155 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			155 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
|  | /*
 | ||
|  | * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
 | ||
|  | * | ||
|  | * 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 "Box2D/Collision/b2Collision.h"
 | ||
|  | #include "Box2D/Collision/Shapes/b2CircleShape.h"
 | ||
|  | #include "Box2D/Collision/Shapes/b2PolygonShape.h"
 | ||
|  | 
 | ||
|  | void b2CollideCircles( | ||
|  | 	b2Manifold* manifold, | ||
|  | 	const b2CircleShape* circleA, const b2Transform& xfA, | ||
|  | 	const b2CircleShape* circleB, const b2Transform& xfB) | ||
|  | { | ||
|  | 	manifold->pointCount = 0; | ||
|  | 
 | ||
|  | 	b2Vec2 pA = b2Mul(xfA, circleA->m_p); | ||
|  | 	b2Vec2 pB = b2Mul(xfB, circleB->m_p); | ||
|  | 
 | ||
|  | 	b2Vec2 d = pB - pA; | ||
|  | 	float32 distSqr = b2Dot(d, d); | ||
|  | 	float32 rA = circleA->m_radius, rB = circleB->m_radius; | ||
|  | 	float32 radius = rA + rB; | ||
|  | 	if (distSqr > radius * radius) | ||
|  | 	{ | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	manifold->type = b2Manifold::e_circles; | ||
|  | 	manifold->localPoint = circleA->m_p; | ||
|  | 	manifold->localNormal.SetZero(); | ||
|  | 	manifold->pointCount = 1; | ||
|  | 
 | ||
|  | 	manifold->points[0].localPoint = circleB->m_p; | ||
|  | 	manifold->points[0].id.key = 0; | ||
|  | } | ||
|  | 
 | ||
|  | void b2CollidePolygonAndCircle( | ||
|  | 	b2Manifold* manifold, | ||
|  | 	const b2PolygonShape* polygonA, const b2Transform& xfA, | ||
|  | 	const b2CircleShape* circleB, const b2Transform& xfB) | ||
|  | { | ||
|  | 	manifold->pointCount = 0; | ||
|  | 
 | ||
|  | 	// Compute circle position in the frame of the polygon.
 | ||
|  | 	b2Vec2 c = b2Mul(xfB, circleB->m_p); | ||
|  | 	b2Vec2 cLocal = b2MulT(xfA, c); | ||
|  | 
 | ||
|  | 	// Find the min separating edge.
 | ||
|  | 	int32 normalIndex = 0; | ||
|  | 	float32 separation = -b2_maxFloat; | ||
|  | 	float32 radius = polygonA->m_radius + circleB->m_radius; | ||
|  | 	int32 vertexCount = polygonA->m_count; | ||
|  | 	const b2Vec2* vertices = polygonA->m_vertices; | ||
|  | 	const b2Vec2* normals = polygonA->m_normals; | ||
|  | 
 | ||
|  | 	for (int32 i = 0; i < vertexCount; ++i) | ||
|  | 	{ | ||
|  | 		float32 s = b2Dot(normals[i], cLocal - vertices[i]); | ||
|  | 
 | ||
|  | 		if (s > radius) | ||
|  | 		{ | ||
|  | 			// Early out.
 | ||
|  | 			return; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (s > separation) | ||
|  | 		{ | ||
|  | 			separation = s; | ||
|  | 			normalIndex = i; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Vertices that subtend the incident face.
 | ||
|  | 	int32 vertIndex1 = normalIndex; | ||
|  | 	int32 vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0; | ||
|  | 	b2Vec2 v1 = vertices[vertIndex1]; | ||
|  | 	b2Vec2 v2 = vertices[vertIndex2]; | ||
|  | 
 | ||
|  | 	// If the center is inside the polygon ...
 | ||
|  | 	if (separation < b2_epsilon) | ||
|  | 	{ | ||
|  | 		manifold->pointCount = 1; | ||
|  | 		manifold->type = b2Manifold::e_faceA; | ||
|  | 		manifold->localNormal = normals[normalIndex]; | ||
|  | 		manifold->localPoint = 0.5f * (v1 + v2); | ||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||
|  | 		manifold->points[0].id.key = 0; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Compute barycentric coordinates
 | ||
|  | 	float32 u1 = b2Dot(cLocal - v1, v2 - v1); | ||
|  | 	float32 u2 = b2Dot(cLocal - v2, v1 - v2); | ||
|  | 	if (u1 <= 0.0f) | ||
|  | 	{ | ||
|  | 		if (b2DistanceSquared(cLocal, v1) > radius * radius) | ||
|  | 		{ | ||
|  | 			return; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		manifold->pointCount = 1; | ||
|  | 		manifold->type = b2Manifold::e_faceA; | ||
|  | 		manifold->localNormal = cLocal - v1; | ||
|  | 		manifold->localNormal.Normalize(); | ||
|  | 		manifold->localPoint = v1; | ||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||
|  | 		manifold->points[0].id.key = 0; | ||
|  | 	} | ||
|  | 	else if (u2 <= 0.0f) | ||
|  | 	{ | ||
|  | 		if (b2DistanceSquared(cLocal, v2) > radius * radius) | ||
|  | 		{ | ||
|  | 			return; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		manifold->pointCount = 1; | ||
|  | 		manifold->type = b2Manifold::e_faceA; | ||
|  | 		manifold->localNormal = cLocal - v2; | ||
|  | 		manifold->localNormal.Normalize(); | ||
|  | 		manifold->localPoint = v2; | ||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||
|  | 		manifold->points[0].id.key = 0; | ||
|  | 	} | ||
|  | 	else | ||
|  | 	{ | ||
|  | 		b2Vec2 faceCenter = 0.5f * (v1 + v2); | ||
|  | 		float32 s = b2Dot(cLocal - faceCenter, normals[vertIndex1]); | ||
|  | 		if (s > radius) | ||
|  | 		{ | ||
|  | 			return; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		manifold->pointCount = 1; | ||
|  | 		manifold->type = b2Manifold::e_faceA; | ||
|  | 		manifold->localNormal = normals[vertIndex1]; | ||
|  | 		manifold->localPoint = faceCenter; | ||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||
|  | 		manifold->points[0].id.key = 0; | ||
|  | 	} | ||
|  | } |