780 lines
25 KiB
C#
780 lines
25 KiB
C#
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/*
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* Farseer Physics Engine based on Box2D.XNA port:
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* Copyright (c) 2010 Ian Qvist
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*
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* Box2D.XNA port of Box2D:
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* Copyright (c) 2009 Brandon Furtwangler, Nathan Furtwangler
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*
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* Original source Box2D:
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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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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using System;
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using System.Diagnostics;
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using FarseerPhysics.Collision.Shapes;
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using FarseerPhysics.Common;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Collision
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{
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/// <summary>
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/// A distance proxy is used by the GJK algorithm.
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/// It encapsulates any shape.
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/// </summary>
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public class DistanceProxy
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{
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internal float Radius;
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internal Vertices Vertices = new Vertices();
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/// <summary>
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/// Initialize the proxy using the given shape. The shape
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/// must remain in scope while the proxy is in use.
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/// </summary>
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/// <param name="shape">The shape.</param>
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/// <param name="index">The index.</param>
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public void Set(Shape shape, int index)
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{
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switch (shape.ShapeType)
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{
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case ShapeType.Circle:
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{
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CircleShape circle = (CircleShape)shape;
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Vertices.Clear();
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Vertices.Add(circle.Position);
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Radius = circle.Radius;
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}
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break;
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case ShapeType.Polygon:
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{
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PolygonShape polygon = (PolygonShape)shape;
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Vertices.Clear();
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for (int i = 0; i < polygon.Vertices.Count; i++)
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{
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Vertices.Add(polygon.Vertices[i]);
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}
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Radius = polygon.Radius;
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}
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break;
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case ShapeType.Loop:
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{
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LoopShape loop = (LoopShape)shape;
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Debug.Assert(0 <= index && index < loop.Vertices.Count);
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Vertices.Clear();
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Vertices.Add(loop.Vertices[index]);
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Vertices.Add(index + 1 < loop.Vertices.Count ? loop.Vertices[index + 1] : loop.Vertices[0]);
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Radius = loop.Radius;
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}
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break;
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case ShapeType.Edge:
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{
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EdgeShape edge = (EdgeShape)shape;
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Vertices.Clear();
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Vertices.Add(edge.Vertex1);
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Vertices.Add(edge.Vertex2);
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Radius = edge.Radius;
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}
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break;
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default:
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Debug.Assert(false);
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break;
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}
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}
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/// <summary>
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/// Get the supporting vertex index in the given direction.
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/// </summary>
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/// <param name="direction">The direction.</param>
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/// <returns></returns>
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public int GetSupport(Vector2 direction)
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{
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int bestIndex = 0;
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float bestValue = Vector2.Dot(Vertices[0], direction);
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for (int i = 1; i < Vertices.Count; ++i)
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{
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float value = Vector2.Dot(Vertices[i], direction);
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if (value > bestValue)
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{
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bestIndex = i;
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bestValue = value;
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}
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}
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return bestIndex;
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}
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/// <summary>
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/// Get the supporting vertex in the given direction.
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/// </summary>
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/// <param name="direction">The direction.</param>
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/// <returns></returns>
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public Vector2 GetSupportVertex(Vector2 direction)
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{
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int bestIndex = 0;
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float bestValue = Vector2.Dot(Vertices[0], direction);
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for (int i = 1; i < Vertices.Count; ++i)
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{
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float value = Vector2.Dot(Vertices[i], direction);
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if (value > bestValue)
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{
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bestIndex = i;
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bestValue = value;
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}
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}
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return Vertices[bestIndex];
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}
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}
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/// <summary>
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/// Used to warm start ComputeDistance.
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/// Set count to zero on first call.
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/// </summary>
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public struct SimplexCache
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{
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/// <summary>
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/// Length or area
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/// </summary>
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public ushort Count;
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/// <summary>
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/// Vertices on shape A
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/// </summary>
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public FixedArray3<byte> IndexA;
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/// <summary>
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/// Vertices on shape B
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/// </summary>
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public FixedArray3<byte> IndexB;
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public float Metric;
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}
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/// <summary>
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/// Input for ComputeDistance.
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/// You have to option to use the shape radii
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/// in the computation.
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/// </summary>
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public class DistanceInput
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{
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public DistanceProxy ProxyA = new DistanceProxy();
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public DistanceProxy ProxyB = new DistanceProxy();
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public Transform TransformA;
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public Transform TransformB;
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public bool UseRadii;
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}
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/// <summary>
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/// Output for ComputeDistance.
