0; *x1 = shape1->GetFirstVertex(xf1); *x2 = shape2->GetFirstVertex(xf2); float32 vSqr = 0.0f; const int32 maxIterations = 20; for (int32 iter = 0; iter < maxIterations; ++iter) { b2Vec2 v = *x2 - *x1; b2Vec2 w1 = shape1->Support(xf1, v); b2Vec2 w2 = shape2->Support(xf2, -v); vSqr = b2Dot(v, v); b2Vec2 w = w2 - w1; float32 vw = b2Dot(v, w); if (vSqr - vw <= 0.01f * vSqr || InPoints(w, points, pointCount)) // or w in points { if (pointCount == 0) { *x1 = w1; *x2 = w2; } g_GJK_Iterations = iter; return b2Sqrt(vSqr); } switch (pointCount) { case 0: p1s[0] = w1; p2s[0] = w2; points[0] = w; *x1 = p1s[0]; *x2 = p2s[0]; ++pointCount; break; case 1: p1s[1] = w1; p2s[1] = w2; points[1] = w; pointCount = ProcessTwo(x1, x2, p1s, p2s, points); break; case 2: p1s[2] = w1; p2s[2] = w2; points[2] = w; pointCount = ProcessThree(x1, x2, p1s, p2s, points); break; } // If we have three points, then the origin is in the corresponding triangle. if (pointCount == 3) { g_GJK_Iterations = iter; return 0.0f; } float32 maxSqr = -B2_FLT_MAX; for (int32 i = 0; i < pointCount; ++i) { maxSqr = b2Max(maxSqr, b2Dot(points[i], points[i])); } #ifdef TARGET_FLOAT32_IS_FIXED if (pointCount == 3 || vSqr <= 5.0*B2_FLT_EPSILON * maxSqr) #else if (pointCount == 3 || vSqr <= 100.0f * B2_FLT_EPSILON * maxSqr) #endif { g_GJK_Iterations = iter; v = *x2 - *x1; vSqr = b2Dot(v, v); return b2Sqrt(vSqr); } } g_GJK_Iterations = maxIterations; return b2Sqrt(vSqr); } static float32 DistanceCC( b2Vec2* x1, b2Vec2* x2, const b2CircleShape* circle1, const b2XForm& xf1, const b2CircleShape* circle2, const b2XForm& xf2) { b2Vec2 p1 = b2Mul(xf1, circle1->GetLocalPosition()); b2Vec2 p2 = b2Mul(xf2, circle2->GetLocalPosition()); b2Vec2 d = p2 - p1; float32 dSqr = b2Dot(d, d); float32 r1 = circle1->GetRadius() - b2_toiSlop; float32 r2 = circle2->GetRadius() - b2_toiSlop; float32 r = r1 + r2; if (dSqr > r * r) { float32 dLen = d.Normalize(); float32 distance = dLen - r; *x1 = p1 + r1 * d; *x2 = p2 - r2 * d; return distance; } else if (dSqr > B2_FLT_EPSILON * B2_FLT_EPSILON) { d.Normalize(); *x1 = p1 + r1 * d; *x2 = *x1; return 0.0f; } *x1 = p1; *x2 = *x1; return 0.0f; } // This is used for polygon-vs-circle distance. struct Point { b2Vec2 Support(const b2XForm&, const b2Vec2&) const { return p; } b2Vec2 GetFirstVertex(const b2XForm&) const { return p; } b2Vec2 p; }; // GJK is more robust with polygon-vs-point than polygon-vs-circle. // So we convert polygon-vs-circle to polygon-vs-point. static float32 DistancePC( b2Vec2* x1, b2Vec2* x2, const b2PolygonShape* polygon, const b2XForm& xf1, const b2CircleShape* circle, const b2XForm& xf2) { Point point; point.p = b2Mul(xf2, circle->GetLocalPosition()); float32 distance = DistanceGeneric(x1, x2, polygon, xf1, &point, b2XForm_identity); float32 r = circle->GetRadius() - b2_toiSlop; if (distance > r) { distance -= r; b2Vec2 d = *x2 - *x1; d.Normalize(); *x2 -= r * d; } else { distance = 0.0f; *x2 = *x1; } return distance; } float32 b2Distance(b2Vec2* x1, b2Vec2* x2, const b2Shape* shape1, const b2XForm& xf1, const b2Shape* shape2, const b2XForm& xf2) { b2ShapeType type1 = shape1->GetType(); b2ShapeType type2 = shape2->GetType(); if (type1 == e_circleShape && type2 == e_circleShape) { return DistanceCC(x1, x2, (b2CircleShape*)shape1, xf1, (b2CircleShape*)shape2, xf2); } if (type1 == e_polygonShape && type2 == e_circleShape) { return DistancePC(x1, x2, (b2PolygonShape*)shape1, xf1, (b2CircleShape*)shape2, xf2); } if (type1 == e_circleShape && type2 == e_polygonShape) { return DistancePC(x2, x1, (b2PolygonShape*)shape2, xf2, (b2CircleShape*)shape1, xf1); } if (type1 == e_polygonShape && type2 == e_polygonShape) { return DistanceGeneric(x1, x2, (b2PolygonShape*)shape1, xf1, (b2PolygonShape*)shape2, xf2); } return 0.0f; }