1871 lines
64 KiB
C#
1871 lines
64 KiB
C#
// Copyright (c) 2017 Kastellanos Nikolaos
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/* Original source Farseer Physics Engine:
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* Copyright (c) 2014 Ian Qvist, http://farseerphysics.codeplex.com
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* Microsoft Permissive License (Ms-PL) v1.1
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*/
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/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*
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* Original source Box2D:
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* Copyright (c) 2006-2011 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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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using FarseerPhysics.Collision.Shapes;
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using FarseerPhysics.Common;
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using FarseerPhysics.Common.Maths;
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using Microsoft.Xna.Framework;
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namespace FarseerPhysics.Collision
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{
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internal enum ContactFeatureType : byte
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{
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Vertex = 0,
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Face = 1,
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}
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/// <summary>
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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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/// </summary>
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public struct ContactFeature
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{
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/// <summary>
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/// Feature index on ShapeA
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/// </summary>
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public byte IndexA;
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/// <summary>
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/// Feature index on ShapeB
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/// </summary>
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public byte IndexB;
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/// <summary>
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/// The feature type on ShapeA
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/// </summary>
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public byte TypeA;
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/// <summary>
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/// The feature type on ShapeB
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/// </summary>
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public byte TypeB;
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}
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/// <summary>
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/// Contact ids to facilitate warm starting.
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/// </summary>
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[StructLayout(LayoutKind.Explicit)]
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public struct ContactID
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{
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/// <summary>
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/// The features that intersect to form the contact point
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/// </summary>
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[FieldOffset(0)]
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public ContactFeature Features;
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/// <summary>
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/// Used to quickly compare contact ids.
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/// </summary>
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[FieldOffset(0)]
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public uint Key;
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}
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/// <summary>
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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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/// -ShapeType.Circles: the local center of circleB
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/// -SeparationFunction.FaceA: the local center of cirlceB or the clip point of polygonB
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/// -SeparationFunction.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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/// </summary>
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public struct ManifoldPoint
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{
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/// <summary>
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/// Uniquely identifies a contact point between two Shapes
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/// </summary>
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public ContactID Id;
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/// <summary>
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/// Usage depends on manifold type
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/// </summary>
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public Vector2 LocalPoint;
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/// <summary>
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/// The non-penetration impulse
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/// </summary>
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public float NormalImpulse;
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/// <summary>
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/// The friction impulse
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/// </summary>
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public float TangentImpulse;
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}
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public enum ManifoldType
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{
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Circles,
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FaceA,
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FaceB
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}
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/// <summary>
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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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/// - ShapeType.Circles: the local center of circleA
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/// - SeparationFunction.FaceA: the center of faceA
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/// - SeparationFunction.FaceB: the center of faceB
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/// Similarly the local normal usage:
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/// - ShapeType.Circles: not used
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/// - SeparationFunction.FaceA: the normal on polygonA
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/// - SeparationFunction.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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/// </summary>
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public struct Manifold
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{
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/// <summary>
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/// Not use for Type.SeparationFunction.Points
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/// </summary>
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public Vector2 LocalNormal;
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/// <summary>
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/// Usage depends on manifold type
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/// </summary>
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public Vector2 LocalPoint;
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/// <summary>
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/// The number of manifold points
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/// </summary>
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public int PointCount;
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/// <summary>
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/// The points of contact
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/// </summary>
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public FixedArray2<ManifoldPoint> Points;
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public ManifoldType Type;
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}
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/// <summary>
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/// This is used for determining the state of contact points.
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/// </summary>
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public enum PointState
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{
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/// <summary>
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/// Point does not exist
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/// </summary>
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Null,
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/// <summary>
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/// Point was added in the update
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/// </summary>
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Add,
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/// <summary>
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/// Point persisted across the update
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/// </summary>
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Persist,
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/// <summary>
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/// Point was removed in the update
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/// </summary>
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Remove,
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}
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/// <summary>
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/// Used for computing contact manifolds.
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/// </summary>
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public struct ClipVertex
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{
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public ContactID ID;
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public Vector2 V;
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}
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/// <summary>
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/// Ray-cast input data.
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/// </summary>
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public struct RayCastInput
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{
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/// <summary>
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/// The ray extends from p1 to p1 + maxFraction * (p2 - p1).
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/// If you supply a max fraction of 1, the ray extends from p1 to p2.
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/// A max fraction of 0.5 makes the ray go from p1 and half way to p2.
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/// </summary>
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public float MaxFraction;
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/// <summary>
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/// The starting point of the ray.
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/// </summary>
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public Vector2 Point1;
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/// <summary>
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/// The ending point of the ray.
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/// </summary>
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public Vector2 Point2;
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}
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/// <summary>
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/// Ray-cast output data.
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/// </summary>
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public struct RayCastOutput
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{
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/// <summary>
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/// The ray hits at p1 + fraction * (p2 - p1), where p1 and p2 come from RayCastInput.
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/// Contains the actual fraction of the ray where it has the intersection point.
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/// </summary>
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public float Fraction;
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/// <summary>
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/// The normal of the face of the shape the ray has hit.
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/// </summary>
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public Vector2 Normal;
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}
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/// <summary>
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/// An axis aligned bounding box.
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/// </summary>
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public struct AABB
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{
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/// <summary>
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/// The lower vertex
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/// </summary>
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public Vector2 LowerBound;
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/// <summary>
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/// The upper vertex
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/// </summary>
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public Vector2 UpperBound;
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public AABB(Vector2 min, Vector2 max)
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: this(ref min, ref max)
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{
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}
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public AABB(ref Vector2 min, ref Vector2 max)
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{
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LowerBound = min;
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UpperBound = max;
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}
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public AABB(Vector2 center, float width, float height)
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{
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LowerBound = center - new Vector2(width / 2, height / 2);
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UpperBound = center + new Vector2(width / 2, height / 2);
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}
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public float Width
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{
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get { return UpperBound.X - LowerBound.X; }
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}
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public float Height
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{
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get { return UpperBound.Y - LowerBound.Y; }
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}
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/// <summary>
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/// Get the center of the AABB.
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/// </summary>
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public Vector2 Center
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{
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get { return 0.5f * (LowerBound + UpperBound); }
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}
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/// <summary>
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/// Get the extents of the AABB (half-widths).
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/// </summary>
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public Vector2 Extents
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{
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get { return 0.5f * (UpperBound - LowerBound); }
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}
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/// <summary>
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/// Get the perimeter length
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/// </summary>
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public float Perimeter
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{
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get
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{
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float wx = UpperBound.X - LowerBound.X;
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float 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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/// <summary>
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/// Gets the vertices of the AABB.
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/// </summary>
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/// <value>The corners of the AABB</value>
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public Vertices Vertices
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{
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get
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{
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Vertices vertices = new Vertices(4);
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vertices.Add(UpperBound);
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vertices.Add(new Vector2(UpperBound.X, LowerBound.Y));
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vertices.Add(LowerBound);
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vertices.Add(new Vector2(LowerBound.X, UpperBound.Y));
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return vertices;
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}
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}
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/// <summary>
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/// First quadrant
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/// </summary>
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public AABB Q1
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{
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get { return new AABB(Center, UpperBound); }
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}
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/// <summary>
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/// Second quadrant
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/// </summary>
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public AABB Q2
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{
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get { return new AABB(new Vector2(LowerBound.X, Center.Y), new Vector2(Center.X, UpperBound.Y)); }
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}
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/// <summary>
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/// Third quadrant
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/// </summary>
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public AABB Q3
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{
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get { return new AABB(LowerBound, Center); }
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}
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/// <summary>
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/// Forth quadrant
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/// </summary>
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public AABB Q4
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{
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get { return new AABB(new Vector2(Center.X, LowerBound.Y), new Vector2(UpperBound.X, Center.Y)); }
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}
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/// <summary>
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/// Verify that the bounds are sorted. And the bounds are valid numbers (not NaN).
