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