738 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			738 lines
		
	
	
		
			16 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/b2Distance.h"
 | ||
|  | #include "Box2D/Collision/Shapes/b2CircleShape.h"
 | ||
|  | #include "Box2D/Collision/Shapes/b2EdgeShape.h"
 | ||
|  | #include "Box2D/Collision/Shapes/b2ChainShape.h"
 | ||
|  | #include "Box2D/Collision/Shapes/b2PolygonShape.h"
 | ||
|  | 
 | ||
|  | // GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
 | ||
|  | int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters; | ||
|  | 
 | ||
|  | void b2DistanceProxy::Set(const b2Shape* shape, int32 index) | ||
|  | { | ||
|  | 	switch (shape->GetType()) | ||
|  | 	{ | ||
|  | 	case b2Shape::e_circle: | ||
|  | 		{ | ||
|  | 			const b2CircleShape* circle = static_cast<const b2CircleShape*>(shape); | ||
|  | 			m_vertices = &circle->m_p; | ||
|  | 			m_count = 1; | ||
|  | 			m_radius = circle->m_radius; | ||
|  | 		} | ||
|  | 		break; | ||
|  | 
 | ||
|  | 	case b2Shape::e_polygon: | ||
|  | 		{ | ||
|  | 			const b2PolygonShape* polygon = static_cast<const b2PolygonShape*>(shape); | ||
|  | 			m_vertices = polygon->m_vertices; | ||
|  | 			m_count = polygon->m_count; | ||
|  | 			m_radius = polygon->m_radius; | ||
|  | 		} | ||
|  | 		break; | ||
|  | 
 | ||
|  | 	case b2Shape::e_chain: | ||
|  | 		{ | ||
|  | 			const b2ChainShape* chain = static_cast<const b2ChainShape*>(shape); | ||
|  | 			b2Assert(0 <= index && index < chain->m_count); | ||
|  | 
 | ||
|  | 			m_buffer[0] = chain->m_vertices[index]; | ||
|  | 			if (index + 1 < chain->m_count) | ||
|  | 			{ | ||
|  | 				m_buffer[1] = chain->m_vertices[index + 1]; | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				m_buffer[1] = chain->m_vertices[0]; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			m_vertices = m_buffer; | ||
|  | 			m_count = 2; | ||
|  | 			m_radius = chain->m_radius; | ||
|  | 		} | ||
|  | 		break; | ||
|  | 
 | ||
|  | 	case b2Shape::e_edge: | ||
|  | 		{ | ||
|  | 			const b2EdgeShape* edge = static_cast<const b2EdgeShape*>(shape); | ||
|  | 			m_vertices = &edge->m_vertex1; | ||
|  | 			m_count = 2; | ||
|  | 			m_radius = edge->m_radius; | ||
|  | 		} | ||
|  | 		break; | ||
|  | 
 | ||
|  | 	default: | ||
|  | 		b2Assert(false); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void b2DistanceProxy::Set(const b2Vec2* vertices, int32 count, float32 radius) | ||
|  | { | ||
|  |     m_vertices = vertices; | ||
|  |     m_count = count; | ||
|  |     m_radius = radius; | ||
|  | } | ||
|  | 
 | ||
|  | struct b2SimplexVertex | ||
|  | { | ||
|  | 	b2Vec2 wA;		// support point in proxyA
 | ||
|  | 	b2Vec2 wB;		// support point in proxyB
 | ||
|  | 	b2Vec2 w;		// wB - wA
 | ||
|  | 	float32 a;		// barycentric coordinate for closest point
 | ||
|  | 	int32 indexA;	// wA index
 | ||
|  | 	int32 indexB;	// wB index
 | ||
|  | }; | ||
|  | 
 | ||
|  | struct b2Simplex | ||
|  | { | ||
|  | 	void ReadCache(	const b2SimplexCache* cache, | ||
|  | 					const b2DistanceProxy* proxyA, const b2Transform& transformA, | ||
|  | 					const b2DistanceProxy* proxyB, const b2Transform& transformB) | ||
|  | 	{ | ||
|  | 		b2Assert(cache->count <= 3); | ||
|  | 		 | ||
|  | 		// Copy data from cache.
