699 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			699 lines
		
	
	
		
			15 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/b2EdgeShape.h"
 | ||
|  | #include "Box2D/Collision/Shapes/b2PolygonShape.h"
 | ||
|  | 
 | ||
|  | 
 | ||
|  | // Compute contact points for edge versus circle.
 | ||
|  | // This accounts for edge connectivity.
 | ||
|  | void b2CollideEdgeAndCircle(b2Manifold* manifold, | ||
|  | 							const b2EdgeShape* edgeA, const b2Transform& xfA, | ||
|  | 							const b2CircleShape* circleB, const b2Transform& xfB) | ||
|  | { | ||
|  | 	manifold->pointCount = 0; | ||
|  | 	 | ||
|  | 	// Compute circle in frame of edge
 | ||
|  | 	b2Vec2 Q = b2MulT(xfA, b2Mul(xfB, circleB->m_p)); | ||
|  | 	 | ||
|  | 	b2Vec2 A = edgeA->m_vertex1, B = edgeA->m_vertex2; | ||
|  | 	b2Vec2 e = B - A; | ||
|  | 	 | ||
|  | 	// Barycentric coordinates
 | ||
|  | 	float32 u = b2Dot(e, B - Q); | ||
|  | 	float32 v = b2Dot(e, Q - A); | ||
|  | 	 | ||
|  | 	float32 radius = edgeA->m_radius + circleB->m_radius; | ||
|  | 	 | ||
|  | 	b2ContactFeature cf; | ||
|  | 	cf.indexB = 0; | ||
|  | 	cf.typeB = b2ContactFeature::e_vertex; | ||
|  | 	 | ||
|  | 	// Region A
 | ||
|  | 	if (v <= 0.0f) | ||
|  | 	{ | ||
|  | 		b2Vec2 P = A; | ||
|  | 		b2Vec2 d = Q - P; | ||
|  | 		float32 dd = b2Dot(d, d); | ||
|  | 		if (dd > radius * radius) | ||
|  | 		{ | ||
|  | 			return; | ||
|  | 		} | ||
|  | 		 | ||
|  | 		// Is there an edge connected to A?
 | ||
|  | 		if (edgeA->m_hasVertex0) | ||
|  | 		{ | ||
|  | 			b2Vec2 A1 = edgeA->m_vertex0; | ||
|  | 			b2Vec2 B1 = A; | ||
|  | 			b2Vec2 e1 = B1 - A1; | ||
|  | 			float32 u1 = b2Dot(e1, B1 - Q); | ||
|  | 			 | ||
|  | 			// Is the circle in Region AB of the previous edge?
 | ||
|  | 			if (u1 > 0.0f) | ||
|  | 			{ | ||
|  | 				return; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		 | ||
|  | 		cf.indexA = 0; | ||
|  | 		cf.typeA = b2ContactFeature::e_vertex; | ||
|  | 		manifold->pointCount = 1; | ||
|  | 		manifold->type = b2Manifold::e_circles; | ||
|  | 		manifold->localNormal.SetZero(); | ||
|  | 		manifold->localPoint = P; | ||
|  | 		manifold->points[0].id.key = 0; | ||
|  | 		manifold->points[0].id.cf = cf; | ||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	// Region B
 | ||
|  | 	if (u <= 0.0f) | ||
|  | 	{ | ||
|  | 		b2Vec2 P = B; | ||
|  | 		b2Vec2 d = Q - P; | ||
|  | 		float32 dd = b2Dot(d, d); | ||
|  | 		if (dd > radius * radius) | ||
|  | 		{ | ||
|  | 			return; | ||
|  | 		} | ||
|  | 		 | ||
|  | 		// Is there an edge connected to B?
 | ||
|  | 		if (edgeA->m_hasVertex3) | ||
|  | 		{ | ||
|  | 			b2Vec2 B2 = edgeA->m_vertex3; | ||
|  | 			b2Vec2 A2 = B; | ||
|  | 			b2Vec2 e2 = B2 - A2; | ||
|  | 			float32 v2 = b2Dot(e2, Q - A2); | ||
|  | 			 | ||
|  | 			// Is the circle in Region AB of the next edge?
