278 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			278 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C++
		
	
	
	
| /*
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| * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
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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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| 
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| #ifndef B2_COLLISION_H
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| #define B2_COLLISION_H
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| 
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| #include "Box2D/Common/b2Math.h"
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| #include <limits.h>
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| 
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| /// @file
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| /// Structures and functions used for computing contact points, distance
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| /// queries, and TOI queries.
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| 
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| class b2Shape;
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| class b2CircleShape;
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| class b2EdgeShape;
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| class b2PolygonShape;
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| 
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| const uint8 b2_nullFeature = UCHAR_MAX;
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| 
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| /// The features that intersect to form the contact point
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| /// This must be 4 bytes or less.
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| struct b2ContactFeature
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| {
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| 	enum Type
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| 	{
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| 		e_vertex = 0,
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| 		e_face = 1
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| 	};
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| 
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| 	uint8 indexA;		///< Feature index on shapeA
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| 	uint8 indexB;		///< Feature index on shapeB
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| 	uint8 typeA;		///< The feature type on shapeA
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| 	uint8 typeB;		///< The feature type on shapeB
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| };
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| 
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| /// Contact ids to facilitate warm starting.
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| union b2ContactID
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| {
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| 	b2ContactFeature cf;
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| 	uint32 key;					///< Used to quickly compare contact ids.
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| };
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| 
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| /// A manifold point is a contact point belonging to a contact
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| /// manifold. It holds details related to the geometry and dynamics
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| /// of the contact points.
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| /// The local point usage depends on the manifold type:
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| /// -e_circles: the local center of circleB
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| /// -e_faceA: the local center of cirlceB or the clip point of polygonB
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| /// -e_faceB: the clip point of polygonA
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| /// This structure is stored across time steps, so we keep it small.
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| /// Note: the impulses are used for internal caching and may not
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| /// provide reliable contact forces, especially for high speed collisions.
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| struct b2ManifoldPoint
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| {
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| 	b2Vec2 localPoint;		///< usage depends on manifold type
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| 	float32 normalImpulse;	///< the non-penetration impulse
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| 	float32 tangentImpulse;	///< the friction impulse
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| 	b2ContactID id;			///< uniquely identifies a contact point between two shapes
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| };
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| 
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| /// A manifold for two touching convex shapes.
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| /// Box2D supports multiple types of contact:
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| /// - clip point versus plane with radius
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| /// - point versus point with radius (circles)
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| /// The local point usage depends on the manifold type:
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| /// -e_circles: the local center of circleA
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| /// -e_faceA: the center of faceA
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| /// -e_faceB: the center of faceB
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| /// Similarly the local normal usage:
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| /// -e_circles: not used
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| /// -e_faceA: the normal on polygonA
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| /// -e_faceB: the normal on polygonB
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| /// We store contacts in this way so that position correction can
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| /// account for movement, which is critical for continuous physics.
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| /// All contact scenarios must be expressed in one of these types.
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| /// This structure is stored across time steps, so we keep it small.
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| struct b2Manifold
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| {
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| 	enum Type
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| 	{
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| 		e_circles,
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| 		e_faceA,
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| 		e_faceB
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| 	};
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| 
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| 	b2ManifoldPoint points[b2_maxManifoldPoints];	///< the points of contact
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| 	b2Vec2 localNormal;								///< not use for Type::e_points
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| 	b2Vec2 localPoint;								///< usage depends on manifold type
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| 	Type type;
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| 	int32 pointCount;								///< the number of manifold points
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| };
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| 
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| /// This is used to compute the current state of a contact manifold.
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| struct b2WorldManifold
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| {
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| 	/// Evaluate the manifold with supplied transforms. This assumes
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| 	/// modest motion from the original state. This does not change the
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| 	/// point count, impulses, etc. The radii must come from the shapes
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| 	/// that generated the manifold.
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| 	void Initialize(const b2Manifold* manifold,
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| 					const b2Transform& xfA, float32 radiusA,
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| 					const b2Transform& xfB, float32 radiusB);
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| 
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| 	b2Vec2 normal;								///< world vector pointing from A to B
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| 	b2Vec2 points[b2_maxManifoldPoints];		///< world contact point (point of intersection)
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| 	float32 separations[b2_maxManifoldPoints];	///< a negative value indicates overlap, in meters
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| };
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| 
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| /// This is used for determining the state of contact points.
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| enum b2PointState
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| {
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| 	b2_nullState,		///< point does not exist
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| 	b2_addState,		///< point was added in the update
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| 	b2_persistState,	///< point persisted across the update
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| 	b2_removeState		///< point was removed in the update
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| };
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| 
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| /// Compute the point states given two manifolds. The states pertain to the transition from manifold1
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| /// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
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| void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
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| 					  const b2Manifold* manifold1, const b2Manifold* manifold2);
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| 
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| /// Used for computing contact manifolds.