 | ||
|  | 		m_count = cache->count; | ||
|  | 		b2SimplexVertex* vertices = &m_v1; | ||
|  | 		for (int32 i = 0; i < m_count; ++i) | ||
|  | 		{ | ||
|  | 			b2SimplexVertex* v = vertices + i; | ||
|  | 			v->indexA = cache->indexA[i]; | ||
|  | 			v->indexB = cache->indexB[i]; | ||
|  | 			b2Vec2 wALocal = proxyA->GetVertex(v->indexA); | ||
|  | 			b2Vec2 wBLocal = proxyB->GetVertex(v->indexB); | ||
|  | 			v->wA = b2Mul(transformA, wALocal); | ||
|  | 			v->wB = b2Mul(transformB, wBLocal); | ||
|  | 			v->w = v->wB - v->wA; | ||
|  | 			v->a = 0.0f; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Compute the new simplex metric, if it is substantially different than
 | ||
|  | 		// old metric then flush the simplex.
 | ||
|  | 		if (m_count > 1) | ||
|  | 		{ | ||
|  | 			float32 metric1 = cache->metric; | ||
|  | 			float32 metric2 = GetMetric(); | ||
|  | 			if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < b2_epsilon) | ||
|  | 			{ | ||
|  | 				// Reset the simplex.
 | ||
|  | 				m_count = 0; | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// If the cache is empty or invalid ...
 | ||
|  | 		if (m_count == 0) | ||
|  | 		{ | ||
|  | 			b2SimplexVertex* v = vertices + 0; | ||
|  | 			v->indexA = 0; | ||
|  | 			v->indexB = 0; | ||
|  | 			b2Vec2 wALocal = proxyA->GetVertex(0); | ||
|  | 			b2Vec2 wBLocal = proxyB->GetVertex(0); | ||
|  | 			v->wA = b2Mul(transformA, wALocal); | ||
|  | 			v->wB = b2Mul(transformB, wBLocal); | ||
|  | 			v->w = v->wB - v->wA; | ||
|  | 			v->a = 1.0f; | ||
|  | 			m_count = 1; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void WriteCache(b2SimplexCache* cache) const | ||
|  | 	{ | ||
|  | 		cache->metric = GetMetric(); | ||
|  | 		cache->count = uint16(m_count); | ||
|  | 		const b2SimplexVertex* vertices = &m_v1; | ||
|  | 		for (int32 i = 0; i < m_count; ++i) | ||
|  | 		{ | ||
|  | 			cache->indexA[i] = uint8(vertices[i].indexA); | ||
|  | 			cache->indexB[i] = uint8(vertices[i].indexB); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	b2Vec2 GetSearchDirection() const | ||
|  | 	{ | ||
|  | 		switch (m_count) | ||
|  | 		{ | ||
|  | 		case 1: | ||
|  | 			return -m_v1.w; | ||
|  | 
 | ||
|  | 		case 2: | ||
|  | 			{ | ||
|  | 				b2Vec2 e12 = m_v2.w - m_v1.w; | ||
|  | 				float32 sgn = b2Cross(e12, -m_v1.w); | ||
|  | 				if (sgn > 0.0f) | ||
|  | 				{ | ||
|  | 					// Origin is left of e12.
 | ||
|  | 					return b2Cross(1.0f, e12); | ||
|  | 				} | ||
|  | 				else | ||
|  | 				{ | ||
|  | 					// Origin is right of e12.