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/// </summary>
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public struct DistanceOutput
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{
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public float Distance;
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/// <summary>
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/// Number of GJK iterations used
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/// </summary>
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public int Iterations;
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/// <summary>
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/// Closest point on shapeA
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/// </summary>
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public Vector2 PointA;
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/// <summary>
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/// Closest point on shapeB
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/// </summary>
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public Vector2 PointB;
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}
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internal struct SimplexVertex
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{
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/// <summary>
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/// Barycentric coordinate for closest point
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/// </summary>
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public float A;
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/// <summary>
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/// wA index
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/// </summary>
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public int IndexA;
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/// <summary>
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/// wB index
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/// </summary>
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public int IndexB;
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/// <summary>
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/// wB - wA
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/// </summary>
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public Vector2 W;
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/// <summary>
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/// Support point in proxyA
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/// </summary>
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public Vector2 WA;
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/// <summary>
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/// Support point in proxyB
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/// </summary>
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public Vector2 WB;
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}
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internal struct Simplex
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{
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internal int Count;
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internal FixedArray3<SimplexVertex> V;
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internal void ReadCache(ref SimplexCache cache,
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DistanceProxy proxyA, ref Transform transformA,
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DistanceProxy proxyB, ref Transform transformB)
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{
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Debug.Assert(cache.Count <= 3);
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// Copy data from cache.
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Count = cache.Count;
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for (int i = 0; i < Count; ++i)
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{
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SimplexVertex v = V[i];
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v.IndexA = cache.IndexA[i];
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v.IndexB = cache.IndexB[i];
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Vector2 wALocal = proxyA.Vertices[v.IndexA];
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Vector2 wBLocal = proxyB.Vertices[v.IndexB];
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v.WA = MathUtils.Multiply(ref transformA, wALocal);
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v.WB = MathUtils.Multiply(ref transformB, wBLocal);
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v.W = v.WB - v.WA;
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v.A = 0.0f;
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V[i] = v;
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}
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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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if (Count > 1)
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{
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float metric1 = cache.Metric;
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float metric2 = GetMetric();
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if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Settings.Epsilon)
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{
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// Reset the simplex.
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Count = 0;
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}
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}
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// If the cache is empty or invalid ...
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if (Count == 0)
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{
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SimplexVertex v = V[0];
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v.IndexA = 0;
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v.IndexB = 0;
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Vector2 wALocal = proxyA.Vertices[0];
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Vector2 wBLocal = proxyB.Vertices[0];
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v.WA = MathUtils.Multiply(ref transformA, wALocal);
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v.WB = MathUtils.Multiply(ref transformB, wBLocal);
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v.W = v.WB - v.WA;
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V[0] = v;
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Count = 1;
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}
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}
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internal void WriteCache(ref SimplexCache cache)
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{
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cache.Metric = GetMetric();
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cache.Count = (UInt16)Count;
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for (int i = 0; i < Count; ++i)
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{
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cache.IndexA[i] = (byte)(V[i].IndexA);
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cache.IndexB[i] = (byte)(V[i].IndexB);
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}
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}
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internal Vector2 GetSearchDirection()
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{
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switch (Count)
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{
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case 1:
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return -V[0].W;
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case 2:
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{
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Vector2 e12 = V[1].W - V[0].W;
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float sgn = MathUtils.Cross(e12, -V[0].W);
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if (sgn > 0.0f)
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{
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// Origin is left of e12.
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return new Vector2(-e12.Y, e12.X);
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}
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else
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{
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// Origin is right of e12.
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return new Vector2(e12.Y, -e12.X);
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}
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}
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default:
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Debug.Assert(false);
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return Vector2.Zero;
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}
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}
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internal Vector2 GetClosestPoint()
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{
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switch (Count)
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{
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case 0:
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Debug.Assert(false);
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return Vector2.Zero;
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case 1:
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return V[0].W;
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case 2:
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return V[0].A * V[0].W + V[1].A * V[1].W;
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case 3:
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return Vector2.Zero;
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default:
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Debug.Assert(false);
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return Vector2.Zero;
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}
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}
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internal void GetWitnessPoints(out Vector2 pA, out Vector2 pB)
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{
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switch (Count)
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{
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case 0:
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pA = Vector2.Zero;
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pB = Vector2.Zero;
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Debug.Assert(false);
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break;
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case 1:
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pA = V[0].WA;
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pB = V[0].WB;
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break;
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case 2:
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pA = V[0].A * V[0].WA + V[1].A * V[1].WA;
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pB = V[0].A * V[0].WB + V[1].A * V[1].WB;
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break;
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case 3:
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pA = V[0].A * V[0].WA + V[1].A * V[1].WA + V[2].A * V[2].WA;
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pB = pA;
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break;
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default:
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throw new Exception();
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}
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}
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internal float GetMetric()
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{
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switch (Count)
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{
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case 0:
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Debug.Assert(false);
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return 0.0f;
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case 1:
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return 0.0f;
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case 2:
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return (V[0].W - V[1].W).Length();
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case 3:
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return MathUtils.Cross(V[1].W - V[0].W, V[2].W - V[0].W);
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default:
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Debug.Assert(false);
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return 0.0f;
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}
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}
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// Solve a line segment using barycentric coordinates.