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/// </summary>
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/// <returns>
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/// <c>true</c> if this instance is valid; otherwise, <c>false</c>.
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/// </returns>
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public bool IsValid()
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{
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Vector2 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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/// <summary>
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/// Combine an AABB into this one.
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/// </summary>
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/// <param name="aabb">The aabb.</param>
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public void Combine(ref AABB aabb)
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{
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Vector2.Min(ref LowerBound, ref aabb.LowerBound, out LowerBound);
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Vector2.Max(ref UpperBound, ref aabb.UpperBound, out UpperBound);
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}
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/// <summary>
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/// Combine two AABBs into this one.
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/// </summary>
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/// <param name="aabb1">The aabb1.</param>
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/// <param name="aabb2">The aabb2.</param>
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public void Combine(ref AABB aabb1, ref AABB aabb2)
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{
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Vector2.Min(ref aabb1.LowerBound, ref aabb2.LowerBound, out LowerBound);
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Vector2.Max(ref aabb1.UpperBound, ref aabb2.UpperBound, out UpperBound);
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}
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/// <summary>
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/// Does this aabb contain the provided AABB.
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/// </summary>
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/// <param name="aabb">The aabb.</param>
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/// <returns>
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/// <c>true</c> if it contains the specified aabb; otherwise, <c>false</c>.
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/// </returns>
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public bool Contains(ref AABB aabb)
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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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/// <summary>
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/// Determines whether the AAABB contains the specified point.
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/// </summary>
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/// <param name="point">The point.</param>
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/// <returns>
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/// <c>true</c> if it contains the specified point; otherwise, <c>false</c>.
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/// </returns>
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public bool Contains(ref Vector2 point)
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{
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//using epsilon to try and gaurd against float rounding errors.
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return (point.X > (LowerBound.X + Settings.Epsilon) && point.X < (UpperBound.X - Settings.Epsilon) &&
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(point.Y > (LowerBound.Y + Settings.Epsilon) && point.Y < (UpperBound.Y - Settings.Epsilon)));
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}
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/// <summary>
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/// Test if the two AABBs overlap.
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/// </summary>
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/// <param name="a">The first AABB.</param>
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/// <param name="b">The second AABB.</param>
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/// <returns>True if they are overlapping.</returns>
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public static bool TestOverlap(ref AABB a, ref AABB b)
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{
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return
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b.LowerBound.X - a.UpperBound.X <= 0.0f &&
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b.LowerBound.Y - a.UpperBound.Y <= 0.0f &&
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a.LowerBound.X - b.UpperBound.X <= 0.0f &&
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a.LowerBound.Y - b.UpperBound.Y <= 0.0f;
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}
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/// <summary>
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/// Raycast against this AABB using the specificed points and maxfraction (found in input)
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/// </summary>
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/// <param name="output">The results of the raycast.</param>
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/// <param name="input">The parameters for the raycast.</param>
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/// <returns>True if the ray intersects the AABB</returns>
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public bool RayCast(out RayCastOutput output, ref RayCastInput input, bool doInteriorCheck = true)
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{
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// From Real-time Collision Detection, p179.
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output = new RayCastOutput();
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float tmin = -Settings.MaxFloat;
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float tmax = Settings.MaxFloat;
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Vector2 p = input.Point1;
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Vector2 d = input.Point2 - input.Point1;
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Vector2 absD = MathUtils.Abs(d);
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Vector2 normal = Vector2.Zero;
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for (int i = 0; i < 2; ++i)
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{
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float absD_i = i == 0 ? absD.X : absD.Y;
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float lowerBound_i = i == 0 ? LowerBound.X : LowerBound.Y;
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float upperBound_i = i == 0 ? UpperBound.X : UpperBound.Y;
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float p_i = i == 0 ? p.X : p.Y;
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if (absD_i < Settings.Epsilon)
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{
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// Parallel.
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if (p_i < lowerBound_i || upperBound_i < p_i)
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{
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return false;
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}
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}
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else
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{
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float d_i = i == 0 ? d.X : d.Y;
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float inv_d = 1.0f / d_i;
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float t1 = (lowerBound_i - p_i) * inv_d;
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float t2 = (upperBound_i - p_i) * inv_d;
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// Sign of the normal vector.
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float s = -1.0f;
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if (t1 > t2)
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{
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MathUtils.Swap(ref t1, ref t2);
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s = 1.0f;
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}
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// Push the min up
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if (t1 > tmin)
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{
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if (i == 0)
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{
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normal.X = s;
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}
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else
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{
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normal.Y = s;
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}
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tmin = t1;
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}
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// Pull the max down
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tmax = Math.Min(tmax, t2);
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if (tmin > tmax)
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{
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return false;
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}
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}
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}
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// Does the ray start inside the box?
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// Does the ray intersect beyond the max fraction?
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if (doInteriorCheck && (tmin < 0.0f || input.MaxFraction < tmin))
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{
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return false;
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}
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// Intersection.
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output.Fraction = tmin;
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output.Normal = normal;
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return true;
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}
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}
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/// <summary>
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/// This structure is used to keep track of the best separating axis.
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/// </summary>
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public struct EPAxis
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{
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public int Index;
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public float Separation;
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public EPAxisType Type;
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}
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/// <summary>
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/// Reference face used for clipping
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/// </summary>
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public struct ReferenceFace
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{
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public int i1, i2;
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public Vector2 v1, v2;
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public Vector2 normal;
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public Vector2 sideNormal1;
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public float sideOffset1;
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public Vector2 sideNormal2;
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public float sideOffset2;
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}
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public enum EPAxisType
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{
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Unknown,
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EdgeA,
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EdgeB,
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}
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/// <summary>
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/// Collision methods
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/// </summary>
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public static class Collision
|
|
{
|
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/// <summary>
|
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/// Test overlap between the two shapes.
|
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/// </summary>
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/// <param name="shapeA">The first shape.</param>
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/// <param name="indexA">The index for the first shape.</param>
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/// <param name="shapeB">The second shape.</param>
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/// <param name="indexB">The index for the second shape.</param>
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/// <param name="xfA">The transform for the first shape.</param>
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/// <param name="xfB">The transform for the seconds shape.</param>
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/// <returns></returns>
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public static bool TestOverlap(Shape shapeA, int indexA, Shape shapeB, int indexB, ref Transform xfA, ref Transform xfB)
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{
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DistanceInput _input = new DistanceInput();
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_input.ProxyA = new DistanceProxy(shapeA, indexA);
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_input.ProxyB = new DistanceProxy(shapeB, indexB);
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_input.TransformA = xfA;
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_input.TransformB = xfB;
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_input.UseRadii = true;
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|
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SimplexCache cache;
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DistanceOutput output;
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Distance.ComputeDistance(out output, out cache, _input);
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return output.Distance < 10.0f * Settings.Epsilon;
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}
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|
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public static void GetPointStates(out FixedArray2<PointState> state1, out FixedArray2<PointState> state2, ref Manifold manifold1, ref Manifold manifold2)
|
|
{
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state1 = new FixedArray2<PointState>();
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state2 = new FixedArray2<PointState>();
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|
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// Detect persists and removes.
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for (int i = 0; i < manifold1.PointCount; ++i)
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{
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ContactID id = manifold1.Points[i].Id;
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state1[i] = PointState.Remove;
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for (int j = 0; j < manifold2.PointCount; ++j)
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{
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if (manifold2.Points[j].Id.Key == id.Key)
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{
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state1[i] = PointState.Persist;
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break;
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}
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}
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}
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// Detect persists and adds.
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for (int i = 0; i < manifold2.PointCount; ++i)
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{
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ContactID id = manifold2.Points[i].Id;
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state2[i] = PointState.Add;
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for (int j = 0; j < manifold1.PointCount; ++j)
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{
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if (manifold1.Points[j].Id.Key == id.Key)
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{
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state2[i] = PointState.Persist;
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break;
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}
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}
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}
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}
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/// <summary>
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/// Compute the collision manifold between two circles.