 | ||
|  | 					return b2Cross(e12, 1.0f); | ||
|  | 				} | ||
|  | 			} | ||
|  | 
 | ||
|  | 		default: | ||
|  | 			b2Assert(false); | ||
|  | 			return b2Vec2_zero; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	b2Vec2 GetClosestPoint() const | ||
|  | 	{ | ||
|  | 		switch (m_count) | ||
|  | 		{ | ||
|  | 		case 0: | ||
|  | 			b2Assert(false); | ||
|  | 			return b2Vec2_zero; | ||
|  | 
 | ||
|  | 		case 1: | ||
|  | 			return m_v1.w; | ||
|  | 
 | ||
|  | 		case 2: | ||
|  | 			return m_v1.a * m_v1.w + m_v2.a * m_v2.w; | ||
|  | 
 | ||
|  | 		case 3: | ||
|  | 			return b2Vec2_zero; | ||
|  | 
 | ||
|  | 		default: | ||
|  | 			b2Assert(false); | ||
|  | 			return b2Vec2_zero; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void GetWitnessPoints(b2Vec2* pA, b2Vec2* pB) const | ||
|  | 	{ | ||
|  | 		switch (m_count) | ||
|  | 		{ | ||
|  | 		case 0: | ||
|  | 			b2Assert(false); | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		case 1: | ||
|  | 			*pA = m_v1.wA; | ||
|  | 			*pB = m_v1.wB; | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		case 2: | ||
|  | 			*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA; | ||
|  | 			*pB = m_v1.a * m_v1.wB + m_v2.a * m_v2.wB; | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		case 3: | ||
|  | 			*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA + m_v3.a * m_v3.wA; | ||
|  | 			*pB = *pA; | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		default: | ||
|  | 			b2Assert(false); | ||
|  | 			break; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	float32 GetMetric() const | ||
|  | 	{ | ||
|  | 		switch (m_count) | ||
|  | 		{ | ||
|  | 		case 0: | ||
|  | 			b2Assert(false); | ||
|  | 			return 0.0f; | ||
|  | 
 | ||
|  | 		case 1: | ||
|  | 			return 0.0f; | ||
|  | 
 | ||
|  | 		case 2: | ||
|  | 			return b2Distance(m_v1.w, m_v2.w); | ||
|  | 
 | ||
|  | 		case 3: | ||
|  | 			return b2Cross(m_v2.w - m_v1.w, m_v3.w - m_v1.w); | ||
|  | 
 | ||
|  | 		default: | ||
|  | 			b2Assert(false); | ||
|  | 			return 0.0f; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Solve2(); | ||
|  | 	void Solve3(); | ||
|  | 
 | ||
|  | 	b2SimplexVertex m_v1, m_v2, m_v3; | ||
|  | 	int32 m_count; | ||
|  | }; | ||
|  | 
 | ||
|  | 
 | ||
|  | // Solve a line segment using barycentric coordinates.
 | ||
|  | //
 | ||
|  | // p = a1 * w1 + a2 * w2
 | ||
|  | // a1 + a2 = 1
 | ||
|  | //
 | ||
|  | // The vector from the origin to the closest point on the line is
 | ||
|  | // perpendicular to the line.
