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[blok] / Box2D / Source / Collision / b2Distance.cpp
diff --git a/Box2D/Source/Collision/b2Distance.cpp b/Box2D/Source/Collision/b2Distance.cpp
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+/*
+* Copyright (c) 2007 Erin Catto http://www.gphysics.com
+*
+* 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 "b2Collision.h"
+#include "Shapes/b2CircleShape.h"
+#include "Shapes/b2PolygonShape.h"
+
+int32 g_GJK_Iterations = 0;
+
+// GJK using Voronoi regions (Christer Ericson) and region selection
+// optimizations (Casey Muratori).
+
+// The origin is either in the region of points[1] or in the edge region. The origin is
+// not in region of points[0] because that is the old point.
+static int32 ProcessTwo(b2Vec2* x1, b2Vec2* x2, b2Vec2* p1s, b2Vec2* p2s, b2Vec2* points)
+{
+       // If in point[1] region
+       b2Vec2 r = -points[1];
+       b2Vec2 d = points[0] - points[1];
+       float32 length = d.Normalize();
+       float32 lambda = b2Dot(r, d);
+       if (lambda <= 0.0f || length < B2_FLT_EPSILON)
+       {
+               // The simplex is reduced to a point.
+               *x1 = p1s[1];
+               *x2 = p2s[1];
+               p1s[0] = p1s[1];
+               p2s[0] = p2s[1];
+               points[0] = points[1];
+               return 1;
+       }
+
+       // Else in edge region
+       lambda /= length;
+       *x1 = p1s[1] + lambda * (p1s[0] - p1s[1]);
+       *x2 = p2s[1] + lambda * (p2s[0] - p2s[1]);
+       return 2;
+}
+
+// Possible regions:
+// - points[2]
+// - edge points[0]-points[2]
+// - edge points[1]-points[2]
+// - inside the triangle
+static int32 ProcessThree(b2Vec2* x1, b2Vec2* x2, b2Vec2* p1s, b2Vec2* p2s, b2Vec2* points)
+{
+       b2Vec2 a = points[0];
+       b2Vec2 b = points[1];
+       b2Vec2 c = points[2];
+
+       b2Vec2 ab = b - a;
+       b2Vec2 ac = c - a;
+       b2Vec2 bc = c - b;
+
+       float32 sn = -b2Dot(a, ab), sd = b2Dot(b, ab);
+       float32 tn = -b2Dot(a, ac), td = b2Dot(c, ac);
+       float32 un = -b2Dot(b, bc), ud = b2Dot(c, bc);
+
+       // In vertex c region?
+       if (td <= 0.0f && ud <= 0.0f)
+       {
+               // Single point
+               *x1 = p1s[2];
+               *x2 = p2s[2];
+               p1s[0] = p1s[2];
+               p2s[0] = p2s[2];
+               points[0] = points[2];
+               return 1;
+       }
+
+       // Should not be in vertex a or b region.
+       B2_NOT_USED(sd);
+       B2_NOT_USED(sn);
+       b2Assert(sn > 0.0f || tn > 0.0f);
+       b2Assert(sd > 0.0f || un > 0.0f);
+
+       float32 n = b2Cross(ab, ac);
+
+#ifdef TARGET_FLOAT32_IS_FIXED
+       n = (n < 0.0)? -1.0 : ((n > 0.0)? 1.0 : 0.0);
+#endif
+
+       // Should not be in edge ab region.
+       float32 vc = n * b2Cross(a, b);
+       b2Assert(vc > 0.0f || sn > 0.0f || sd > 0.0f);
+
+       // In edge bc region?
+       float32 va = n * b2Cross(b, c);
+       if (va <= 0.0f && un >= 0.0f && ud >= 0.0f && (un+ud) > 0.0f)
+       {
+               b2Assert(un + ud > 0.0f);
+               float32 lambda = un / (un + ud);
+               *x1 = p1s[1] + lambda * (p1s[2] - p1s[1]);
+               *x2 = p2s[1] + lambda * (p2s[2] - p2s[1]);
+               p1s[0] = p1s[2];
+               p2s[0] = p2s[2];
+               points[0] = points[2];
+               return 2;
+       }
+
+       // In edge ac region?
