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169 lines
5.0 KiB
C++
169 lines
5.0 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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void b2CollideCircles(
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b2Manifold* manifold,
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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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manifold->pointCount = 0;
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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 distSqr = b2Dot(d, d);
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float32 r1 = circle1->GetRadius();
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float32 r2 = circle2->GetRadius();
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float32 radiusSum = r1 + r2;
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if (distSqr > radiusSum * radiusSum)
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{
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return;
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}
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float32 separation;
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if (distSqr < B2_FLT_EPSILON)
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{
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separation = -radiusSum;
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manifold->normal.Set(0.0f, 1.0f);
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}
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else
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{
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float32 dist = b2Sqrt(distSqr);
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separation = dist - radiusSum;
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float32 a = 1.0f / dist;
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manifold->normal.x = a * d.x;
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manifold->normal.y = a * d.y;
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}
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manifold->pointCount = 1;
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manifold->points[0].id.key = 0;
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manifold->points[0].separation = separation;
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p1 += r1 * manifold->normal;
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p2 -= r2 * manifold->normal;
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b2Vec2 p = 0.5f * (p1 + p2);
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manifold->points[0].localPoint1 = b2MulT(xf1, p);
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manifold->points[0].localPoint2 = b2MulT(xf2, p);
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}
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void b2CollidePolygonAndCircle(
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b2Manifold* manifold,
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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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manifold->pointCount = 0;
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// Compute circle position in the frame of the polygon.
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b2Vec2 c = b2Mul(xf2, circle->GetLocalPosition());
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b2Vec2 cLocal = b2MulT(xf1, c);
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// Find the min separating edge.
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int32 normalIndex = 0;
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float32 separation = -B2_FLT_MAX;
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float32 radius = circle->GetRadius();
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int32 vertexCount = polygon->GetVertexCount();
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const b2Vec2* vertices = polygon->GetVertices();
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const b2Vec2* normals = polygon->GetNormals();
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for (int32 i = 0; i < vertexCount; ++i)
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{
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float32 s = b2Dot(normals[i], cLocal - vertices[i]);
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if (s > radius)
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{
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// Early out.
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return;
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}
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if (s > separation)
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{
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separation = s;
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normalIndex = i;
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}
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}
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// If the center is inside the polygon ...
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if (separation < B2_FLT_EPSILON)
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{
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manifold->pointCount = 1;
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manifold->normal = b2Mul(xf1.R, normals[normalIndex]);
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manifold->points[0].id.features.incidentEdge = (uint8)normalIndex;
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manifold->points[0].id.features.incidentVertex = b2_nullFeature;
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manifold->points[0].id.features.referenceEdge = 0;
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manifold->points[0].id.features.flip = 0;
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b2Vec2 position = c - radius * manifold->normal;
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manifold->points[0].localPoint1 = b2MulT(xf1, position);
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manifold->points[0].localPoint2 = b2MulT(xf2, position);
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manifold->points[0].separation = separation - radius;
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return;
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}
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// Project the circle center onto the edge segment.
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int32 vertIndex1 = normalIndex;
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int32 vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
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b2Vec2 e = vertices[vertIndex2] - vertices[vertIndex1];
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float32 length = e.Normalize();
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b2Assert(length > B2_FLT_EPSILON);
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// Project the center onto the edge.
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float32 u = b2Dot(cLocal - vertices[vertIndex1], e);
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b2Vec2 p;
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if (u <= 0.0f)
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{
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p = vertices[vertIndex1];
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manifold->points[0].id.features.incidentEdge = b2_nullFeature;
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manifold->points[0].id.features.incidentVertex = (uint8)vertIndex1;
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}
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else if (u >= length)
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{
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p = vertices[vertIndex2];
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manifold->points[0].id.features.incidentEdge = b2_nullFeature;
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manifold->points[0].id.features.incidentVertex = (uint8)vertIndex2;
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}
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else
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{
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p = vertices[vertIndex1] + u * e;
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manifold->points[0].id.features.incidentEdge = (uint8)normalIndex;
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manifold->points[0].id.features.incidentVertex = 0;
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}
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b2Vec2 d = cLocal - p;
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float32 dist = d.Normalize();
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if (dist > radius)
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{
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return;
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}
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manifold->pointCount = 1;
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manifold->normal = b2Mul(xf1.R, d);
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b2Vec2 position = c - radius * manifold->normal;
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manifold->points[0].localPoint1 = b2MulT(xf1, position);
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manifold->points[0].localPoint2 = b2MulT(xf2, position);
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manifold->points[0].separation = dist - radius;
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manifold->points[0].id.features.referenceEdge = 0;
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manifold->points[0].id.features.flip = 0;
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}
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