 | ||
|  | // e12 = w2 - w1
 | ||
|  | // dot(p, e) = 0
 | ||
|  | // a1 * dot(w1, e) + a2 * dot(w2, e) = 0
 | ||
|  | //
 | ||
|  | // 2-by-2 linear system
 | ||
|  | // [1      1     ][a1] = [1]
 | ||
|  | // [w1.e12 w2.e12][a2] = [0]
 | ||
|  | //
 | ||
|  | // Define
 | ||
|  | // d12_1 =  dot(w2, e12)
 | ||
|  | // d12_2 = -dot(w1, e12)
 | ||
|  | // d12 = d12_1 + d12_2
 | ||
|  | //
 | ||
|  | // Solution
 | ||
|  | // a1 = d12_1 / d12
 | ||
|  | // a2 = d12_2 / d12
 | ||
|  | void b2Simplex::Solve2() | ||
|  | { | ||
|  | 	b2Vec2 w1 = m_v1.w; | ||
|  | 	b2Vec2 w2 = m_v2.w; | ||
|  | 	b2Vec2 e12 = w2 - w1; | ||
|  | 
 | ||
|  | 	// w1 region
 | ||
|  | 	float32 d12_2 = -b2Dot(w1, e12); | ||
|  | 	if (d12_2 <= 0.0f) | ||
|  | 	{ | ||
|  | 		// a2 <= 0, so we clamp it to 0
 | ||
|  | 		m_v1.a = 1.0f; | ||
|  | 		m_count = 1; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// w2 region
 | ||
|  | 	float32 d12_1 = b2Dot(w2, e12); | ||
|  | 	if (d12_1 <= 0.0f) | ||
|  | 	{ | ||
|  | 		// a1 <= 0, so we clamp it to 0
 | ||
|  | 		m_v2.a = 1.0f; | ||
|  | 		m_count = 1; | ||
|  | 		m_v1 = m_v2; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Must be in e12 region.
 | ||
|  | 	float32 inv_d12 = 1.0f / (d12_1 + d12_2); | ||
|  | 	m_v1.a = d12_1 * inv_d12; | ||
|  | 	m_v2.a = d12_2 * inv_d12; | ||
|  | 	m_count = 2; | ||
|  | } | ||
|  | 
 | ||
|  | // Possible regions:
 | ||
|  | // - points[2]
 | ||
|  | // - edge points[0]-points[2]
 | ||
|  | // - edge points[1]-points[2]
 | ||
|  | // - inside the triangle
 | ||
|  | void b2Simplex::Solve3() | ||
|  | { | ||
|  | 	b2Vec2 w1 = m_v1.w; | ||
|  | 	b2Vec2 w2 = m_v2.w; | ||
|  | 	b2Vec2 w3 = m_v3.w; | ||
|  | 
 | ||
|  | 	// Edge12
 | ||
|  | 	// [1      1     ][a1] = [1]
 | ||
|  | 	// [w1.e12 w2.e12][a2] = [0]
 | ||
|  | 	// a3 = 0
 | ||
|  | 	b2Vec2 e12 = w2 - w1; | ||
|  | 	float32 w1e12 = b2Dot(w1, e12); | ||
|  | 	float32 w2e12 = b2Dot(w2, e12); | ||
|  | 	float32 d12_1 = w2e12; | ||
|  | 	float32 d12_2 = -w1e12; | ||
|  | 
 | ||
|  | 	// Edge13
 | ||
|  | 	// [1      1     ][a1] = [1]
 | ||
|  | 	// [w1.e13 w3.e13][a3] = [0]
 | ||
|  | 	// a2 = 0
 | ||
|  | 	b2Vec2 e13 = w3 - w1; | ||
|  | 	float32 w1e13 = b2Dot(w1, e13); | ||
|  | 	float32 w3e13 = b2Dot(w3, e13); | ||
|  | 	float32 d13_1 = w3e13; | ||
|  | 	float32 d13_2 = -w1e13; | ||
|  | 
 | ||
|  | 	// Edge23
 | ||
|  | 	// [1      1     ][a2] = [1]
 | ||
|  | 	// [w2.e23 w3.e23][a3] = [0]
 | ||
|  | 	// a1 = 0
 | ||
|  | 	b2Vec2 e23 = w3 - w2; | ||
|  | 	float32 w2e23 = b2Dot(w2, e23); | ||
|  | 	float32 w3e23 = b2Dot(w3, e23); | ||
|  | 	float32 d23_1 = w3e23; | ||
|  | 	float32 d23_2 = -w2e23; | ||
|  | 	 | ||
|  | 	// Triangle123
 | ||
|  | 	float32 n123 = b2Cross(e12, e13); | ||
|  | 
 | ||
|  | 	float32 d123_1 = n123 * b2Cross(w2, w3); | ||
|  | 	float32 d123_2 = n123 * b2Cross(w3, w1); | ||