 | ||
|  | 			if (v2 > 0.0f) | ||
|  | 			{ | ||
|  | 				return; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		 | ||
|  | 		cf.indexA = 1; | ||
|  | 		cf.typeA = b2ContactFeature::e_vertex; | ||
|  | 		manifold->pointCount = 1; | ||
|  | 		manifold->type = b2Manifold::e_circles; | ||
|  | 		manifold->localNormal.SetZero(); | ||
|  | 		manifold->localPoint = P; | ||
|  | 		manifold->points[0].id.key = 0; | ||
|  | 		manifold->points[0].id.cf = cf; | ||
|  | 		manifold->points[0].localPoint = circleB->m_p; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	// Region AB
 | ||
|  | 	float32 den = b2Dot(e, e); | ||
|  | 	b2Assert(den > 0.0f); | ||
|  | 	b2Vec2 P = (1.0f / den) * (u * A + v * B); | ||
|  | 	b2Vec2 d = Q - P; | ||
|  | 	float32 dd = b2Dot(d, d); | ||
|  | 	if (dd > radius * radius) | ||
|  | 	{ | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	b2Vec2 n(-e.y, e.x); | ||
|  | 	if (b2Dot(n, Q - A) < 0.0f) | ||
|  | 	{ | ||
|  | 		n.Set(-n.x, -n.y); | ||
|  | 	} | ||
|  | 	n.Normalize(); | ||
|  | 	 | ||
|  | 	cf.indexA = 0; | ||
|  | 	cf.typeA = b2ContactFeature::e_face; | ||
|  | 	manifold->pointCount = 1; | ||
|  | 	manifold->type = b2Manifold::e_faceA; | ||
|  | 	manifold->localNormal = n; | ||
|  | 	manifold->localPoint = A; | ||
|  | 	manifold->points[0].id.key = 0; | ||
|  | 	manifold->points[0].id.cf = cf; | ||
|  | 	manifold->points[0].localPoint = circleB->m_p; | ||
|  | } | ||
|  | 
 | ||
|  | // This structure is used to keep track of the best separating axis.
 | ||
|  | struct b2EPAxis | ||
|  | { | ||
|  | 	enum Type | ||
|  | 	{ | ||
|  | 		e_unknown, | ||
|  | 		e_edgeA, | ||
|  | 		e_edgeB | ||
|  | 	}; | ||
|  | 	 | ||
|  | 	Type type; | ||
|  | 	int32 index; | ||
|  | 	float32 separation; | ||
|  | }; | ||
|  | 
 | ||
|  | // This holds polygon B expressed in frame A.
 | ||
|  | struct b2TempPolygon | ||
|  | { | ||
|  | 	b2Vec2 vertices[b2_maxPolygonVertices]; | ||
|  | 	b2Vec2 normals[b2_maxPolygonVertices]; | ||
|  | 	int32 count; | ||
|  | }; | ||
|  | 
 | ||
|  | // Reference face used for clipping
 | ||
|  | struct b2ReferenceFace | ||
|  | { | ||
|  | 	int32 i1, i2; | ||
|  | 	 | ||
|  | 	b2Vec2 v1, v2; | ||
|  | 	 | ||
|  | 	b2Vec2 normal; | ||
|  | 	 | ||
|  | 	b2Vec2 sideNormal1; | ||
|  | 	float32 sideOffset1; | ||
|  | 	 | ||
|  | 	b2Vec2 sideNormal2; | ||
|  | 	float32 sideOffset2; | ||
|  | }; | ||
|  | 
 | ||
|  | // This class collides and edge and a polygon, taking into account edge adjacency.