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/// </summary>
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public static void CollideCircles(ref Manifold manifold, CircleShape circleA, ref Transform xfA, CircleShape circleB, ref Transform xfB)
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{
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manifold.PointCount = 0;
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Vector2 pA = Transform.Multiply(ref circleA._position, ref xfA);
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Vector2 pB = Transform.Multiply(ref circleB._position, ref xfB);
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Vector2 d = pB - pA;
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float distSqr = Vector2.Dot(d, d);
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float radius = circleA.Radius + circleB.Radius;
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if (distSqr > radius * radius)
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{
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return;
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}
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manifold.Type = ManifoldType.Circles;
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manifold.LocalPoint = circleA.Position;
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manifold.LocalNormal = Vector2.Zero;
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manifold.PointCount = 1;
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ManifoldPoint p0 = manifold.Points[0];
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p0.LocalPoint = circleB.Position;
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p0.Id.Key = 0;
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manifold.Points[0] = p0;
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}
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/// <summary>
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/// Compute the collision manifold between a polygon and a circle.
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/// </summary>
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/// <param name="manifold">The manifold.</param>
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/// <param name="polygonA">The polygon A.</param>
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/// <param name="xfA">The transform of A.</param>
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/// <param name="circleB">The circle B.</param>
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/// <param name="xfB">The transform of B.</param>
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public static void CollidePolygonAndCircle(ref Manifold manifold, PolygonShape polygonA, ref Transform xfA, CircleShape circleB, ref Transform xfB)
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|
{
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manifold.PointCount = 0;
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|
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// Compute circle position in the frame of the polygon.
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Vector2 c = Transform.Multiply(ref circleB._position, ref xfB);
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Vector2 cLocal = Transform.Divide(ref c, ref xfA);
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|
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// Find the min separating edge.
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int normalIndex = 0;
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float separation = -Settings.MaxFloat;
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float radius = polygonA.Radius + circleB.Radius;
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int vertexCount = polygonA.Vertices.Count;
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|
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for (int i = 0; i < vertexCount; ++i)
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|
{
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Vector2 value1 = polygonA.Normals[i];
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Vector2 value2 = cLocal - polygonA.Vertices[i];
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float s = value1.X * value2.X + value1.Y * value2.Y;
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|
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if (s > radius)
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|
{
|
|
// Early out.
|
|
return;
|
|
}
|
|
|
|
if (s > separation)
|
|
{
|
|
separation = s;
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normalIndex = i;
|
|
}
|
|
}
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|
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// Vertices that subtend the incident face.
|
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int vertIndex1 = normalIndex;
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int vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
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Vector2 v1 = polygonA.Vertices[vertIndex1];
|
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Vector2 v2 = polygonA.Vertices[vertIndex2];
|
|
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// If the center is inside the polygon ...
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|
if (separation < Settings.Epsilon)
|
|
{
|
|
manifold.PointCount = 1;
|
|
manifold.Type = ManifoldType.FaceA;
|
|
manifold.LocalNormal = polygonA.Normals[normalIndex];
|
|
manifold.LocalPoint = 0.5f * (v1 + v2);
|
|
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|
ManifoldPoint p0 = manifold.Points[0];
|
|
|
|
p0.LocalPoint = circleB.Position;
|
|
p0.Id.Key = 0;
|
|
|
|
manifold.Points[0] = p0;
|
|
|
|
return;
|
|
}
|
|
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|
// Compute barycentric coordinates
|
|
float u1 = (cLocal.X - v1.X) * (v2.X - v1.X) + (cLocal.Y - v1.Y) * (v2.Y - v1.Y);
|
|
float u2 = (cLocal.X - v2.X) * (v1.X - v2.X) + (cLocal.Y - v2.Y) * (v1.Y - v2.Y);
|
|
|
|
if (u1 <= 0.0f)
|
|
{
|
|
float r = (cLocal.X - v1.X) * (cLocal.X - v1.X) + (cLocal.Y - v1.Y) * (cLocal.Y - v1.Y);
|
|
if (r > radius * radius)
|
|
{
|
|
return;
|
|
}
|
|
|
|
manifold.PointCount = 1;
|
|
manifold.Type = ManifoldType.FaceA;
|
|
manifold.LocalNormal = cLocal - v1;
|
|
float factor = 1f /
|
|
(float)
|
|
Math.Sqrt(manifold.LocalNormal.X * manifold.LocalNormal.X +
|
|
manifold.LocalNormal.Y * manifold.LocalNormal.Y);
|
|
manifold.LocalNormal.X = manifold.LocalNormal.X * factor;
|
|
manifold.LocalNormal.Y = manifold.LocalNormal.Y * factor;
|
|
manifold.LocalPoint = v1;
|
|
|
|
ManifoldPoint p0b = manifold.Points[0];
|
|
|
|
p0b.LocalPoint = circleB.Position;
|
|
p0b.Id.Key = 0;
|
|
|
|
manifold.Points[0] = p0b;
|
|
}
|
|
else if (u2 <= 0.0f)
|
|
{
|
|
float r = (cLocal.X - v2.X) * (cLocal.X - v2.X) + (cLocal.Y - v2.Y) * (cLocal.Y - v2.Y);
|
|
if (r > radius * radius)
|
|
{
|
|
return;
|
|
}
|
|
|
|
manifold.PointCount = 1;
|
|
manifold.Type = ManifoldType.FaceA;
|
|
manifold.LocalNormal = cLocal - v2;
|
|
float factor = 1f /
|
|
(float)
|
|
Math.Sqrt(manifold.LocalNormal.X * manifold.LocalNormal.X +
|
|
manifold.LocalNormal.Y * manifold.LocalNormal.Y);
|
|
manifold.LocalNormal.X = manifold.LocalNormal.X * factor;
|
|
manifold.LocalNormal.Y = manifold.LocalNormal.Y * factor;
|
|
manifold.LocalPoint = v2;
|
|
|
|
ManifoldPoint p0c = manifold.Points[0];
|
|
|
|
p0c.LocalPoint = circleB.Position;
|
|
p0c.Id.Key = 0;
|
|
|
|
manifold.Points[0] = p0c;
|
|
}
|
|
else
|
|
{
|
|
Vector2 faceCenter = 0.5f * (v1 + v2);
|
|
Vector2 value1 = cLocal - faceCenter;
|
|
Vector2 value2 = polygonA.Normals[vertIndex1];
|
|
float separation2 = value1.X * value2.X + value1.Y * value2.Y;
|
|
if (separation2 > radius)
|
|
{
|
|
return;
|
|
}
|
|
|
|
manifold.PointCount = 1;
|
|
manifold.Type = ManifoldType.FaceA;
|
|
manifold.LocalNormal = polygonA.Normals[vertIndex1];
|
|
manifold.LocalPoint = faceCenter;
|
|
|
|
ManifoldPoint p0d = manifold.Points[0];
|
|
|
|
p0d.LocalPoint = circleB.Position;
|
|
p0d.Id.Key = 0;
|
|
|
|
manifold.Points[0] = p0d;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compute the collision manifold between two polygons.
