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* Copyright (c) 2007-2009 Erin Catto http://www.box2d.org
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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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#include <Box2D/Collision/b2Distance.h>
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#include <Box2D/Collision/Shapes/b2CircleShape.h>
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#include <Box2D/Collision/Shapes/b2EdgeShape.h>
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#include <Box2D/Collision/Shapes/b2ChainShape.h>
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#include <Box2D/Collision/Shapes/b2PolygonShape.h>
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// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
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int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;
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void b2DistanceProxy::Set(const b2Shape* shape, int32 index)
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switch (shape->GetType())
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case b2Shape::e_circle:
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const b2CircleShape* circle = (b2CircleShape*)shape;
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m_vertices = &circle->m_p;
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m_radius = circle->m_radius;
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case b2Shape::e_polygon:
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const b2PolygonShape* polygon = (b2PolygonShape*)shape;
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m_vertices = polygon->m_vertices;
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m_count = polygon->m_vertexCount;
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m_radius = polygon->m_radius;
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case b2Shape::e_chain:
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const b2ChainShape* chain = (b2ChainShape*)shape;
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b2Assert(0 <= index && index < chain->m_count);
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m_buffer[0] = chain->m_vertices[index];
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if (index + 1 < chain->m_count)
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m_buffer[1] = chain->m_vertices[index + 1];
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m_buffer[1] = chain->m_vertices[0];
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m_vertices = m_buffer;
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m_radius = chain->m_radius;
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const b2EdgeShape* edge = (b2EdgeShape*)shape;
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m_vertices = &edge->m_vertex1;
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m_radius = edge->m_radius;
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struct b2SimplexVertex
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b2Vec2 wA; // support point in proxyA
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b2Vec2 wB; // support point in proxyB
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float32 a; // barycentric coordinate for closest point
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int32 indexA; // wA index
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int32 indexB; // wB index
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void ReadCache( const b2SimplexCache* cache,
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const b2DistanceProxy* proxyA, const b2Transform& transformA,
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const b2DistanceProxy* proxyB, const b2Transform& transformB)
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b2Assert(cache->count <= 3);
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// Copy data from cache.
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m_count = cache->count;
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b2SimplexVertex* vertices = &m_v1;
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for (int32 i = 0; i < m_count; ++i)
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b2SimplexVertex* v = vertices + i;
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v->indexA = cache->indexA[i];
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v->indexB = cache->indexB[i];
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b2Vec2 wALocal = proxyA->GetVertex(v->indexA);
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b2Vec2 wBLocal = proxyB->GetVertex(v->indexB);
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v->wA = b2Mul(transformA, wALocal);
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v->wB = b2Mul(transformB, wBLocal);
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v->w = v->wB - v->wA;
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// Compute the new simplex metric, if it is substantially different than
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// old metric then flush the simplex.
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float32 metric1 = cache->metric;
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float32 metric2 = GetMetric();
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if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < b2_epsilon)
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// Reset the simplex.
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// If the cache is empty or invalid ...
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b2SimplexVertex* v = vertices + 0;
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b2Vec2 wALocal = proxyA->GetVertex(0);
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b2Vec2 wBLocal = proxyB->GetVertex(0);
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v->wA = b2Mul(transformA, wALocal);
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v->wB = b2Mul(transformB, wBLocal);
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v->w = v->wB - v->wA;
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void WriteCache(b2SimplexCache* cache) const
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cache->metric = GetMetric();
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cache->count = uint16(m_count);
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const b2SimplexVertex* vertices = &m_v1;
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for (int32 i = 0; i < m_count; ++i)
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cache->indexA[i] = uint8(vertices[i].indexA);
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cache->indexB[i] = uint8(vertices[i].indexB);
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b2Vec2 GetSearchDirection() const
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b2Vec2 e12 = m_v2.w - m_v1.w;
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float32 sgn = b2Cross(e12, -m_v1.w);
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// Origin is left of e12.