 | ||
|  | struct b2EPCollider | ||
|  | { | ||
|  | 	void Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA, | ||
|  | 				 const b2PolygonShape* polygonB, const b2Transform& xfB); | ||
|  | 	b2EPAxis ComputeEdgeSeparation(); | ||
|  | 	b2EPAxis ComputePolygonSeparation(); | ||
|  | 	 | ||
|  | 	enum VertexType | ||
|  | 	{ | ||
|  | 		e_isolated, | ||
|  | 		e_concave, | ||
|  | 		e_convex | ||
|  | 	}; | ||
|  | 	 | ||
|  | 	b2TempPolygon m_polygonB; | ||
|  | 	 | ||
|  | 	b2Transform m_xf; | ||
|  | 	b2Vec2 m_centroidB; | ||
|  | 	b2Vec2 m_v0, m_v1, m_v2, m_v3; | ||
|  | 	b2Vec2 m_normal0, m_normal1, m_normal2; | ||
|  | 	b2Vec2 m_normal; | ||
|  | 	VertexType m_type1, m_type2; | ||
|  | 	b2Vec2 m_lowerLimit, m_upperLimit; | ||
|  | 	float32 m_radius; | ||
|  | 	bool m_front; | ||
|  | }; | ||
|  | 
 | ||
|  | // Algorithm:
 | ||
|  | // 1. Classify v1 and v2
 | ||
|  | // 2. Classify polygon centroid as front or back
 | ||
|  | // 3. Flip normal if necessary
 | ||
|  | // 4. Initialize normal range to [-pi, pi] about face normal
 | ||
|  | // 5. Adjust normal range according to adjacent edges
 | ||
|  | // 6. Visit each separating axes, only accept axes within the range
 | ||
|  | // 7. Return if _any_ axis indicates separation
 | ||
|  | // 8. Clip
 | ||
|  | void b2EPCollider::Collide(b2Manifold* manifold, const b2EdgeShape* edgeA, const b2Transform& xfA, | ||
|  | 						   const b2PolygonShape* polygonB, const b2Transform& xfB) | ||
|  | { | ||
|  | 	m_xf = b2MulT(xfA, xfB); | ||
|  | 	 | ||
|  | 	m_centroidB = b2Mul(m_xf, polygonB->m_centroid); | ||
|  | 	 | ||
|  | 	m_v0 = edgeA->m_vertex0; | ||
|  | 	m_v1 = edgeA->m_vertex1; | ||
|  | 	m_v2 = edgeA->m_vertex2; | ||
|  | 	m_v3 = edgeA->m_vertex3; | ||
|  | 	 | ||
|  | 	bool hasVertex0 = edgeA->m_hasVertex0; | ||
|  | 	bool hasVertex3 = edgeA->m_hasVertex3; | ||
|  | 	 | ||
|  | 	b2Vec2 edge1 = m_v2 - m_v1; | ||
|  | 	edge1.Normalize(); | ||
|  | 	m_normal1.Set(edge1.y, -edge1.x); | ||
|  | 	float32 offset1 = b2Dot(m_normal1, m_centroidB - m_v1); | ||
|  | 	float32 offset0 = 0.0f, offset2 = 0.0f; | ||
|  | 	bool convex1 = false, convex2 = false; | ||
|  | 	 | ||
|  | 	// Is there a preceding edge?
 | ||
|  | 	if (hasVertex0) | ||
|  | 	{ | ||
|  | 		b2Vec2 edge0 = m_v1 - m_v0; | ||
|  | 		edge0.Normalize(); | ||
|  | 		m_normal0.Set(edge0.y, -edge0.x); | ||
|  | 		convex1 = b2Cross(edge0, edge1) >= 0.0f; | ||
|  | 		offset0 = b2Dot(m_normal0, m_centroidB - m_v0); | ||
|  | 	} | ||
|  | 	 | ||
|  | 	// Is there a following edge?
 | ||
|  | 	if (hasVertex3) | ||
|  | 	{ | ||
|  | 		b2Vec2 edge2 = m_v3 - m_v2; | ||
|  | 		edge2.Normalize(); | ||
|  | 		m_normal2.Set(edge2.y, -edge2.x); | ||
|  | 		convex2 = b2Cross(edge1, edge2) > 0.0f; | ||
|  | 		offset2 = b2Dot(m_normal2, m_centroidB - m_v2); | ||
|  | 	} | ||
|  | 	 | ||
|  | 	// Determine front or back collision. Determine collision normal limits.