|
|
/// </summary>
|
|
/// <param name="manifold">The manifold.</param>
|
|
/// <param name="polyA">The poly A.</param>
|
|
/// <param name="transformA">The transform A.</param>
|
|
/// <param name="polyB">The poly B.</param>
|
|
/// <param name="transformB">The transform B.</param>
|
|
public static void CollidePolygons(ref Manifold manifold, PolygonShape polyA, ref Transform transformA, PolygonShape polyB, ref Transform transformB)
|
|
{
|
|
manifold.PointCount = 0;
|
|
float totalRadius = polyA.Radius + polyB.Radius;
|
|
|
|
int edgeA = 0;
|
|
float separationA = FindMaxSeparation(out edgeA, polyA, ref transformA, polyB, ref transformB);
|
|
if (separationA > totalRadius)
|
|
return;
|
|
|
|
int edgeB = 0;
|
|
float separationB = FindMaxSeparation(out edgeB, polyB, ref transformB, polyA, ref transformA);
|
|
if (separationB > totalRadius)
|
|
return;
|
|
|
|
PolygonShape poly1; // reference polygon
|
|
PolygonShape poly2; // incident polygon
|
|
Transform xf1, xf2;
|
|
int edge1; // reference edge
|
|
bool flip;
|
|
const float k_relativeTol = 0.98f;
|
|
const float k_absoluteTol = 0.001f;
|
|
|
|
if (separationB > k_relativeTol * separationA + k_absoluteTol)
|
|
{
|
|
poly1 = polyB;
|
|
poly2 = polyA;
|
|
xf1 = transformB;
|
|
xf2 = transformA;
|
|
edge1 = edgeB;
|
|
manifold.Type = ManifoldType.FaceB;
|
|
flip = true;
|
|
}
|
|
else
|
|
{
|
|
poly1 = polyA;
|
|
poly2 = polyB;
|
|
xf1 = transformA;
|
|
xf2 = transformB;
|
|
edge1 = edgeA;
|
|
manifold.Type = ManifoldType.FaceA;
|
|
flip = false;
|
|
}
|
|
|
|
FixedArray2<ClipVertex> incidentEdge;
|
|
FindIncidentEdge(out incidentEdge, poly1, ref xf1, edge1, poly2, ref xf2);
|
|
|
|
int count1 = poly1.Vertices.Count;
|
|
|
|
int iv1 = edge1;
|
|
int iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;
|
|
|
|
Vector2 v11 = poly1.Vertices[iv1];
|
|
Vector2 v12 = poly1.Vertices[iv2];
|
|
|
|
Vector2 localTangent = v12 - v11;
|
|
localTangent.Normalize();
|
|
|
|
Vector2 localNormal = new Vector2(localTangent.Y, -localTangent.X);
|
|
Vector2 planePoint = 0.5f * (v11 + v12);
|
|
|
|
Vector2 tangent = Complex.Multiply(ref localTangent, ref xf1.q);
|
|
|
|
float normalx = tangent.Y;
|
|
float normaly = -tangent.X;
|
|
|
|
v11 = Transform.Multiply(ref v11, ref xf1);
|
|
v12 = Transform.Multiply(ref v12, ref xf1);
|
|
|
|
// Face offset.
|
|
float frontOffset = normalx * v11.X + normaly * v11.Y;
|
|
|
|
// Side offsets, extended by polytope skin thickness.
|
|
float sideOffset1 = -(tangent.X * v11.X + tangent.Y * v11.Y) + totalRadius;
|
|
float sideOffset2 = tangent.X * v12.X + tangent.Y * v12.Y + totalRadius;
|
|
|
|
// Clip incident edge against extruded edge1 side edges.
|
|
FixedArray2<ClipVertex> clipPoints1;
|
|
FixedArray2<ClipVertex> clipPoints2;
|
|
|
|
// Clip to box side 1
|
|
int np = ClipSegmentToLine(out clipPoints1, ref incidentEdge, -tangent, sideOffset1, iv1);
|
|
|
|
if (np < 2)
|
|
return;
|
|
|
|
// Clip to negative box side 1
|
|
np = ClipSegmentToLine(out clipPoints2, ref clipPoints1, tangent, sideOffset2, iv2);
|
|
|
|
if (np < 2)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Now clipPoints2 contains the clipped points.
|
|
manifold.LocalNormal = localNormal;
|
|
manifold.LocalPoint = planePoint;
|
|
|
|
int pointCount = 0;
|
|
for (int i = 0; i < Settings.MaxManifoldPoints; ++i)
|
|
{
|
|
Vector2 value = clipPoints2[i].V;
|
|
float separation = normalx * value.X + normaly * value.Y - frontOffset;
|
|
|
|
if (separation <= totalRadius)
|
|
{
|
|
ManifoldPoint cp = manifold.Points[pointCount];
|
|
Transform.Divide(clipPoints2[i].V, ref xf2, out cp.LocalPoint);
|
|
cp.Id = clipPoints2[i].ID;
|
|
|
|
if (flip)
|
|
{
|
|
// Swap features
|
|
ContactFeature cf = cp.Id.Features;
|
|
cp.Id.Features.IndexA = cf.IndexB;
|
|
cp.Id.Features.IndexB = cf.IndexA;
|
|
cp.Id.Features.TypeA = cf.TypeB;
|
|
cp.Id.Features.TypeB = cf.TypeA;
|
|
}
|
|
|
|
manifold.Points[pointCount] = cp;
|
|
|
|
++pointCount;
|
|
}
|
|
}
|
|
|
|
manifold.PointCount = pointCount;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compute contact points for edge versus circle.
|
|
/// This accounts for edge connectivity.
|
|
/// </summary>
|
|
/// <param name="manifold">The manifold.</param>
|
|
/// <param name="edgeA">The edge A.</param>
|
|
/// <param name="transformA">The transform A.</param>
|
|
/// <param name="circleB">The circle B.</param>
|
|
/// <param name="transformB">The transform B.</param>
|
|
public static void CollideEdgeAndCircle(ref Manifold manifold, EdgeShape edgeA, ref Transform transformA, CircleShape circleB, ref Transform transformB)
|
|
{
|
|
manifold.PointCount = 0;
|
|
|
|
// Compute circle in frame of edge
|
|
Vector2 Q = Transform.Divide(Transform.Multiply(ref circleB._position, ref transformB), ref transformA);
|
|
|
|
Vector2 A = edgeA.Vertex1, B = edgeA.Vertex2;
|
|
Vector2 e = B - A;
|
|
|
|
// Barycentric coordinates
|
|
float u = Vector2.Dot(e, B - Q);
|
|
float v = Vector2.Dot(e, Q - A);
|
|
|
|
float radius = edgeA.Radius + circleB.Radius;
|
|
|
|
ContactFeature cf;
|
|
cf.IndexB = 0;
|
|
cf.TypeB = (byte)ContactFeatureType.Vertex;
|
|
|
|
Vector2 P, d;
|
|
|
|
// Region A
|
|
if (v <= 0.0f)
|
|
{
|
|
P = A;
|
|
d = Q - P;
|
|
float dd;
|
|
Vector2.Dot(ref d, ref d, out dd);
|
|
if (dd > radius * radius)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Is there an edge connected to A?
|
|
if (edgeA.HasVertex0)
|
|
{
|
|
Vector2 A1 = edgeA.Vertex0;
|
|
Vector2 B1 = A;
|
|
Vector2 e1 = B1 - A1;
|
|
float u1 = Vector2.Dot(e1, B1 - Q);
|
|
|
|
// Is the circle in Region AB of the previous edge?
|
|
if (u1 > 0.0f)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
cf.IndexA = 0;
|
|
cf.TypeA = (byte)ContactFeatureType.Vertex;
|
|
manifold.PointCount = 1;
|
|
manifold.Type = ManifoldType.Circles;
|
|
manifold.LocalNormal = Vector2.Zero;
|
|
manifold.LocalPoint = P;
|
|
ManifoldPoint mp = new ManifoldPoint();
|
|
mp.Id.Key = 0;
|
|
mp.Id.Features = cf;
|
|
mp.LocalPoint = circleB.Position;
|
|
manifold.Points[0] = mp;
|
|
return;
|
|
}
|
|
|
|
// Region B
|
|
if (u <= 0.0f)
|
|
{
|
|
P = B;
|
|
d = Q - P;
|
|
float dd;
|
|
Vector2.Dot(ref d, ref d, out dd);
|
|
if (dd > radius * radius)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Is there an edge connected to B?