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return b2Cross(1.0f, e12);
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// Origin is right of e12.
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return b2Cross(e12, 1.0f);
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b2Vec2 GetClosestPoint() const
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return m_v1.a * m_v1.w + m_v2.a * m_v2.w;
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void GetWitnessPoints(b2Vec2* pA, b2Vec2* pB) const
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*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA;
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*pB = m_v1.a * m_v1.wB + m_v2.a * m_v2.wB;
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*pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA + m_v3.a * m_v3.wA;
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float32 GetMetric() const
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return b2Distance(m_v1.w, m_v2.w);
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return b2Cross(m_v2.w - m_v1.w, m_v3.w - m_v1.w);
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b2SimplexVertex m_v1, m_v2, m_v3;
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// Solve a line segment using barycentric coordinates.
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// p = a1 * w1 + a2 * w2
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// The vector from the origin to the closest point on the line is
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// perpendicular to the line.
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// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
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// 2-by-2 linear system
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// [w1.e12 w2.e12][a2] = [0]
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// d12_1 = dot(w2, e12)
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// d12_2 = -dot(w1, e12)
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// d12 = d12_1 + d12_2
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void b2Simplex::Solve2()
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b2Vec2 e12 = w2 - w1;
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float32 d12_2 = -b2Dot(w1, e12);
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// a2 <= 0, so we clamp it to 0
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float32 d12_1 = b2Dot(w2, e12);
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// a1 <= 0, so we clamp it to 0
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// Must be in e12 region.
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float32 inv_d12 = 1.0f / (d12_1 + d12_2);
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m_v1.a = d12_1 * inv_d12;
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m_v2.a = d12_2 * inv_d12;
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// - edge points[0]-points[2]
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// - edge points[1]-points[2]
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// - inside the triangle
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void b2Simplex::Solve3()
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// [w1.e12 w2.e12][a2] = [0]
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b2Vec2 e12 = w2 - w1;
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float32 w1e12 = b2Dot(w1, e12);
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float32 w2e12 = b2Dot(w2, e12);
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float32 d12_1 = w2e12;
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float32 d12_2 = -w1e12;
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// [w1.e13 w3.e13][a3] = [0]
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b2Vec2 e13 = w3 - w1;
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float32 w1e13 = b2Dot(w1, e13);
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float32 w3e13 = b2Dot(w3, e13);
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float32 d13_1 = w3e13;
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float32 d13_2 = -w1e13;
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// [w2.e23 w3.e23][a3] = [0]
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b2Vec2 e23 = w3 - w2;
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float32 w2e23 = b2Dot(w2, e23);
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float32 w3e23 = b2Dot(w3, e23);
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float32 d23_1 = w3e23;
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float32 d23_2 = -w2e23;
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float32 n123 = b2Cross(e12, e13);
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float32 d123_1 = n123 * b2Cross(w2, w3);
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float32 d123_2 = n123 * b2Cross(w3, w1);
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float32 d123_3 = n123 * b2Cross(w1, w2);
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if (d12_2 <= 0.0f && d13_2 <= 0.0f)
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if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f)
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float32 inv_d12 = 1.0f / (d12_1 + d12_2);
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m_v1.a = d12_1 * inv_d12;
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m_v2.a = d12_2 * inv_d12;
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if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f)
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float32 inv_d13 = 1.0f / (d13_1 + d13_2);
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m_v1.a = d13_1 * inv_d13;
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m_v3.a = d13_2 * inv_d13;
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if (d12_1 <= 0.0f && d23_2 <= 0.0f)
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if (d13_1 <= 0.0f && d23_1 <= 0.0f)
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if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f)
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float32 inv_d23 = 1.0f / (d23_1 + d23_2);
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m_v2.a = d23_1 * inv_d23;
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m_v3.a = d23_2 * inv_d23;
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// Must be in triangle123
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float32 inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3);
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m_v1.a = d123_1 * inv_d123;
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m_v2.a = d123_2 * inv_d123;
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m_v3.a = d123_3 * inv_d123;
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void b2Distance(b2DistanceOutput* output,
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b2SimplexCache* cache,
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const b2DistanceInput* input)
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const b2DistanceProxy* proxyA = &input->proxyA;
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const b2DistanceProxy* proxyB = &input->proxyB;
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b2Transform transformA = input->transformA;
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b2Transform transformB = input->transformB;
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// Initialize the simplex.