 | ||
|  | 	if (hasVertex0 && hasVertex3) | ||
|  | 	{ | ||
|  | 		if (convex1 && convex2) | ||
|  | 		{ | ||
|  | 			m_front = offset0 >= 0.0f || offset1 >= 0.0f || offset2 >= 0.0f; | ||
|  | 			if (m_front) | ||
|  | 			{ | ||
|  | 				m_normal = m_normal1; | ||
|  | 				m_lowerLimit = m_normal0; | ||
|  | 				m_upperLimit = m_normal2; | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				m_normal = -m_normal1; | ||
|  | 				m_lowerLimit = -m_normal1; | ||
|  | 				m_upperLimit = -m_normal1; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else if (convex1) | ||
|  | 		{ | ||
|  | 			m_front = offset0 >= 0.0f || (offset1 >= 0.0f && offset2 >= 0.0f); | ||
|  | 			if (m_front) | ||
|  | 			{ | ||
|  | 				m_normal = m_normal1; | ||
|  | 				m_lowerLimit = m_normal0; | ||
|  | 				m_upperLimit = m_normal1; | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				m_normal = -m_normal1; | ||
|  | 				m_lowerLimit = -m_normal2; | ||
|  | 				m_upperLimit = -m_normal1; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else if (convex2) | ||
|  | 		{ | ||
|  | 			m_front = offset2 >= 0.0f || (offset0 >= 0.0f && offset1 >= 0.0f); | ||
|  | 			if (m_front) | ||
|  | 			{ | ||
|  | 				m_normal = m_normal1; | ||
|  | 				m_lowerLimit = m_normal1; | ||
|  | 				m_upperLimit = m_normal2; | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				m_normal = -m_normal1; | ||
|  | 				m_lowerLimit = -m_normal1; | ||
|  | 				m_upperLimit = -m_normal0; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			m_front = offset0 >= 0.0f && offset1 >= 0.0f && offset2 >= 0.0f; | ||
|  | 			if (m_front) | ||
|  | 			{ | ||
|  | 				m_normal = m_normal1; | ||
|  | 				m_lowerLimit = m_normal1; | ||
|  | 				m_upperLimit = m_normal1; | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				m_normal = -m_normal1; | ||
|  | 				m_lowerLimit = -m_normal2; | ||
|  | 				m_upperLimit = -m_normal0; | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 	else if (hasVertex0) | ||
|  | 	{ | ||
|  | 		if (convex1) | ||
|  | 		{ | ||
|  | 			m_front = offset0 >= 0.0f || offset1 >= 0.0f; | ||
|  | 			if (m_front) | ||
|  | 			{ | ||
|  | 				m_normal = m_normal1; | ||
|  | 				m_lowerLimit = m_normal0; | ||
|  | 				m_upperLimit = -m_normal1; | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				m_normal = -m_normal1; | ||
|  | 				m_lowerLimit = m_normal1; | ||
|  | 				m_upperLimit = -m_normal1; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			m_front = offset0 >= 0.0f && offset1 >= 0.0f; | ||
|  | 			if (m_front) | ||
|  | 			{ | ||
|  | 				m_normal = m_normal1; | ||
|  | 				m_lowerLimit = m_normal1; | ||
|  | 				m_upperLimit = -m_normal1; | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				m_normal = -m_normal1; | ||
|  | 				m_lowerLimit = m_normal1; | ||
|  | 				m_upperLimit = -m_normal0; | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 	else if (hasVertex3) | ||
|  | 	{ | ||
|  | 		if (convex2) | ||
|  | 		{ | ||
|  | 			m_front = offset1 >= 0.0f || offset2 >= 0.0f; | ||
|  | 			if (m_front) | ||
|  | 			{ | ||
|  | 				m_normal = m_normal1; | ||
|  | 				m_lowerLimit = -m_normal1; | ||
|  | 				m_upperLimit = m_normal2; | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				m_normal = -m_normal1; | ||
|  | 				m_lowerLimit = -m_normal1; | ||
|  | 				m_upperLimit = m_normal1; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			m_front = offset1 >= 0.0f && offset2 >= 0.0f; | ||
|  | 			if (m_front) | ||
|  | 			{ | ||
|  | 				m_normal = m_normal1; | ||
|  | 				m_lowerLimit = -m_normal1; | ||
|  | 				m_upperLimit = m_normal1; | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				m_normal = -m_normal1; | ||
|  | 				m_lowerLimit = -m_normal2; | ||
|  | 				m_upperLimit = m_normal1; | ||
|  | 			} | ||
|  | 		}		 | ||
|  | 	} | ||
|  | 	else | ||
|  | 	{ | ||
|  | 		m_front = offset1 >= 0.0f; | ||
|  | 		if (m_front) | ||
|  | 		{ | ||
|  | 			m_normal = m_normal1; | ||
|  | 			m_lowerLimit = -m_normal1; | ||
|  | 			m_upperLimit = -m_normal1; | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			m_normal = -m_normal1; | ||
|  | 			m_lowerLimit = m_normal1; | ||
|  | 			m_upperLimit = m_normal1; | ||
|  | 		} | ||
|  | 	} | ||
|  | 	 | ||
|  | 	// Get polygonB in frameA
 | ||
|  | 	m_polygonB.count = polygonB->m_count; | ||
|  | 	for (int32 i = 0; i < polygonB->m_count; ++i) | ||
|  | 	{ | ||
|  | 		m_polygonB.vertices[i] = b2Mul(m_xf, polygonB->m_vertices[i]); | ||
|  | 		m_polygonB.normals[i] = b2Mul(m_xf.q, polygonB->m_normals[i]); | ||
|  | 	} | ||
|  | 	 | ||
|  | 	m_radius = polygonB->m_radius + edgeA->m_radius; | ||
|  | 	 | ||
|  | 	manifold->pointCount = 0; | ||
|  | 	 | ||
|  | 	b2EPAxis edgeAxis = ComputeEdgeSeparation(); | ||
|  | 	 | ||
|  | 	// If no valid normal can be found than this edge should not collide.