|
|
if (edgeA.HasVertex3)
|
|
{
|
|
Vector2 B2 = edgeA.Vertex3;
|
|
Vector2 A2 = B;
|
|
Vector2 e2 = B2 - A2;
|
|
float v2 = Vector2.Dot(e2, Q - A2);
|
|
|
|
// Is the circle in Region AB of the next edge?
|
|
if (v2 > 0.0f)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
cf.IndexA = 1;
|
|
cf.TypeA = (byte)ContactFeatureType.Vertex;
|
|
manifold.PointCount = 1;
|
|
manifold.Type = ManifoldType.Circles;
|
|
manifold.LocalNormal = Vector2.Zero;
|
|
manifold.LocalPoint = P;
|
|
ManifoldPoint mp = new ManifoldPoint();
|
|
mp.Id.Key = 0;
|
|
mp.Id.Features = cf;
|
|
mp.LocalPoint = circleB.Position;
|
|
manifold.Points[0] = mp;
|
|
return;
|
|
}
|
|
|
|
// Region AB
|
|
float den;
|
|
Vector2.Dot(ref e, ref e, out den);
|
|
Debug.Assert(den > 0.0f);
|
|
P = (1.0f / den) * (u * A + v * B);
|
|
d = Q - P;
|
|
float dd2;
|
|
Vector2.Dot(ref d, ref d, out dd2);
|
|
if (dd2 > radius * radius)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Vector2 n = new Vector2(-e.Y, e.X);
|
|
if (Vector2.Dot(n, Q - A) < 0.0f)
|
|
{
|
|
n = new Vector2(-n.X, -n.Y);
|
|
}
|
|
n.Normalize();
|
|
|
|
cf.IndexA = 0;
|
|
cf.TypeA = (byte)ContactFeatureType.Face;
|
|
manifold.PointCount = 1;
|
|
manifold.Type = ManifoldType.FaceA;
|
|
manifold.LocalNormal = n;
|
|
manifold.LocalPoint = A;
|
|
ManifoldPoint mp2 = new ManifoldPoint();
|
|
mp2.Id.Key = 0;
|
|
mp2.Id.Features = cf;
|
|
mp2.LocalPoint = circleB.Position;
|
|
manifold.Points[0] = mp2;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Collides and edge and a polygon, taking into account edge adjacency.
|
|
/// </summary>
|
|
/// <param name="manifold">The manifold.</param>
|
|
/// <param name="edgeA">The edge A.</param>
|
|
/// <param name="xfA">The xf A.</param>
|
|
/// <param name="polygonB">The polygon B.</param>
|
|
/// <param name="xfB">The xf B.</param>
|
|
public static void CollideEdgeAndPolygon(ref Manifold manifold, EdgeShape edgeA, ref Transform xfA, PolygonShape polygonB, ref Transform xfB)
|
|
{
|
|
EPCollider.Collide(ref manifold, edgeA, ref xfA, polygonB, ref xfB);
|
|
}
|
|
|
|
private static class EPCollider
|
|
{
|
|
/// <summary>
|
|
/// This holds polygon B expressed in frame A.
|
|
/// </summary>
|
|
internal struct TempPolygon
|
|
{
|
|
public Vector2[] Vertices;
|
|
public Vector2[] Normals;
|
|
public int Count;
|
|
|
|
internal TempPolygon(int maxPolygonVertices)
|
|
{
|
|
Vertices = new Vector2[maxPolygonVertices];
|
|
Normals = new Vector2[maxPolygonVertices];
|
|
Count = 0;
|
|
}
|
|
}
|
|
|
|
public static void Collide(ref Manifold manifold, EdgeShape edgeA, ref Transform xfA, PolygonShape polygonB, ref Transform xfB)
|
|
{
|
|
// Algorithm:
|
|
// 1. Classify v1 and v2
|
|
// 2. Classify polygon centroid as front or back
|
|
// 3. Flip normal if necessary
|
|
// 4. Initialize normal range to [-pi, pi] about face normal
|
|
// 5. Adjust normal range according to adjacent edges
|
|
// 6. Visit each separating axes, only accept axes within the range
|
|
// 7. Return if _any_ axis indicates separation
|
|
// 8. Clip
|
|
|
|
TempPolygon tempPolygonB = new TempPolygon(Settings.MaxPolygonVertices);
|
|
Transform xf;
|
|
Vector2 centroidB;
|
|
Vector2 normal0 = new Vector2();
|
|
Vector2 normal1;
|
|
Vector2 normal2 = new Vector2();
|
|
Vector2 normal;
|
|
Vector2 lowerLimit, upperLimit;
|
|
float radius;
|
|
bool front;
|
|
|
|
Transform.Divide(ref xfB, ref xfA, out xf);
|
|
|
|
centroidB = Transform.Multiply(polygonB.MassData.Centroid, ref xf);
|
|
|
|
Vector2 v0 = edgeA.Vertex0;
|
|
Vector2 v1 = edgeA._vertex1;
|
|
Vector2 v2 = edgeA._vertex2;
|
|
Vector2 v3 = edgeA.Vertex3;
|
|
|
|
bool hasVertex0 = edgeA.HasVertex0;
|
|
bool hasVertex3 = edgeA.HasVertex3;
|
|
|
|
Vector2 edge1 = v2 - v1;
|
|
edge1.Normalize();
|
|
normal1 = new Vector2(edge1.Y, -edge1.X);
|
|
float offset1 = Vector2.Dot(normal1, centroidB - v1);
|
|
float offset0 = 0.0f, offset2 = 0.0f;
|
|
bool convex1 = false, convex2 = false;
|
|
|
|
// Is there a preceding edge?
|
|
if (hasVertex0)
|
|
{
|
|
Vector2 edge0 = v1 - v0;
|
|
edge0.Normalize();
|
|
normal0 = new Vector2(edge0.Y, -edge0.X);
|
|
convex1 = MathUtils.Cross(ref edge0, ref edge1) >= 0.0f;
|
|
offset0 = Vector2.Dot(normal0, centroidB - v0);
|
|
}
|
|
|
|
// Is there a following edge?
|
|
if (hasVertex3)
|
|
{
|
|
Vector2 edge2 = v3 - v2;
|
|
edge2.Normalize();
|
|
normal2 = new Vector2(edge2.Y, -edge2.X);
|
|
convex2 = MathUtils.Cross(ref edge1, ref edge2) > 0.0f;
|
|
offset2 = Vector2.Dot(normal2, centroidB - v2);
|
|
}
|
|
|
|
// Determine front or back collision. Determine collision normal limits.