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//
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// p = a1 * w1 + a2 * w2
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// a1 + a2 = 1
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//
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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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// e12 = w2 - w1
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// dot(p, e) = 0
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// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
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//
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// 2-by-2 linear system
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// [1 1 ][a1] = [1]
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// [w1.e12 w2.e12][a2] = [0]
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//
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// Define
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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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//
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// Solution
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// a1 = d12_1 / d12
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// a2 = d12_2 / d12
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internal void Solve2()
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{
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Vector2 w1 = V[0].W;
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Vector2 w2 = V[1].W;
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Vector2 e12 = w2 - w1;
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// w1 region
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float d12_2 = -Vector2.Dot(w1, e12);
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if (d12_2 <= 0.0f)
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{
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// a2 <= 0, so we clamp it to 0
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SimplexVertex v0 = V[0];
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v0.A = 1.0f;
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V[0] = v0;
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Count = 1;
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return;
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}
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// w2 region
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float d12_1 = Vector2.Dot(w2, e12);
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if (d12_1 <= 0.0f)
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{
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// a1 <= 0, so we clamp it to 0
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|||
|
SimplexVertex v1 = V[1];
|
|||
|
v1.A = 1.0f;
|
|||
|
V[1] = v1;
|
|||
|
Count = 1;
|
|||
|
V[0] = V[1];
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// Must be in e12 region.
|
|||
|
float inv_d12 = 1.0f / (d12_1 + d12_2);
|
|||
|
SimplexVertex v0_2 = V[0];
|
|||
|
SimplexVertex v1_2 = V[1];
|
|||
|
v0_2.A = d12_1 * inv_d12;
|
|||
|
v1_2.A = d12_2 * inv_d12;
|
|||
|
V[0] = v0_2;
|
|||
|
V[1] = v1_2;
|
|||
|
Count = 2;
|
|||
|
}
|
|||
|
|
|||
|
// Possible regions:
|
|||
|
// - points[2]
|
|||
|
// - edge points[0]-points[2]
|
|||
|
// - edge points[1]-points[2]
|
|||
|
// - inside the triangle
|
|||
|
internal void Solve3()
|
|||
|
{
|
|||
|
Vector2 w1 = V[0].W;
|
|||
|
Vector2 w2 = V[1].W;
|
|||
|
Vector2 w3 = V[2].W;
|
|||
|
|
|||
|
// Edge12
|
|||
|
// [1 1 ][a1] = [1]
|
|||
|
// [w1.e12 w2.e12][a2] = [0]
|
|||
|
// a3 = 0
|
|||
|
Vector2 e12 = w2 - w1;
|
|||
|
float w1e12 = Vector2.Dot(w1, e12);
|
|||
|
float w2e12 = Vector2.Dot(w2, e12);
|
|||
|
float d12_1 = w2e12;