|  | 	float32 d123_3 = n123 * b2Cross(w1, w2); | ||
|  | 
 | ||
|  | 	// w1 region
 | ||
|  | 	if (d12_2 <= 0.0f && d13_2 <= 0.0f) | ||
|  | 	{ | ||
|  | 		m_v1.a = 1.0f; | ||
|  | 		m_count = 1; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// e12
 | ||
|  | 	if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f) | ||
|  | 	{ | ||
|  | 		float32 inv_d12 = 1.0f / (d12_1 + d12_2); | ||
|  | 		m_v1.a = d12_1 * inv_d12; | ||
|  | 		m_v2.a = d12_2 * inv_d12; | ||
|  | 		m_count = 2; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// e13
 | ||
|  | 	if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f) | ||
|  | 	{ | ||
|  | 		float32 inv_d13 = 1.0f / (d13_1 + d13_2); | ||
|  | 		m_v1.a = d13_1 * inv_d13; | ||
|  | 		m_v3.a = d13_2 * inv_d13; | ||
|  | 		m_count = 2; | ||
|  | 		m_v2 = m_v3; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// w2 region
 | ||
|  | 	if (d12_1 <= 0.0f && d23_2 <= 0.0f) | ||
|  | 	{ | ||
|  | 		m_v2.a = 1.0f; | ||
|  | 		m_count = 1; | ||
|  | 		m_v1 = m_v2; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// w3 region
 | ||
|  | 	if (d13_1 <= 0.0f && d23_1 <= 0.0f) | ||
|  | 	{ | ||
|  | 		m_v3.a = 1.0f; | ||
|  | 		m_count = 1; | ||
|  | 		m_v1 = m_v3; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// e23
 | ||
|  | 	if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f) | ||
|  | 	{ | ||
|  | 		float32 inv_d23 = 1.0f / (d23_1 + d23_2); | ||
|  | 		m_v2.a = d23_1 * inv_d23; | ||
|  | 		m_v3.a = d23_2 * inv_d23; | ||
|  | 		m_count = 2; | ||
|  | 		m_v1 = m_v3; | ||
|  | 		return; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Must be in triangle123
 | ||
|  | 	float32 inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3); | ||
|  | 	m_v1.a = d123_1 * inv_d123; | ||
|  | 	m_v2.a = d123_2 * inv_d123; | ||
|  | 	m_v3.a = d123_3 * inv_d123; | ||
|  | 	m_count = 3; | ||
|  | } | ||
|  | 
 | ||
|  | void b2Distance(b2DistanceOutput* output, | ||
|  | 				b2SimplexCache* cache, | ||
|  | 				const b2DistanceInput* input) | ||
|  | { | ||
|  | 	++b2_gjkCalls; | ||
|  | 
 | ||
|  | 	const b2DistanceProxy* proxyA = &input->proxyA; | ||
|  | 	const b2DistanceProxy* proxyB = &input->proxyB; | ||
|  | 
 | ||
|  | 	b2Transform transformA = input->transformA; | ||
|  | 	b2Transform transformB = input->transformB; | ||
|  | 
 | ||
|  | 	// Initialize the simplex.
 | ||
|  | 	b2Simplex simplex; | ||
|  | 	simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB); | ||
|  | 
 | ||
|  | 	// Get simplex vertices as an array.
 | ||
|  | 	b2SimplexVertex* vertices = &simplex.m_v1; | ||
|  | 	const int32 k_maxIters = 20; | ||
|  | 
 | ||
|  | 	// These store the vertices of the last simplex so that we
 | ||
|  | 	// can check for duplicates and prevent cycling.
 | ||
|  | 	int32 saveA[3], saveB[3]; | ||
|  | 	int32 saveCount = 0; | ||
|  | 
 | ||
|  | 	// Main iteration loop.