|
|
if (hasVertex0 && hasVertex3)
|
|
{
|
|
if (convex1 && convex2)
|
|
{
|
|
front = offset0 >= 0.0f || offset1 >= 0.0f || offset2 >= 0.0f;
|
|
if (front)
|
|
{
|
|
normal = normal1;
|
|
lowerLimit = normal0;
|
|
upperLimit = normal2;
|
|
}
|
|
else
|
|
{
|
|
normal = -normal1;
|
|
lowerLimit = -normal1;
|
|
upperLimit = -normal1;
|
|
}
|
|
}
|
|
else if (convex1)
|
|
{
|
|
front = offset0 >= 0.0f || (offset1 >= 0.0f && offset2 >= 0.0f);
|
|
if (front)
|
|
{
|
|
normal = normal1;
|
|
lowerLimit = normal0;
|
|
upperLimit = normal1;
|
|
}
|
|
else
|
|
{
|
|
normal = -normal1;
|
|
lowerLimit = -normal2;
|
|
upperLimit = -normal1;
|
|
}
|
|
}
|
|
else if (convex2)
|
|
{
|
|
front = offset2 >= 0.0f || (offset0 >= 0.0f && offset1 >= 0.0f);
|
|
if (front)
|
|
{
|
|
normal = normal1;
|
|
lowerLimit = normal1;
|
|
upperLimit = normal2;
|
|
}
|
|
else
|
|
{
|
|
normal = -normal1;
|
|
lowerLimit = -normal1;
|
|
upperLimit = -normal0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
front = offset0 >= 0.0f && offset1 >= 0.0f && offset2 >= 0.0f;
|
|
if (front)
|
|
{
|
|
normal = normal1;
|
|
lowerLimit = normal1;
|
|
upperLimit = normal1;
|
|
}
|
|
else
|
|
{
|
|
normal = -normal1;
|
|
lowerLimit = -normal2;
|
|
upperLimit = -normal0;
|
|
}
|
|
}
|
|
}
|
|
else if (hasVertex0)
|
|
{
|
|
if (convex1)
|
|
{
|
|
front = offset0 >= 0.0f || offset1 >= 0.0f;
|
|
if (front)
|
|
{
|
|
normal = normal1;
|
|
lowerLimit = normal0;
|
|
upperLimit = -normal1;
|
|
}
|
|
else
|
|
{
|
|
normal = -normal1;
|
|
lowerLimit = normal1;
|
|
upperLimit = -normal1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
front = offset0 >= 0.0f && offset1 >= 0.0f;
|
|
if (front)
|
|
{
|
|
normal = normal1;
|
|
lowerLimit = normal1;
|
|
upperLimit = -normal1;
|
|
}
|
|
else
|
|
{
|
|
normal = -normal1;
|
|
lowerLimit = normal1;
|
|
upperLimit = -normal0;
|
|
}
|
|
}
|
|
}
|
|
else if (hasVertex3)
|
|
{
|
|
if (convex2)
|
|
{
|
|
front = offset1 >= 0.0f || offset2 >= 0.0f;
|
|
if (front)
|
|
{
|
|
normal = normal1;
|
|
lowerLimit = -normal1;
|
|
upperLimit = normal2;
|
|
}
|
|
else
|
|
{
|
|
normal = -normal1;
|
|
lowerLimit = -normal1;
|
|
upperLimit = normal1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
front = offset1 >= 0.0f && offset2 >= 0.0f;
|
|
if (front)
|
|
{
|
|
normal = normal1;
|
|
lowerLimit = -normal1;
|
|
upperLimit = normal1;
|
|
}
|
|
else
|
|
{
|
|
normal = -normal1;
|
|
lowerLimit = -normal2;
|
|
upperLimit = normal1;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
front = offset1 >= 0.0f;
|
|
if (front)
|
|
{
|
|
normal = normal1;
|
|
lowerLimit = -normal1;
|
|
upperLimit = -normal1;
|
|
}
|
|
else
|
|
{
|
|
normal = -normal1;
|
|
lowerLimit = normal1;
|
|
upperLimit = normal1;
|
|
}
|
|
}
|
|
|
|
// Get polygonB in frameA
|
|
tempPolygonB.Count = polygonB.Vertices.Count;
|
|
for (int i = 0; i < polygonB.Vertices.Count; ++i)
|
|
{
|
|
tempPolygonB.Vertices[i] = Transform.Multiply(polygonB.Vertices[i], ref xf);
|
|
tempPolygonB.Normals[i] = Complex.Multiply(polygonB.Normals[i], ref xf.q);
|
|
}
|
|
|
|
radius = 2.0f * Settings.PolygonRadius;
|
|
|
|
manifold.PointCount = 0;
|
|
|
|
EPAxis edgeAxis = ComputeEdgeSeparation(ref tempPolygonB, ref normal, ref v1, front);
|
|
|
|
// If no valid normal can be found than this edge should not collide.
|
|
if (edgeAxis.Type == EPAxisType.Unknown)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (edgeAxis.Separation > radius)
|
|
{
|
|
return;
|
|
}
|
|
|
|
EPAxis polygonAxis = ComputePolygonSeparation(ref tempPolygonB, ref normal, ref v1, ref v2, ref lowerLimit, ref upperLimit, radius);
|
|
if (polygonAxis.Type != EPAxisType.Unknown && polygonAxis.Separation > radius)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Use hysteresis for jitter reduction.
|
|
const float k_relativeTol = 0.98f;
|
|
const float k_absoluteTol = 0.001f;
|
|
|
|
EPAxis primaryAxis;
|
|
if (polygonAxis.Type == EPAxisType.Unknown)
|
|
{
|
|
primaryAxis = edgeAxis;
|
|
}
|
|
else if (polygonAxis.Separation > k_relativeTol * edgeAxis.Separation + k_absoluteTol)
|
|
{
|
|
primaryAxis = polygonAxis;
|
|
}
|
|
else
|
|
{
|
|
primaryAxis = edgeAxis;
|
|
}
|
|
|
|
FixedArray2<ClipVertex> ie = new FixedArray2<ClipVertex>();
|
|
ReferenceFace rf;
|
|
if (primaryAxis.Type == EPAxisType.EdgeA)
|
|
{
|
|
manifold.Type = ManifoldType.FaceA;
|
|
|
|
// Search for the polygon normal that is most anti-parallel to the edge normal.
|
|
int bestIndex = 0;
|
|
float bestValue = Vector2.Dot(normal, tempPolygonB.Normals[0]);
|
|
for (int i = 1; i < tempPolygonB.Count; ++i)
|
|
{
|
|
float value = Vector2.Dot(normal, tempPolygonB.Normals[i]);
|
|
if (value < bestValue)
|
|
{
|
|
bestValue = value;
|
|
bestIndex = i;
|
|
}
|
|
}
|
|
|
|
int i1 = bestIndex;
|
|
int i2 = i1 + 1 < tempPolygonB.Count ? i1 + 1 : 0;
|
|
|
|
ClipVertex c0 = ie[0];
|
|
c0.V = tempPolygonB.Vertices[i1];
|
|
c0.ID.Features.IndexA = 0;
|
|
c0.ID.Features.IndexB = (byte)i1;
|
|
c0.ID.Features.TypeA = (byte)ContactFeatureType.Face;
|
|
c0.ID.Features.TypeB = (byte)ContactFeatureType.Vertex;
|
|
ie[0] = c0;
|
|
|
|
ClipVertex c1 = ie[1];
|
|
c1.V = tempPolygonB.Vertices[i2];
|
|
c1.ID.Features.IndexA = 0;
|
|
c1.ID.Features.IndexB = (byte)i2;
|
|
c1.ID.Features.TypeA = (byte)ContactFeatureType.Face;
|
|
c1.ID.Features.TypeB = (byte)ContactFeatureType.Vertex;
|
|
ie[1] = c1;
|
|
|
|
if (front)
|
|
{
|
|
rf.i1 = 0;
|
|
rf.i2 = 1;
|
|
rf.v1 = v1;
|
|
rf.v2 = v2;
|
|
rf.normal = normal1;
|
|
}
|
|
else
|
|
{
|
|
rf.i1 = 1;
|
|
rf.i2 = 0;
|
|
rf.v1 = v2;
|
|
rf.v2 = v1;
|
|
rf.normal = -normal1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
manifold.Type = ManifoldType.FaceB;
|
|
ClipVertex c0 = ie[0];
|
|
c0.V = v1;
|
|
c0.ID.Features.IndexA = 0;
|
|
c0.ID.Features.IndexB = (byte)primaryAxis.Index;
|
|
c0.ID.Features.TypeA = (byte)ContactFeatureType.Vertex;
|
|
c0.ID.Features.TypeB = (byte)ContactFeatureType.Face;
|
|
ie[0] = c0;
|
|
|
|
ClipVertex c1 = ie[1];
|
|
c1.V = v2;
|
|
c1.ID.Features.IndexA = 0;
|
|
c1.ID.Features.IndexB = (byte)primaryAxis.Index;
|
|
c1.ID.Features.TypeA = (byte)ContactFeatureType.Vertex;
|
|
c1.ID.Features.TypeB = (byte)ContactFeatureType.Face;
|
|
ie[1] = c1;
|
|
|
|
rf.i1 = primaryAxis.Index;
|
|
rf.i2 = rf.i1 + 1 < tempPolygonB.Count ? rf.i1 + 1 : 0;
|
|
rf.v1 = tempPolygonB.Vertices[rf.i1];
|
|
rf.v2 = tempPolygonB.Vertices[rf.i2];
|
|
rf.normal = tempPolygonB.Normals[rf.i1];
|
|
}
|
|
|
|
rf.sideNormal1 = new Vector2(rf.normal.Y, -rf.normal.X);
|
|
rf.sideNormal2 = -rf.sideNormal1;
|
|
rf.sideOffset1 = Vector2.Dot(rf.sideNormal1, rf.v1);
|
|
rf.sideOffset2 = Vector2.Dot(rf.sideNormal2, rf.v2);
|
|
|
|
// Clip incident edge against extruded edge1 side edges.