|
|||
|
float d12_2 = -w1e12;
|
|||
|
|
|||
|
// Edge13
|
|||
|
// [1 1 ][a1] = [1]
|
|||
|
// [w1.e13 w3.e13][a3] = [0]
|
|||
|
// a2 = 0
|
|||
|
Vector2 e13 = w3 - w1;
|
|||
|
float w1e13 = Vector2.Dot(w1, e13);
|
|||
|
float w3e13 = Vector2.Dot(w3, e13);
|
|||
|
float d13_1 = w3e13;
|
|||
|
float d13_2 = -w1e13;
|
|||
|
|
|||
|
// Edge23
|
|||
|
// [1 1 ][a2] = [1]
|
|||
|
// [w2.e23 w3.e23][a3] = [0]
|
|||
|
// a1 = 0
|
|||
|
Vector2 e23 = w3 - w2;
|
|||
|
float w2e23 = Vector2.Dot(w2, e23);
|
|||
|
float w3e23 = Vector2.Dot(w3, e23);
|
|||
|
float d23_1 = w3e23;
|
|||
|
float d23_2 = -w2e23;
|
|||
|
|
|||
|
// Triangle123
|
|||
|
float n123 = MathUtils.Cross(e12, e13);
|
|||
|
|
|||
|
float d123_1 = n123 * MathUtils.Cross(w2, w3);
|
|||
|
float d123_2 = n123 * MathUtils.Cross(w3, w1);
|
|||
|
float d123_3 = n123 * MathUtils.Cross(w1, w2);
|
|||
|
|
|||
|
// w1 region
|
|||
|
if (d12_2 <= 0.0f && d13_2 <= 0.0f)
|
|||
|
{
|
|||
|
SimplexVertex v0_1 = V[0];
|
|||
|
v0_1.A = 1.0f;
|
|||
|
V[0] = v0_1;
|
|||
|
Count = 1;
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// e12
|
|||
|
if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f)
|
|||
|
{
|
|||
|
float inv_d12 = 1.0f / (d12_1 + d12_2);
|
|||
|
SimplexVertex v0_2 = V[0];
|
|||
|
SimplexVertex v1_2 = V[1];
|
|||
|
v0_2.A = d12_1 * inv_d12;
|
|||
|
v1_2.A = d12_2 * inv_d12;
|
|||
|
V[0] = v0_2;
|
|||
|
V[1] = v1_2;
|
|||
|
Count = 2;
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// e13
|
|||
|
if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f)
|
|||
|
{
|
|||
|
float inv_d13 = 1.0f / (d13_1 + d13_2);
|
|||
|
SimplexVertex v0_3 = V[0];
|
|||
|
SimplexVertex v2_3 = V[2];
|
|||
|
v0_3.A = d13_1 * inv_d13;
|
|||
|
v2_3.A = d13_2 * inv_d13;
|
|||
|
V[0] = v0_3;
|
|||
|
V[2] = v2_3;
|
|||
|
Count = 2;
|
|||
|
V[1] = V[2];
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// w2 region
|
|||
|
if (d12_1 <= 0.0f && d23_2 <= 0.0f)
|
|||
|
{
|
|||
|
SimplexVertex v1_4 = V[1];
|
|||
|
v1_4.A = 1.0f;
|
|||
|
V[1] = v1_4;
|
|||
|
Count = 1;
|
|||
|
V[0] = V[1];
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// w3 region
|
|||
|
if (d13_1 <= 0.0f && d23_1 <= 0.0f)
|
|||
|
{
|
|||
|
SimplexVertex v2_5 = V[2];
|
|||
|
v2_5.A = 1.0f;
|
|||
|
V[2] = v2_5;
|
|||
|
Count = 1;
|
|||
|
V[0] = V[2];
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// e23
|
|||
|
if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f)
|
|||
|
{
|
|||
|
float inv_d23 = 1.0f / (d23_1 + d23_2);
|
|||
|
SimplexVertex v1_6 = V[1];
|
|||
|
SimplexVertex v2_6 = V[2];
|
|||
|
v1_6.A = d23_1 * inv_d23;
|
|||
|
v2_6.A = d23_2 * inv_d23;
|
|||
|
V[1] = v1_6;
|
|||
|
V[2] = v2_6;
|
|||
|
Count = 2;
|
|||
|
V[0] = V[2];
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// Must be in triangle123
|
|||
|
float inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3);
|
|||
|
SimplexVertex v0_7 = V[0];
|
|||
|
SimplexVertex v1_7 = V[1];
|
|||
|
SimplexVertex v2_7 = V[2];
|
|||
|
v0_7.A = d123_1 * inv_d123;
|
|||
|
v1_7.A = d123_2 * inv_d123;
|
|||
|
v2_7.A = d123_3 * inv_d123;
|
|||
|
V[0] = v0_7;
|
|||
|
V[1] = v1_7;
|
|||
|
V[2] = v2_7;
|
|||
|
Count = 3;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public static class Distance
|
|||
|
{
|
|||
|
public static int GJKCalls, GJKIters, GJKMaxIters;
|
|||
|
|
|||
|
public static void ComputeDistance(out DistanceOutput output,
|
|||
|
out SimplexCache cache,
|
|||
|
DistanceInput input)
|
|||
|
{
|
|||
|
cache = new SimplexCache();
|
|||
|
++GJKCalls;
|
|||
|
|
|||
|
// Initialize the simplex.
|
|||
|
Simplex simplex = new Simplex();
|
|||
|
simplex.ReadCache(ref cache, input.ProxyA, ref input.TransformA, input.ProxyB, ref input.TransformB);
|
|||
|
|
|||
|
// Get simplex vertices as an array.
|
|||
|
const int k_maxIters = 20;
|
|||
|
|
|||
|
// These store the vertices of the last simplex so that we
|
|||
|
// can check for duplicates and prevent cycling.
