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Collision.cpp
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Collision.cpp
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/*
Copyright (c) 2013 Randy Gaul http://RandyGaul.net
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 "Precompiled.h"
CollisionCallback Dispatch[Shape::eCount][Shape::eCount] =
{
{
CircletoCircle, CircletoPolygon
},
{
PolygontoCircle, PolygontoPolygon
},
};
void CircletoCircle( Manifold *m, Body *a, Body *b )
{
Circle *A = reinterpret_cast<Circle *>(a->shape);
Circle *B = reinterpret_cast<Circle *>(b->shape);
// Calculate translational vector, which is normal
Vec2 normal = b->position - a->position;
real dist_sqr = normal.LenSqr( );
real radius = A->radius + B->radius;
// Not in contact
if(dist_sqr >= radius * radius)
{
m->contact_count = 0;
return;
}
real distance = std::sqrt( dist_sqr );
m->contact_count = 1;
if(distance == 0.0f)
{
m->penetration = A->radius;
m->normal = Vec2( 1, 0 );
m->contacts [0] = a->position;
}
else
{
m->penetration = radius - distance;
m->normal = normal / distance; // Faster than using Normalized since we already performed sqrt
m->contacts[0] = m->normal * A->radius + a->position;
}
}
void CircletoPolygon( Manifold *m, Body *a, Body *b )
{
Circle *A = reinterpret_cast<Circle *> (a->shape);
PolygonShape *B = reinterpret_cast<PolygonShape *>(b->shape);
m->contact_count = 0;
// Transform circle center to Polygon model space
Vec2 center = a->position;
center = B->u.Transpose( ) * (center - b->position);
// Find edge with minimum penetration
// Exact concept as using support points in Polygon vs Polygon
real separation = -FLT_MAX;
uint32 faceNormal = 0;
for(uint32 i = 0; i < B->m_vertexCount; ++i)
{
real s = Dot( B->m_normals[i], center - B->m_vertices[i] );
if(s > A->radius)
return;
if(s > separation)
{
separation = s;
faceNormal = i;
}
}
// Grab face's vertices
Vec2 v1 = B->m_vertices[faceNormal];
uint32 i2 = faceNormal + 1 < B->m_vertexCount ? faceNormal + 1 : 0;
Vec2 v2 = B->m_vertices[i2];
// Check to see if center is within polygon
if(separation < EPSILON)
{
m->contact_count = 1;
m->normal = -(B->u * B->m_normals[faceNormal]);
m->contacts[0] = m->normal * A->radius + a->position;
m->penetration = A->radius;
return;
}
// Determine which voronoi region of the edge center of circle lies within
real dot1 = Dot( center - v1, v2 - v1 );
real dot2 = Dot( center - v2, v1 - v2 );
m->penetration = A->radius - separation;
// Closest to v1
if(dot1 <= 0.0f)
{
if(DistSqr( center, v1 ) > A->radius * A->radius)
return;
m->contact_count = 1;
Vec2 n = v1 - center;
n = B->u * n;
n.Normalize( );
m->normal = n;
v1 = B->u * v1 + b->position;
m->contacts[0] = v1;
}
// Closest to v2
else if(dot2 <= 0.0f)
{
if(DistSqr( center, v2 ) > A->radius * A->radius)
return;
m->contact_count = 1;
Vec2 n = v2 - center;
v2 = B->u * v2 + b->position;
m->contacts[0] = v2;
n = B->u * n;
n.Normalize( );
m->normal = n;
}
// Closest to face
else
{
Vec2 n = B->m_normals[faceNormal];
if(Dot( center - v1, n ) > A->radius)
return;
n = B->u * n;
m->normal = -n;
m->contacts[0] = m->normal * A->radius + a->position;
m->contact_count = 1;
}
}
void PolygontoCircle( Manifold *m, Body *a, Body *b )
{
CircletoPolygon( m, b, a );
m->normal = -m->normal;
}
real FindAxisLeastPenetration( uint32 *faceIndex, PolygonShape *A, PolygonShape *B )
{
real bestDistance = -FLT_MAX;
uint32 bestIndex;
for(uint32 i = 0; i < A->m_vertexCount; ++i)
{
// Retrieve a face normal from A
Vec2 n = A->m_normals[i];
Vec2 nw = A->u * n;
// Transform face normal into B's model space
Mat2 buT = B->u.Transpose( );
n = buT * nw;
// Retrieve support point from B along -n
Vec2 s = B->GetSupport( -n );
// Retrieve vertex on face from A, transform into
// B's model space
Vec2 v = A->m_vertices[i];
v = A->u * v + A->body->position;
v -= B->body->position;
v = buT * v;
// Compute penetration distance (in B's model space)
real d = Dot( n, s - v );
// Store greatest distance
if(d > bestDistance)
{
bestDistance = d;
bestIndex = i;
}
}
*faceIndex = bestIndex;
return bestDistance;
}
void FindIncidentFace( Vec2 *v, PolygonShape *RefPoly, PolygonShape *IncPoly, uint32 referenceIndex )
{
Vec2 referenceNormal = RefPoly->m_normals[referenceIndex];