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| struct b2ClipVertex
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| {
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| 	b2Vec2 v;
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| 	b2ContactID id;
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| };
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| 
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| /// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
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| struct b2RayCastInput
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| {
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| 	b2Vec2 p1, p2;
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| 	float32 maxFraction;
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| };
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| 
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| /// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
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| /// come from b2RayCastInput.
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| struct b2RayCastOutput
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| {
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| 	b2Vec2 normal;
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| 	float32 fraction;
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| };
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| 
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| /// An axis aligned bounding box.
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| struct b2AABB
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| {
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| 	/// Verify that the bounds are sorted.
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| 	bool IsValid() const;
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| 
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| 	/// Get the center of the AABB.
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| 	b2Vec2 GetCenter() const
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| 	{
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| 		return 0.5f * (lowerBound + upperBound);
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| 	}
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| 
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| 	/// Get the extents of the AABB (half-widths).
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| 	b2Vec2 GetExtents() const
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| 	{
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| 		return 0.5f * (upperBound - lowerBound);
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| 	}
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| 
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| 	/// Get the perimeter length
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| 	float32 GetPerimeter() const
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| 	{
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| 		float32 wx = upperBound.x - lowerBound.x;
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| 		float32 wy = upperBound.y - lowerBound.y;
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| 		return 2.0f * (wx + wy);
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| 	}
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| 
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| 	/// Combine an AABB into this one.
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| 	void Combine(const b2AABB& aabb)
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| 	{
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| 		lowerBound = b2Min(lowerBound, aabb.lowerBound);
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| 		upperBound = b2Max(upperBound, aabb.upperBound);
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| 	}
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| 
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| 	/// Combine two AABBs into this one.
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| 	void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
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| 	{
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| 		lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound);
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| 		upperBound = b2Max(aabb1.upperBound, aabb2.upperBound);
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| 	}
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| 
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| 	/// Does this aabb contain the provided AABB.
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| 	bool Contains(const b2AABB& aabb) const
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| 	{
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| 		bool result = true;
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| 		result = result && lowerBound.x <= aabb.lowerBound.x;
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| 		result = result && lowerBound.y <= aabb.lowerBound.y;
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| 		result = result && aabb.upperBound.x <= upperBound.x;
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| 		result = result && aabb.upperBound.y <= upperBound.y;
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| 		return result;
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| 	}
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| 
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| 	bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
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| 
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| 	b2Vec2 lowerBound;	///< the lower vertex
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| 	b2Vec2 upperBound;	///< the upper vertex
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| };
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| 
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| /// Compute the collision manifold between two circles.
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| void b2CollideCircles(b2Manifold* manifold,
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| 					  const b2CircleShape* circleA, const b2Transform& xfA,
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| 					  const b2CircleShape* circleB, const b2Transform& xfB);
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| 
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| /// Compute the collision manifold between a polygon and a circle.
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| void b2CollidePolygonAndCircle(b2Manifold* manifold,
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| 							   const b2PolygonShape* polygonA, const b2Transform& xfA,
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| 							   const b2CircleShape* circleB, const b2Transform& xfB);
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| 
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| /// Compute the collision manifold between two polygons.
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| void b2CollidePolygons(b2Manifold* manifold,
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| 					   const b2PolygonShape* polygonA, const b2Transform& xfA,
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| 					   const b2PolygonShape* polygonB, const b2Transform& xfB);
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| 
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| /// Compute the collision manifold between an edge and a circle.
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| void b2CollideEdgeAndCircle(b2Manifold* manifold,
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| 							   const b2EdgeShape* polygonA, const b2Transform& xfA,
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| 							   const b2CircleShape* circleB, const b2Transform& xfB);
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| 
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| /// Compute the collision manifold between an edge and a circle.
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| void b2CollideEdgeAndPolygon(b2Manifold* manifold,
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| 							   const b2EdgeShape* edgeA, const b2Transform& xfA,
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| 							   const b2PolygonShape* circleB, const b2Transform& xfB);
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| 
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| /// Clipping for contact manifolds.
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| int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
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| 							const b2Vec2& normal, float32 offset, int32 vertexIndexA);
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| 
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| /// Determine if two generic shapes overlap.
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| bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA,
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| 					const b2Shape* shapeB, int32 indexB,
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| 					const b2Transform& xfA, const b2Transform& xfB);
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| 
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| // ---------------- Inline Functions ------------------------------------------
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| 
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| inline bool b2AABB::IsValid() const
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| {
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| 	b2Vec2 d = upperBound - lowerBound;
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| 	bool valid = d.x >= 0.0f && d.y >= 0.0f;
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| 	valid = valid && lowerBound.IsValid() && upperBound.IsValid();
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| 	return valid;
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| }
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| 
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| inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
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| {
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| 	b2Vec2 d1, d2;
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| 	d1 = b.lowerBound - a.upperBound;
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| 	d2 = a.lowerBound - b.upperBound;
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| 
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| 	if (d1.x > 0.0f || d1.y > 0.0f)
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| 		return false;
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| 
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| 	if (d2.x > 0.0f || d2.y > 0.0f)
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| 		return false;
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| 
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| 	return true;
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| }
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| 
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| #endif
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