|
|||
|
FixedArray3<int> saveA = new FixedArray3<int>();
|
|||
|
FixedArray3<int> saveB = new FixedArray3<int>();
|
|||
|
|
|||
|
Vector2 closestPoint = simplex.GetClosestPoint();
|
|||
|
float distanceSqr1 = closestPoint.LengthSquared();
|
|||
|
float distanceSqr2 = distanceSqr1;
|
|||
|
|
|||
|
// Main iteration loop.
|
|||
|
int iter = 0;
|
|||
|
while (iter < k_maxIters)
|
|||
|
{
|
|||
|
// Copy simplex so we can identify duplicates.
|
|||
|
int saveCount = simplex.Count;
|
|||
|
for (int i = 0; i < saveCount; ++i)
|
|||
|
{
|
|||
|
saveA[i] = simplex.V[i].IndexA;
|
|||
|
saveB[i] = simplex.V[i].IndexB;
|
|||
|
}
|
|||
|
|
|||
|
switch (simplex.Count)
|
|||
|
{
|
|||
|
case 1:
|
|||
|
break;
|
|||
|
|
|||
|
case 2:
|
|||
|
simplex.Solve2();
|
|||
|
break;
|
|||
|
|
|||
|
case 3:
|
|||
|
simplex.Solve3();
|
|||
|
break;
|
|||
|
|
|||
|
default:
|
|||
|
Debug.Assert(false);
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
// If we have 3 points, then the origin is in the corresponding triangle.
|
|||
|
if (simplex.Count == 3)
|
|||
|
{
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
// Compute closest point.
|
|||
|
Vector2 p = simplex.GetClosestPoint();
|
|||
|
distanceSqr2 = p.LengthSquared();
|
|||
|
|
|||
|
// Ensure progress
|
|||
|
if (distanceSqr2 >= distanceSqr1)
|
|||
|
{
|
|||
|
//break;
|
|||
|
}
|
|||
|
distanceSqr1 = distanceSqr2;
|
|||
|
|
|||
|
// Get search direction.
|
|||
|
Vector2 d = simplex.GetSearchDirection();
|
|||
|
|
|||
|
// Ensure the search direction is numerically fit.
|
|||
|
if (d.LengthSquared() < Settings.Epsilon * Settings.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.
|
|||
|
SimplexVertex vertex = simplex.V[simplex.Count];
|
|||
|
vertex.IndexA = input.ProxyA.GetSupport(MathUtils.MultiplyT(ref input.TransformA.R, -d));
|
|||
|
vertex.WA = MathUtils.Multiply(ref input.TransformA, input.ProxyA.Vertices[vertex.IndexA]);
|
|||
|
|
|||
|
vertex.IndexB = input.ProxyB.GetSupport(MathUtils.MultiplyT(ref input.TransformB.R, d));
|
|||
|
vertex.WB = MathUtils.Multiply(ref input.TransformB, input.ProxyB.Vertices[vertex.IndexB]);
|
|||
|
vertex.W = vertex.WB - vertex.WA;
|
|||
|
simplex.V[simplex.Count] = vertex;
|
|||
|
|
|||
|
// Iteration count is equated to the number of support point calls.
|
|||
|
++iter;
|
|||
|
++GJKIters;
|
|||
|
|
|||
|
// Check for duplicate support points. This is the main termination criteria.
|
|||
|
bool duplicate = false;
|
|||
|
for (int 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.Count;
|
|||
|
}
|
|||
|
|
|||
|
GJKMaxIters = Math.Max(GJKMaxIters, iter);
|
|||
|
|
|||
|
// Prepare output.
|
|||
|
simplex.GetWitnessPoints(out output.PointA, out output.PointB);
|
|||
|
output.Distance = (output.PointA - output.PointB).Length();
|
|||
|
output.Iterations = iter;
|
|||
|
|
|||
|
// Cache the simplex.
|
|||
|
simplex.WriteCache(ref cache);
|
|||
|
|
|||
|
// Apply radii if requested.
|
|||
|
if (input.UseRadii)
|
|||
|
{
|
|||
|
float rA = input.ProxyA.Radius;
|
|||
|
float rB = input.ProxyB.Radius;
|
|||
|
|
|||
|
if (output.Distance > rA + rB && output.Distance > Settings.Epsilon)
|
|||
|
{
|
|||
|
// Shapes are still no overlapped.
|
|||
|
// Move the witness points to the outer surface.
|
|||
|
output.Distance -= rA + rB;
|
|||
|
Vector2 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.
|
|||
|
Vector2 p = 0.5f * (output.PointA + output.PointB);
|
|||
|
output.PointA = p;
|
|||
|
output.PointB = p;
|
|||
|
output.Distance = 0.0f;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|