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simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB);
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// Get simplex vertices as an array.
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b2SimplexVertex* vertices = &simplex.m_v1;
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const int32 k_maxIters = 20;
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// These store the vertices of the last simplex so that we
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// can check for duplicates and prevent cycling.
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int32 saveA[3], saveB[3];
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b2Vec2 closestPoint = simplex.GetClosestPoint();
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float32 distanceSqr1 = closestPoint.LengthSquared();
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float32 distanceSqr2 = distanceSqr1;
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// Main iteration loop.
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while (iter < k_maxIters)
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// Copy simplex so we can identify duplicates.
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saveCount = simplex.m_count;
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for (int32 i = 0; i < saveCount; ++i)
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saveA[i] = vertices[i].indexA;
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saveB[i] = vertices[i].indexB;
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switch (simplex.m_count)
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// If we have 3 points, then the origin is in the corresponding triangle.
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if (simplex.m_count == 3)
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// Compute closest point.
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b2Vec2 p = simplex.GetClosestPoint();
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distanceSqr2 = p.LengthSquared();
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if (distanceSqr2 >= distanceSqr1)
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distanceSqr1 = distanceSqr2;
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// Get search direction.
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b2Vec2 d = simplex.GetSearchDirection();
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// Ensure the search direction is numerically fit.
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if (d.LengthSquared() < b2_epsilon * b2_epsilon)
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// The origin is probably contained by a line segment
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// or triangle. Thus the shapes are overlapped.
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// We can't return zero here even though there may be overlap.
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// In case the simplex is a point, segment, or triangle it is difficult
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// to determine if the origin is contained in the CSO or very close to it.
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// Compute a tentative new simplex vertex using support points.
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b2SimplexVertex* vertex = vertices + simplex.m_count;
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vertex->indexA = proxyA->GetSupport(b2MulT(transformA.q, -d));
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vertex->wA = b2Mul(transformA, proxyA->GetVertex(vertex->indexA));
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vertex->indexB = proxyB->GetSupport(b2MulT(transformB.q, d));
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vertex->wB = b2Mul(transformB, proxyB->GetVertex(vertex->indexB));
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vertex->w = vertex->wB - vertex->wA;
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// Iteration count is equated to the number of support point calls.
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// Check for duplicate support points. This is the main termination criteria.
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bool duplicate = false;
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for (int32 i = 0; i < saveCount; ++i)
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if (vertex->indexA == saveA[i] && vertex->indexB == saveB[i])
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// If we found a duplicate support point we must exit to avoid cycling.
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// New vertex is ok and needed.
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b2_gjkMaxIters = b2Max(b2_gjkMaxIters, iter);
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simplex.GetWitnessPoints(&output->pointA, &output->pointB);
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output->distance = b2Distance(output->pointA, output->pointB);
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output->iterations = iter;
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// Cache the simplex.
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simplex.WriteCache(cache);
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// Apply radii if requested.
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float32 rA = proxyA->m_radius;
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float32 rB = proxyB->m_radius;
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if (output->distance > rA + rB && output->distance > b2_epsilon)
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// Shapes are still no overlapped.
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// Move the witness points to the outer surface.
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output->distance -= rA + rB;
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b2Vec2 normal = output->pointB - output->pointA;
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output->pointA += rA * normal;
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output->pointB -= rB * normal;
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// Shapes are overlapped when radii are considered.
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// Move the witness points to the middle.
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b2Vec2 p = 0.5f * (output->pointA + output->pointB);
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output->distance = 0.0f;