 | ||
|  | 	int32 iter = 0; | ||
|  | 	while (iter < k_maxIters) | ||
|  | 	{ | ||
|  | 		// Copy simplex so we can identify duplicates.
 | ||
|  | 		saveCount = simplex.m_count; | ||
|  | 		for (int32 i = 0; i < saveCount; ++i) | ||
|  | 		{ | ||
|  | 			saveA[i] = vertices[i].indexA; | ||
|  | 			saveB[i] = vertices[i].indexB; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		switch (simplex.m_count) | ||
|  | 		{ | ||
|  | 		case 1: | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		case 2: | ||
|  | 			simplex.Solve2(); | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		case 3: | ||
|  | 			simplex.Solve3(); | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		default: | ||
|  | 			b2Assert(false); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// If we have 3 points, then the origin is in the corresponding triangle.
 | ||
|  | 		if (simplex.m_count == 3) | ||
|  | 		{ | ||
|  | 			break; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Get search direction.
 | ||
|  | 		b2Vec2 d = simplex.GetSearchDirection(); | ||
|  | 
 | ||
|  | 		// Ensure the search direction is numerically fit.
 | ||
|  | 		if (d.LengthSquared() < b2_epsilon * b2_epsilon) | ||
|  | 		{ | ||
|  | 			// The origin is probably contained by a line segment
 | ||
|  | 			// or triangle. Thus the shapes are overlapped.
 | ||
|  | 
 | ||
|  | 			// We can't return zero here even though there may be overlap.
 | ||
|  | 			// In case the simplex is a point, segment, or triangle it is difficult
 | ||
|  | 			// to determine if the origin is contained in the CSO or very close to it.
 | ||
|  | 			break; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Compute a tentative new simplex vertex using support points.
 | ||
|  | 		b2SimplexVertex* vertex = vertices + simplex.m_count; | ||
|  | 		vertex->indexA = proxyA->GetSupport(b2MulT(transformA.q, -d)); | ||
|  | 		vertex->wA = b2Mul(transformA, proxyA->GetVertex(vertex->indexA)); | ||
|  | 		b2Vec2 wBLocal; | ||
|  | 		vertex->indexB = proxyB->GetSupport(b2MulT(transformB.q, d)); | ||
|  | 		vertex->wB = b2Mul(transformB, proxyB->GetVertex(vertex->indexB)); | ||
|  | 		vertex->w = vertex->wB - vertex->wA; | ||
|  | 
 | ||
|  | 		// Iteration count is equated to the number of support point calls.
 | ||
|  | 		++iter; | ||
|  | 		++b2_gjkIters; | ||
|  | 
 | ||
|  | 		// Check for duplicate support points. This is the main termination criteria.
 | ||
|  | 		bool duplicate = false; | ||
|  | 		for (int32 i = 0; i < saveCount; ++i) | ||
|  | 		{ | ||
|  | 			if (vertex->indexA == saveA[i] && vertex->indexB == saveB[i]) | ||
|  | 			{ | ||
|  | 				duplicate = true; | ||
|  | 				break; | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// If we found a duplicate support point we must exit to avoid cycling.
 | ||
|  | 		if (duplicate) | ||
|  | 		{ | ||
|  | 			break; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// New vertex is ok and needed.
 | ||
|  | 		++simplex.m_count; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	b2_gjkMaxIters = b2Max(b2_gjkMaxIters, iter); | ||
|  | 
 | ||
|  | 	// Prepare output.
 | ||
|  | 	simplex.GetWitnessPoints(&output->pointA, &output->pointB); | ||
|  | 	output->distance = b2Distance(output->pointA, output->pointB); | ||
|  | 	output->iterations = iter; | ||
|  | 
 | ||
|  | 	// Cache the simplex.
 | ||
|  | 	simplex.WriteCache(cache); | ||
|  | 
 | ||
|  | 	// Apply radii if requested.