|
|
FixedArray2<ClipVertex> clipPoints1;
|
|
FixedArray2<ClipVertex> clipPoints2;
|
|
int np;
|
|
|
|
// Clip to box side 1
|
|
np = ClipSegmentToLine(out clipPoints1, ref ie, rf.sideNormal1, rf.sideOffset1, rf.i1);
|
|
|
|
if (np < Settings.MaxManifoldPoints)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Clip to negative box side 1
|
|
np = ClipSegmentToLine(out clipPoints2, ref clipPoints1, rf.sideNormal2, rf.sideOffset2, rf.i2);
|
|
|
|
if (np < Settings.MaxManifoldPoints)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Now clipPoints2 contains the clipped points.
|
|
if (primaryAxis.Type == EPAxisType.EdgeA)
|
|
{
|
|
manifold.LocalNormal = rf.normal;
|
|
manifold.LocalPoint = rf.v1;
|
|
}
|
|
else
|
|
{
|
|
manifold.LocalNormal = polygonB.Normals[rf.i1];
|
|
manifold.LocalPoint = polygonB.Vertices[rf.i1];
|
|
}
|
|
|
|
int pointCount = 0;
|
|
for (int i = 0; i < Settings.MaxManifoldPoints; ++i)
|
|
{
|
|
float separation = Vector2.Dot(rf.normal, clipPoints2[i].V - rf.v1);
|
|
|
|
if (separation <= radius)
|
|
{
|
|
ManifoldPoint cp = manifold.Points[pointCount];
|
|
|
|
if (primaryAxis.Type == EPAxisType.EdgeA)
|
|
{
|
|
Transform.Divide(clipPoints2[i].V, ref xf, out cp.LocalPoint);
|
|
cp.Id = clipPoints2[i].ID;
|
|
}
|
|
else
|
|
{
|
|
cp.LocalPoint = clipPoints2[i].V;
|
|
cp.Id.Features.TypeA = clipPoints2[i].ID.Features.TypeB;
|
|
cp.Id.Features.TypeB = clipPoints2[i].ID.Features.TypeA;
|
|
cp.Id.Features.IndexA = clipPoints2[i].ID.Features.IndexB;
|
|
cp.Id.Features.IndexB = clipPoints2[i].ID.Features.IndexA;
|
|
}
|
|
|
|
manifold.Points[pointCount] = cp;
|
|
++pointCount;
|
|
}
|
|
}
|
|
|
|
manifold.PointCount = pointCount;
|
|
}
|
|
|
|
private static EPAxis ComputeEdgeSeparation(ref TempPolygon polygonB, ref Vector2 normal, ref Vector2 v1, bool front)
|
|
{
|
|
EPAxis axis;
|
|
axis.Type = EPAxisType.EdgeA;
|
|
axis.Index = front ? 0 : 1;
|
|
axis.Separation = Settings.MaxFloat;
|
|
|
|
for (int i = 0; i < polygonB.Count; ++i)
|
|
{
|
|
float s = Vector2.Dot(normal, polygonB.Vertices[i] - v1);
|
|
if (s < axis.Separation)
|
|
{
|
|
axis.Separation = s;
|
|
}
|
|
}
|
|
|
|
return axis;
|
|
}
|
|
|
|
private static EPAxis ComputePolygonSeparation(ref TempPolygon polygonB, ref Vector2 normal, ref Vector2 v1, ref Vector2 v2, ref Vector2 lowerLimit, ref Vector2 upperLimit, float radius)
|
|
{
|
|
EPAxis axis;
|
|
axis.Type = EPAxisType.Unknown;
|
|
axis.Index = -1;
|
|
axis.Separation = -Settings.MaxFloat;
|
|
|
|
Vector2 perp = new Vector2(-normal.Y, normal.X);
|
|
|
|
for (int i = 0; i < polygonB.Count; ++i)
|
|
{
|
|
Vector2 n = -polygonB.Normals[i];
|
|
|
|
float s1 = Vector2.Dot(n, polygonB.Vertices[i] - v1);
|
|
float s2 = Vector2.Dot(n, polygonB.Vertices[i] - v2);
|
|
float s = Math.Min(s1, s2);
|
|
|
|
if (s > radius)
|
|
{
|
|
// No collision
|
|
axis.Type = EPAxisType.EdgeB;
|
|
axis.Index = i;
|
|
axis.Separation = s;
|
|
return axis;
|
|
}
|
|
|
|
// Adjacency
|
|
if (Vector2.Dot(n, perp) >= 0.0f)
|
|
{
|
|
if (Vector2.Dot(n - upperLimit, normal) < -Settings.AngularSlop)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Vector2.Dot(n - lowerLimit, normal) < -Settings.AngularSlop)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (s > axis.Separation)
|
|
{
|
|
axis.Type = EPAxisType.EdgeB;
|
|
axis.Index = i;
|
|
axis.Separation = s;
|
|
}
|
|
}
|
|
|
|
return axis;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clipping for contact manifolds.
|
|
/// </summary>
|
|
/// <param name="vOut">The v out.</param>
|
|
/// <param name="vIn">The v in.</param>
|
|
/// <param name="normal">The normal.</param>
|
|
/// <param name="offset">The offset.</param>
|
|
/// <param name="vertexIndexA">The vertex index A.</param>
|
|
/// <returns></returns>
|
|
private static int ClipSegmentToLine(out FixedArray2<ClipVertex> vOut, ref FixedArray2<ClipVertex> vIn, Vector2 normal, float offset, int vertexIndexA)
|
|
{
|
|
vOut = new FixedArray2<ClipVertex>();
|
|
|
|
ClipVertex v0 = vIn[0];
|
|
ClipVertex v1 = vIn[1];
|
|
|
|
// Start with no output points
|
|
int numOut = 0;
|
|
|
|
// Calculate the distance of end points to the line
|
|
float distance0 = normal.X * v0.V.X + normal.Y * v0.V.Y - offset;
|
|
float distance1 = normal.X * v1.V.X + normal.Y * v1.V.Y - offset;
|
|
|
|
// If the points are behind the plane
|
|
if (distance0 <= 0.0f) vOut[numOut++] = v0;
|
|
if (distance1 <= 0.0f) vOut[numOut++] = v1;
|
|
|
|
// If the points are on different sides of the plane
|
|
if (distance0 * distance1 < 0.0f)
|
|
{
|
|
// Find intersection point of edge and plane
|
|
float interp = distance0 / (distance0 - distance1);
|
|
|
|
ClipVertex cv = vOut[numOut];
|
|
|
|
cv.V.X = v0.V.X + interp * (v1.V.X - v0.V.X);
|
|
cv.V.Y = v0.V.Y + interp * (v1.V.Y - v0.V.Y);
|
|
|
|
// VertexA is hitting edgeB.