 | ||
|  | 	if (edgeAxis.type == b2EPAxis::e_unknown) | ||
|  | 	{ | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	if (edgeAxis.separation > m_radius) | ||
|  | 	{ | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	b2EPAxis polygonAxis = ComputePolygonSeparation(); | ||
|  | 	if (polygonAxis.type != b2EPAxis::e_unknown && polygonAxis.separation > m_radius) | ||
|  | 	{ | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	// Use hysteresis for jitter reduction.
 | ||
|  | 	const float32 k_relativeTol = 0.98f; | ||
|  | 	const float32 k_absoluteTol = 0.001f; | ||
|  | 	 | ||
|  | 	b2EPAxis primaryAxis; | ||
|  | 	if (polygonAxis.type == b2EPAxis::e_unknown) | ||
|  | 	{ | ||
|  | 		primaryAxis = edgeAxis; | ||
|  | 	} | ||
|  | 	else if (polygonAxis.separation > k_relativeTol * edgeAxis.separation + k_absoluteTol) | ||
|  | 	{ | ||
|  | 		primaryAxis = polygonAxis; | ||
|  | 	} | ||
|  | 	else | ||
|  | 	{ | ||
|  | 		primaryAxis = edgeAxis; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	b2ClipVertex ie[2]; | ||
|  | 	b2ReferenceFace rf; | ||
|  | 	if (primaryAxis.type == b2EPAxis::e_edgeA) | ||
|  | 	{ | ||
|  | 		manifold->type = b2Manifold::e_faceA; | ||
|  | 		 | ||
|  | 		// Search for the polygon normal that is most anti-parallel to the edge normal.
 | ||
|  | 		int32 bestIndex = 0; | ||
|  | 		float32 bestValue = b2Dot(m_normal, m_polygonB.normals[0]); | ||
|  | 		for (int32 i = 1; i < m_polygonB.count; ++i) | ||
|  | 		{ | ||
|  | 			float32 value = b2Dot(m_normal, m_polygonB.normals[i]); | ||
|  | 			if (value < bestValue) | ||
|  | 			{ | ||
|  | 				bestValue = value; | ||
|  | 				bestIndex = i; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		 | ||
|  | 		int32 i1 = bestIndex; | ||
|  | 		int32 i2 = i1 + 1 < m_polygonB.count ? i1 + 1 : 0; | ||
|  | 		 | ||
|  | 		ie[0].v = m_polygonB.vertices[i1]; | ||
|  | 		ie[0].id.cf.indexA = 0; | ||
|  | 		ie[0].id.cf.indexB = static_cast<uint8>(i1); | ||
|  | 		ie[0].id.cf.typeA = b2ContactFeature::e_face; | ||
|  | 		ie[0].id.cf.typeB = b2ContactFeature::e_vertex; | ||
|  | 		 | ||
|  | 		ie[1].v = m_polygonB.vertices[i2]; | ||
|  | 		ie[1].id.cf.indexA = 0; | ||
|  | 		ie[1].id.cf.indexB = static_cast<uint8>(i2); | ||
|  | 		ie[1].id.cf.typeA = b2ContactFeature::e_face; | ||
|  | 		ie[1].id.cf.typeB = b2ContactFeature::e_vertex; | ||