 | ||
|  | 	if (input->useRadii) | ||
|  | 	{ | ||
|  | 		float32 rA = proxyA->m_radius; | ||
|  | 		float32 rB = proxyB->m_radius; | ||
|  | 
 | ||
|  | 		if (output->distance > rA + rB && output->distance > b2_epsilon) | ||
|  | 		{ | ||
|  | 			// Shapes are still no overlapped.
 | ||
|  | 			// Move the witness points to the outer surface.
 | ||
|  | 			output->distance -= rA + rB; | ||
|  | 			b2Vec2 normal = output->pointB - output->pointA; | ||
|  | 			normal.Normalize(); | ||
|  | 			output->pointA += rA * normal; | ||
|  | 			output->pointB -= rB * normal; | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			// Shapes are overlapped when radii are considered.
 | ||
|  | 			// Move the witness points to the middle.
 | ||
|  | 			b2Vec2 p = 0.5f * (output->pointA + output->pointB); | ||
|  | 			output->pointA = p; | ||
|  | 			output->pointB = p; | ||
|  | 			output->distance = 0.0f; | ||
|  | 		} | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | // GJK-raycast
 | ||
|  | // Algorithm by Gino van den Bergen.
 | ||
|  | // "Smooth Mesh Contacts with GJK" in Game Physics Pearls. 2010
 | ||
|  | bool b2ShapeCast(b2ShapeCastOutput * output, const b2ShapeCastInput * input) | ||
|  | { | ||
|  |     output->iterations = 0; | ||
|  |     output->lambda = 1.0f; | ||
|  |     output->normal.SetZero(); | ||
|  |     output->point.SetZero(); | ||
|  | 
 | ||
|  | 	const b2DistanceProxy* proxyA = &input->proxyA; | ||
|  | 	const b2DistanceProxy* proxyB = &input->proxyB; | ||
|  | 
 | ||
|  |     float32 radiusA = b2Max(proxyA->m_radius, b2_polygonRadius); | ||
|  |     float32 radiusB = b2Max(proxyB->m_radius, b2_polygonRadius); | ||
|  |     float32 radius = radiusA + radiusB; | ||
|  | 
 | ||
|  | 	b2Transform xfA = input->transformA; | ||
|  | 	b2Transform xfB = input->transformB; | ||
|  | 
 | ||
|  | 	b2Vec2 r = input->translationB; | ||
|  | 	b2Vec2 n(0.0f, 0.0f); | ||
|  | 	float32 lambda = 0.0f; | ||
|  | 
 | ||
|  | 	// Initial simplex
 | ||
|  | 	b2Simplex simplex; | ||
|  | 	simplex.m_count = 0; | ||
|  | 
 | ||
|  | 	// Get simplex vertices as an array.
 | ||
|  | 	b2SimplexVertex* vertices = &simplex.m_v1; | ||
|  | 
 | ||
|  | 	// Get support point in -r direction
 | ||
|  | 	int32 indexA = proxyA->GetSupport(b2MulT(xfA.q, -r)); | ||
|  | 	b2Vec2 wA = b2Mul(xfA, proxyA->GetVertex(indexA)); | ||
|  | 	int32 indexB = proxyB->GetSupport(b2MulT(xfB.q, r)); | ||
|  | 	b2Vec2 wB = b2Mul(xfB, proxyB->GetVertex(indexB)); | ||
|  |     b2Vec2 v = wA - wB; | ||
|  | 
 | ||
|  |     // Sigma is the target distance between polygons
 | ||
|  |     float32 sigma = b2Max(b2_polygonRadius, radius - b2_polygonRadius); | ||
|  | 	const float32 tolerance = 0.5f * b2_linearSlop; | ||
|  | 
 | ||
|  | 	// Main iteration loop.