// Calculate normal in incident's frame of reference
referenceNormal = RefPoly->u * referenceNormal; // To world space
referenceNormal = IncPoly->u.Transpose( ) * referenceNormal; // To incident's model space
// Find most anti-normal face on incident polygon
int32 incidentFace = 0;
real minDot = FLT_MAX;
for(uint32 i = 0; i < IncPoly->m_vertexCount; ++i)
{
real dot = Dot( referenceNormal, IncPoly->m_normals[i] );
if(dot < minDot)
{
minDot = dot;
incidentFace = i;
}
}
// Assign face vertices for incidentFace
v[0] = IncPoly->u * IncPoly->m_vertices[incidentFace] + IncPoly->body->position;
incidentFace = incidentFace + 1 >= (int32)IncPoly->m_vertexCount ? 0 : incidentFace + 1;
v[1] = IncPoly->u * IncPoly->m_vertices[incidentFace] + IncPoly->body->position;
}
int32 Clip( Vec2 n, real c, Vec2 *face )
{
uint32 sp = 0;
Vec2 out[2] = {
face[0],
face[1]
};
// Retrieve distances from each endpoint to the line
// d = ax + by - c
real d1 = Dot( n, face[0] ) - c;
real d2 = Dot( n, face[1] ) - c;
// If negative (behind plane) clip
if(d1 <= 0.0f) out[sp++] = face[0];
if(d2 <= 0.0f) out[sp++] = face[1];
// If the points are on different sides of the plane
if(d1 * d2 < 0.0f) // less than to ignore -0.0f
{
// Push interesection point
real alpha = d1 / (d1 - d2);
out[sp] = face[0] + alpha * (face[1] - face[0]);
++sp;
}
// Assign our new converted values
face[0] = out[0];
face[1] = out[1];
assert( sp != 3 );
return sp;
}
void PolygontoPolygon( Manifold *m, Body *a, Body *b )
{
PolygonShape *A = reinterpret_cast<PolygonShape *>(a->shape);
PolygonShape *B = reinterpret_cast<PolygonShape *>(b->shape);
m->contact_count = 0;
// Check for a separating axis with A's face planes
uint32 faceA;
real penetrationA = FindAxisLeastPenetration( &faceA, A, B );
if(penetrationA >= 0.0f)
return;
// Check for a separating axis with B's face planes
uint32 faceB;
real penetrationB = FindAxisLeastPenetration( &faceB, B, A );
if(penetrationB >= 0.0f)
return;
uint32 referenceIndex;
bool flip; // Always point from a to b
PolygonShape *RefPoly; // Reference
PolygonShape *IncPoly; // Incident
// Determine which shape contains reference face
if(BiasGreaterThan( penetrationA, penetrationB ))
{
RefPoly = A;
IncPoly = B;
referenceIndex = faceA;
flip = false;
}
else
{
RefPoly = B;
IncPoly = A;
referenceIndex = faceB;
flip = true;
}
// World space incident face
Vec2 incidentFace[2];
FindIncidentFace( incidentFace, RefPoly, IncPoly, referenceIndex );
// y
// ^ ->n ^
// +---c ------posPlane--
// x < | i |\
// +---+ c-----negPlane--
// \ v
// r
//
// r : reference face
// i : incident poly
// c : clipped point
// n : incident normal
// Setup reference face vertices
Vec2 v1 = RefPoly->m_vertices[referenceIndex];
referenceIndex = referenceIndex + 1 == RefPoly->m_vertexCount ? 0 : referenceIndex + 1;
Vec2 v2 = RefPoly->m_vertices[referenceIndex];
// Transform vertices to world space
v1 = RefPoly->u * v1 + RefPoly->body->position;
v2 = RefPoly->u * v2 + RefPoly->body->position;
// Calculate reference face side normal in world space
Vec2 sidePlaneNormal = (v2 - v1);
sidePlaneNormal.Normalize( );
// Orthogonalize
Vec2 refFaceNormal( sidePlaneNormal.y, -sidePlaneNormal.x );
// ax + by = c
// c is distance from origin
real refC = Dot( refFaceNormal, v1 );
real negSide = -Dot( sidePlaneNormal, v1 );
real posSide = Dot( sidePlaneNormal, v2 );
// Clip incident face to reference face side planes
if(Clip( -sidePlaneNormal, negSide, incidentFace ) < 2)
return; // Due to floating point error, possible to not have required points
if(Clip( sidePlaneNormal, posSide, incidentFace ) < 2)
return; // Due to floating point error, possible to not have required points
// Flip
m->normal = flip ? -refFaceNormal : refFaceNormal;
// Keep points behind reference face
uint32 cp = 0; // clipped points behind reference face
real separation = Dot( refFaceNormal, incidentFace[0] ) - refC;
if(separation <= 0.0f)
{
m->contacts[cp] = incidentFace[0];
m->penetration = -separation;
++cp;
}
else
m->penetration = 0;
separation = Dot( refFaceNormal, incidentFace[1] ) - refC;
if(separation <= 0.0f)
{
m->contacts[cp] = incidentFace[1];
m->penetration += -separation;
++cp;
// Average penetration
m->penetration /= (real)cp;
}
m->contact_count = cp;
}