|  | 		 | ||
|  | 		if (m_front) | ||
|  | 		{ | ||
|  | 			rf.i1 = 0; | ||
|  | 			rf.i2 = 1; | ||
|  | 			rf.v1 = m_v1; | ||
|  | 			rf.v2 = m_v2; | ||
|  | 			rf.normal = m_normal1; | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			rf.i1 = 1; | ||
|  | 			rf.i2 = 0; | ||
|  | 			rf.v1 = m_v2; | ||
|  | 			rf.v2 = m_v1; | ||
|  | 			rf.normal = -m_normal1; | ||
|  | 		}		 | ||
|  | 	} | ||
|  | 	else | ||
|  | 	{ | ||
|  | 		manifold->type = b2Manifold::e_faceB; | ||
|  | 		 | ||
|  | 		ie[0].v = m_v1; | ||
|  | 		ie[0].id.cf.indexA = 0; | ||
|  | 		ie[0].id.cf.indexB = static_cast<uint8>(primaryAxis.index); | ||
|  | 		ie[0].id.cf.typeA = b2ContactFeature::e_vertex; | ||
|  | 		ie[0].id.cf.typeB = b2ContactFeature::e_face; | ||
|  | 		 | ||
|  | 		ie[1].v = m_v2; | ||
|  | 		ie[1].id.cf.indexA = 0; | ||
|  | 		ie[1].id.cf.indexB = static_cast<uint8>(primaryAxis.index);		 | ||
|  | 		ie[1].id.cf.typeA = b2ContactFeature::e_vertex; | ||
|  | 		ie[1].id.cf.typeB = b2ContactFeature::e_face; | ||
|  | 		 | ||
|  | 		rf.i1 = primaryAxis.index; | ||
|  | 		rf.i2 = rf.i1 + 1 < m_polygonB.count ? rf.i1 + 1 : 0; | ||
|  | 		rf.v1 = m_polygonB.vertices[rf.i1]; | ||
|  | 		rf.v2 = m_polygonB.vertices[rf.i2]; | ||
|  | 		rf.normal = m_polygonB.normals[rf.i1]; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	rf.sideNormal1.Set(rf.normal.y, -rf.normal.x); | ||
|  | 	rf.sideNormal2 = -rf.sideNormal1; | ||
|  | 	rf.sideOffset1 = b2Dot(rf.sideNormal1, rf.v1); | ||
|  | 	rf.sideOffset2 = b2Dot(rf.sideNormal2, rf.v2); | ||
|  | 	 | ||
|  | 	// Clip incident edge against extruded edge1 side edges.
 | ||
|  | 	b2ClipVertex clipPoints1[2]; | ||
|  | 	b2ClipVertex clipPoints2[2]; | ||
|  | 	int32 np; | ||
|  | 	 | ||
|  | 	// Clip to box side 1
 | ||
|  | 	np = b2ClipSegmentToLine(clipPoints1, ie, rf.sideNormal1, rf.sideOffset1, rf.i1); | ||
|  | 	 | ||
|  | 	if (np < b2_maxManifoldPoints) | ||
|  | 	{ | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	// Clip to negative box side 1
 | ||
|  | 	np = b2ClipSegmentToLine(clipPoints2, clipPoints1, rf.sideNormal2, rf.sideOffset2, rf.i2); | ||
|  | 	 | ||
|  | 	if (np < b2_maxManifoldPoints) | ||
|  | 	{ | ||
|  | 		return; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	// Now clipPoints2 contains the clipped points.