 | ||
|  | 	const int32 k_maxIters = 20; | ||
|  | 	int32 iter = 0; | ||
|  | 	while (iter < k_maxIters && b2Abs(v.Length() - sigma) > tolerance) | ||
|  | 	{ | ||
|  | 		b2Assert(simplex.m_count < 3); | ||
|  | 
 | ||
|  |         output->iterations += 1; | ||
|  | 
 | ||
|  | 		// Support in direction -v (A - B)
 | ||
|  | 		indexA = proxyA->GetSupport(b2MulT(xfA.q, -v)); | ||
|  | 		wA = b2Mul(xfA, proxyA->GetVertex(indexA)); | ||
|  | 		indexB = proxyB->GetSupport(b2MulT(xfB.q, v)); | ||
|  | 		wB = b2Mul(xfB, proxyB->GetVertex(indexB)); | ||
|  |         b2Vec2 p = wA - wB; | ||
|  | 
 | ||
|  |         // -v is a normal at p
 | ||
|  |         v.Normalize(); | ||
|  | 
 | ||
|  |         // Intersect ray with plane
 | ||
|  | 		float32 vp = b2Dot(v, p); | ||
|  |         float32 vr = b2Dot(v, r); | ||
|  | 		if (vp - sigma > lambda * vr) | ||
|  | 		{ | ||
|  | 			if (vr <= 0.0f) | ||
|  | 			{ | ||
|  | 				return false; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			lambda = (vp - sigma) / vr; | ||
|  | 			if (lambda > 1.0f) | ||
|  | 			{ | ||
|  | 				return false; | ||
|  | 			} | ||
|  | 
 | ||
|  |             n = -v; | ||
|  |             simplex.m_count = 0; | ||
|  | 		} | ||
|  | 
 | ||
|  |         // Reverse simplex since it works with B - A.
 | ||
|  |         // Shift by lambda * r because we want the closest point to the current clip point.
 | ||
|  |         // Note that the support point p is not shifted because we want the plane equation
 | ||
|  |         // to be formed in unshifted space.
 | ||
|  | 		b2SimplexVertex* vertex = vertices + simplex.m_count; | ||
|  | 		vertex->indexA = indexB; | ||
|  | 		vertex->wA = wB + lambda * r; | ||
|  | 		vertex->indexB = indexA; | ||
|  | 		vertex->wB = wA; | ||
|  | 		vertex->w = vertex->wB - vertex->wA; | ||
|  | 		vertex->a = 1.0f; | ||
|  | 		simplex.m_count += 1; | ||
|  | 
 | ||
|  | 		switch (simplex.m_count) | ||
|  | 		{ | ||
|  | 		case 1: | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		case 2: | ||
|  | 			simplex.Solve2(); | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		case 3: | ||
|  | 			simplex.Solve3(); | ||
|  | 			break; | ||
|  | 
 | ||
|  | 		default: | ||
|  | 			b2Assert(false); | ||
|  | 		} | ||
|  | 		 | ||
|  | 		// If we have 3 points, then the origin is in the corresponding triangle.
 | ||
|  | 		if (simplex.m_count == 3) | ||
|  | 		{ | ||
|  | 			// Overlap
 | ||
|  | 			return false; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Get search direction.
 | ||
|  | 		v = simplex.GetClosestPoint(); | ||
|  | 
 | ||
|  | 		// Iteration count is equated to the number of support point calls.
 | ||
|  | 		++iter; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Prepare output.
 | ||
|  | 	b2Vec2 pointA, pointB; | ||
|  | 	simplex.GetWitnessPoints(&pointB, &pointA); | ||
|  | 
 | ||
|  | 	if (v.LengthSquared() > 0.0f) | ||
|  | 	{ | ||
|  |         n = -v; | ||
|  | 		n.Normalize(); | ||
|  | 	} | ||
|  | 
 | ||
|  |     output->point = pointA + radiusA * n; | ||
|  | 	output->normal = n; | ||
|  | 	output->lambda = lambda; | ||
|  | 	output->iterations = iter; | ||
|  | 	return true; | ||
|  | } |