|
|
cv.ID.Features.IndexA = (byte)vertexIndexA;
|
|
cv.ID.Features.IndexB = v0.ID.Features.IndexB;
|
|
cv.ID.Features.TypeA = (byte)ContactFeatureType.Vertex;
|
|
cv.ID.Features.TypeB = (byte)ContactFeatureType.Face;
|
|
|
|
vOut[numOut] = cv;
|
|
|
|
++numOut;
|
|
}
|
|
|
|
return numOut;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the separation between poly1 and poly2 for a give edge normal on poly1.
|
|
/// </summary>
|
|
/// <param name="poly1">The poly1.</param>
|
|
/// <param name="xf1">The XF1.</param>
|
|
/// <param name="edge1">The edge1.</param>
|
|
/// <param name="poly2">The poly2.</param>
|
|
/// <param name="xf2">The XF2.</param>
|
|
/// <returns></returns>
|
|
private static float EdgeSeparation(PolygonShape poly1, ref Transform xf1To2, int edge1, PolygonShape poly2)
|
|
{
|
|
List<Vector2> vertices1 = poly1.Vertices;
|
|
List<Vector2> normals1 = poly1.Normals;
|
|
|
|
int count2 = poly2.Vertices.Count;
|
|
List<Vector2> vertices2 = poly2.Vertices;
|
|
|
|
Debug.Assert(0 <= edge1 && edge1 < poly1.Vertices.Count);
|
|
|
|
// Convert normal from poly1's frame into poly2's frame.
|
|
Vector2 normal1 = Complex.Multiply(normals1[edge1], ref xf1To2.q);
|
|
|
|
// Find support vertex on poly2 for -normal.
|
|
int index = 0;
|
|
float minDot = Settings.MaxFloat;
|
|
|
|
for (int i = 0; i < count2; ++i)
|
|
{
|
|
float dot = MathUtils.Dot(vertices2[i], ref normal1);
|
|
if (dot < minDot)
|
|
{
|
|
minDot = dot;
|
|
index = i;
|
|
}
|
|
}
|
|
|
|
Vector2 v1 = Transform.Multiply(vertices1[edge1], ref xf1To2);
|
|
Vector2 v2 = vertices2[index];
|
|
float separation = MathUtils.Dot(v2 - v1, ref normal1);
|
|
|
|
return separation;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find the max separation between poly1 and poly2 using edge normals from poly1.
|
|
/// </summary>
|
|
/// <param name="edgeIndex">Index of the edge.</param>
|
|
/// <param name="poly1">The poly1.</param>
|
|
/// <param name="xf1">The XF1.</param>
|
|
/// <param name="poly2">The poly2.</param>
|
|
/// <param name="xf2">The XF2.</param>
|
|
/// <returns></returns>
|
|
private static float FindMaxSeparation(out int edgeIndex, PolygonShape poly1, ref Transform xf1, PolygonShape poly2, ref Transform xf2)
|
|
{
|
|
int count1 = poly1.Vertices.Count;
|
|
List<Vector2> normals1 = poly1.Normals;
|
|
|
|
var xf1To2 = Transform.Divide(ref xf1, ref xf2);
|
|
|
|
// Vector pointing from the centroid of poly1 to the centroid of poly2.
|
|
Vector2 c2local = Transform.Divide(poly2.MassData.Centroid, ref xf1To2);
|
|
Vector2 dLocal1 = c2local - poly1.MassData.Centroid;
|
|
|
|
// Find edge normal on poly1 that has the largest projection onto d.
|
|
int edge = 0;
|
|
float maxDot = -Settings.MaxFloat;
|
|
for (int i = 0; i < count1; ++i)
|
|
{
|
|
float dot = MathUtils.Dot(normals1[i], ref dLocal1);
|
|
if (dot > maxDot)
|
|
{
|
|
maxDot = dot;
|
|
edge = i;
|
|
}
|
|
}
|
|
|
|
// Get the separation for the edge normal.
|
|
float s = EdgeSeparation(poly1, ref xf1To2, edge, poly2);
|
|
|
|
// Check the separation for the previous edge normal.
|
|
int prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
|
|
float sPrev = EdgeSeparation(poly1, ref xf1To2, prevEdge, poly2);
|
|
|
|
// Check the separation for the next edge normal.
|
|
int nextEdge = edge + 1 < count1 ? edge + 1 : 0;
|
|
float sNext = EdgeSeparation(poly1, ref xf1To2, nextEdge, poly2);
|
|
|
|
// Find the best edge and the search direction.
|
|
int bestEdge;
|
|
float bestSeparation;
|
|
int increment;
|
|
if (sPrev > s && sPrev > sNext)
|
|
{
|
|
increment = -1;
|
|
bestEdge = prevEdge;
|
|
bestSeparation = sPrev;
|
|
}
|
|
else if (sNext > s)
|
|
{
|
|
increment = 1;
|
|
bestEdge = nextEdge;
|
|
bestSeparation = sNext;
|
|
}
|
|
else
|
|
{
|
|
edgeIndex = edge;
|
|
return s;
|
|
}
|
|
|
|
// Perform a local search for the best edge normal.
|
|
for (; ; )
|
|
{
|
|
if (increment == -1)
|
|
edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
|
|
else
|
|
edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
|
|
|
|
s = EdgeSeparation(poly1, ref xf1To2, edge, poly2);
|
|
|
|
if (s > bestSeparation)
|
|
{
|
|
bestEdge = edge;
|
|
bestSeparation = s;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
edgeIndex = bestEdge;
|
|
return bestSeparation;
|
|
}
|
|
|
|
private static void FindIncidentEdge(out FixedArray2<ClipVertex> c, PolygonShape poly1, ref Transform xf1, int edge1, PolygonShape poly2, ref Transform xf2)
|
|
{
|
|
c = new FixedArray2<ClipVertex>();
|
|
Vertices normals1 = poly1.Normals;
|
|
|
|
int count2 = poly2.Vertices.Count;
|
|
Vertices vertices2 = poly2.Vertices;
|
|
Vertices normals2 = poly2.Normals;
|
|
|
|
Debug.Assert(0 <= edge1 && edge1 < poly1.Vertices.Count);
|
|
|
|
// Get the normal of the reference edge in poly2's frame.
|
|
Vector2 normal1 = Complex.Divide(Complex.Multiply(normals1[edge1], ref xf1.q), ref xf2.q);
|
|
|
|
|
|
// Find the incident edge on poly2.
|
|
int index = 0;
|
|
float minDot = Settings.MaxFloat;
|
|
for (int i = 0; i < count2; ++i)
|
|
{
|
|
float dot = Vector2.Dot(normal1, normals2[i]);
|
|
if (dot < minDot)
|
|
{
|
|
minDot = dot;
|
|
index = i;
|
|
}
|
|
}
|
|
|
|
// Build the clip vertices for the incident edge.
|
|
int i1 = index;
|
|
int i2 = i1 + 1 < count2 ? i1 + 1 : 0;
|
|
|
|
ClipVertex cv0 = c[0];
|
|
|
|
cv0.V = Transform.Multiply(vertices2[i1], ref xf2);
|
|
cv0.ID.Features.IndexA = (byte)edge1;
|
|
cv0.ID.Features.IndexB = (byte)i1;
|
|
cv0.ID.Features.TypeA = (byte)ContactFeatureType.Face;
|
|
cv0.ID.Features.TypeB = (byte)ContactFeatureType.Vertex;
|
|
|
|
c[0] = cv0;
|
|
|
|
ClipVertex cv1 = c[1];
|
|
cv1.V = Transform.Multiply(vertices2[i2], ref xf2);
|
|
cv1.ID.Features.IndexA = (byte)edge1;
|
|
cv1.ID.Features.IndexB = (byte)i2;
|
|
cv1.ID.Features.TypeA = (byte)ContactFeatureType.Face;
|
|
cv1.ID.Features.TypeB = (byte)ContactFeatureType.Vertex;
|
|
|
|
c[1] = cv1;
|
|
}
|
|
}
|
|
} |