 | ||
|  | 	if (primaryAxis.type == b2EPAxis::e_edgeA) | ||
|  | 	{ | ||
|  | 		manifold->localNormal = rf.normal; | ||
|  | 		manifold->localPoint = rf.v1; | ||
|  | 	} | ||
|  | 	else | ||
|  | 	{ | ||
|  | 		manifold->localNormal = polygonB->m_normals[rf.i1]; | ||
|  | 		manifold->localPoint = polygonB->m_vertices[rf.i1]; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	int32 pointCount = 0; | ||
|  | 	for (int32 i = 0; i < b2_maxManifoldPoints; ++i) | ||
|  | 	{ | ||
|  | 		float32 separation; | ||
|  | 		 | ||
|  | 		separation = b2Dot(rf.normal, clipPoints2[i].v - rf.v1); | ||
|  | 		 | ||
|  | 		if (separation <= m_radius) | ||
|  | 		{ | ||
|  | 			b2ManifoldPoint* cp = manifold->points + pointCount; | ||
|  | 			 | ||
|  | 			if (primaryAxis.type == b2EPAxis::e_edgeA) | ||
|  | 			{ | ||
|  | 				cp->localPoint = b2MulT(m_xf, clipPoints2[i].v); | ||
|  | 				cp->id = clipPoints2[i].id; | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				cp->localPoint = clipPoints2[i].v; | ||
|  | 				cp->id.cf.typeA = clipPoints2[i].id.cf.typeB; | ||
|  | 				cp->id.cf.typeB = clipPoints2[i].id.cf.typeA; | ||
|  | 				cp->id.cf.indexA = clipPoints2[i].id.cf.indexB; | ||
|  | 				cp->id.cf.indexB = clipPoints2[i].id.cf.indexA; | ||
|  | 			} | ||
|  | 			 | ||
|  | 			++pointCount; | ||
|  | 		} | ||
|  | 	} | ||
|  | 	 | ||
|  | 	manifold->pointCount = pointCount; | ||
|  | } | ||
|  | 
 | ||
|  | b2EPAxis b2EPCollider::ComputeEdgeSeparation() | ||
|  | { | ||
|  | 	b2EPAxis axis; | ||
|  | 	axis.type = b2EPAxis::e_edgeA; | ||
|  | 	axis.index = m_front ? 0 : 1; | ||
|  | 	axis.separation = FLT_MAX; | ||
|  | 	 | ||
|  | 	for (int32 i = 0; i < m_polygonB.count; ++i) | ||
|  | 	{ | ||
|  | 		float32 s = b2Dot(m_normal, m_polygonB.vertices[i] - m_v1); | ||
|  | 		if (s < axis.separation) | ||
|  | 		{ | ||
|  | 			axis.separation = s; | ||
|  | 		} | ||
|  | 	} | ||
|  | 	 | ||
|  | 	return axis; | ||
|  | } | ||
|  | 
 | ||
|  | b2EPAxis b2EPCollider::ComputePolygonSeparation() | ||
|  | { | ||
|  | 	b2EPAxis axis; | ||
|  | 	axis.type = b2EPAxis::e_unknown; | ||
|  | 	axis.index = -1; | ||
|  | 	axis.separation = -FLT_MAX; | ||
|  | 
 | ||
|  | 	b2Vec2 perp(-m_normal.y, m_normal.x); | ||
|  | 
 | ||
|  | 	for (int32 i = 0; i < m_polygonB.count; ++i) | ||
|  | 	{ | ||
|  | 		b2Vec2 n = -m_polygonB.normals[i]; | ||
|  | 		 | ||
|  | 		float32 s1 = b2Dot(n, m_polygonB.vertices[i] - m_v1); | ||
|  | 		float32 s2 = b2Dot(n, m_polygonB.vertices[i] - m_v2); | ||
|  | 		float32 s = b2Min(s1, s2); | ||
|  | 		 | ||
|  | 		if (s > m_radius) | ||
|  | 		{ | ||
|  | 			// No collision
 | ||
|  | 			axis.type = b2EPAxis::e_edgeB; | ||
|  | 			axis.index = i; | ||
|  | 			axis.separation = s; | ||
|  | 			return axis; | ||
|  | 		} | ||
|  | 		 | ||
|  | 		// Adjacency
 | ||
|  | 		if (b2Dot(n, perp) >= 0.0f) | ||
|  | 		{ | ||
|  | 			if (b2Dot(n - m_upperLimit, m_normal) < -b2_angularSlop) | ||
|  | 			{ | ||
|  | 				continue; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			if (b2Dot(n - m_lowerLimit, m_normal) < -b2_angularSlop) | ||
|  | 			{ | ||
|  | 				continue; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		 | ||
|  | 		if (s > axis.separation) | ||
|  | 		{ | ||
|  | 			axis.type = b2EPAxis::e_edgeB; | ||
|  | 			axis.index = i; | ||
|  | 			axis.separation = s; | ||
|  | 		} | ||
|  | 	} | ||
|  | 	 | ||
|  | 	return axis; | ||
|  | } | ||
|  | 
 | ||
|  | void b2CollideEdgeAndPolygon(	b2Manifold* manifold, | ||
|  | 							 const b2EdgeShape* edgeA, const b2Transform& xfA, | ||
|  | 							 const b2PolygonShape* polygonB, const b2Transform& xfB) | ||
|  | { | ||
|  | 	b2EPCollider collider; | ||
|  | 	collider.Collide(manifold, edgeA, xfA, polygonB, xfB); | ||
|  | } |