+       float32 vb = n * b2Cross(c, a);
+       if (vb <= 0.0f && tn >= 0.0f && td >= 0.0f && (tn+td) > 0.0f)
+       {
+               b2Assert(tn + td > 0.0f);
+               float32 lambda = tn / (tn + td);
+               *x1 = p1s[0] + lambda * (p1s[2] - p1s[0]);
+               *x2 = p2s[0] + lambda * (p2s[2] - p2s[0]);
+               p1s[1] = p1s[2];
+               p2s[1] = p2s[2];
+               points[1] = points[2];
+               return 2;
+       }
+
+       // Inside the triangle, compute barycentric coordinates
+       float32 denom = va + vb + vc;
+       b2Assert(denom > 0.0f);
+       denom = 1.0f / denom;
+
+#ifdef TARGET_FLOAT32_IS_FIXED
+       *x1 = denom * (va * p1s[0] + vb * p1s[1] + vc * p1s[2]);
+       *x2 = denom * (va * p2s[0] + vb * p2s[1] + vc * p2s[2]);
+#else
+       float32 u = va * denom;
+       float32 v = vb * denom;
+       float32 w = 1.0f - u - v;
+       *x1 = u * p1s[0] + v * p1s[1] + w * p1s[2];
+       *x2 = u * p2s[0] + v * p2s[1] + w * p2s[2];
+#endif
+       return 3;
+}
+
+static bool InPoints(const b2Vec2& w, const b2Vec2* points, int32 pointCount)
+{
+       const float32 k_tolerance = 100.0f * B2_FLT_EPSILON;
+       for (int32 i = 0; i < pointCount; ++i)
+       {
+               b2Vec2 d = b2Abs(w - points[i]);
+               b2Vec2 m = b2Max(b2Abs(w), b2Abs(points[i]));
+               
+               if (d.x < k_tolerance * (m.x + 1.0f) &&
+                       d.y < k_tolerance * (m.y + 1.0f))
+               {
+                       return true;
+               }
+       }
+
+       return false;
+}
+
+template <typename T1, typename T2>
+float32 DistanceGeneric(b2Vec2* x1, b2Vec2* x2,
+                                  const T1* shape1, const b2XForm& xf1,
+                                  const T2* shape2, const b2XForm& xf2)
+{
+       b2Vec2 p1s[3], p2s[3];
+       b2Vec2 points[3];
+       int32 pointCount = 0;
+
+       *x1 = shape1->GetFirstVertex(xf1);
+       *x2 = shape2->GetFirstVertex(xf2);
+
+       float32 vSqr = 0.0f;
+       const int32 maxIterations = 20;
+       for (int32 iter = 0; iter < maxIterations; ++iter)
+       {
+               b2Vec2 v = *x2 - *x1;
+               b2Vec2 w1 = shape1->Support(xf1, v);
+               b2Vec2 w2 = shape2->Support(xf2, -v);
+
+               vSqr = b2Dot(v, v);
+               b2Vec2 w = w2 - w1;
+               float32 vw = b2Dot(v, w);
+               if (vSqr - vw <= 0.01f * vSqr || InPoints(w, points, pointCount)) // or w in points
+               {
+                       if (pointCount == 0)
+                       {
+                               *x1 = w1;
+                               *x2 = w2;
+                       }
+                       g_GJK_Iterations = iter;
+                       return b2Sqrt(vSqr);
+               }
+
+               switch (pointCount)
+               {
+               case 0:
+                       p1s[0] = w1;
+                       p2s[0] = w2;
+                       points[0] = w;
+                       *x1 = p1s[0];
+                       *x2 = p2s[0];
+                       ++pointCount;
+                       break;
+
+               case 1:
+                       p1s[1] = w1;
+                       p2s[1] = w2;
+                       points[1] = w;
+                       pointCount = ProcessTwo(x1, x2, p1s, p2s, points);
+                       break;
+
+               case 2:
+                       p1s[2] = w1;
+                       p2s[2] = w2;
+                       points[2] = w;
+                       pointCount = ProcessThree(x1, x2, p1s, p2s, points);
+                       break;
+               }
+
+               // If we have three points, then the origin is in the corresponding triangle.
+               if (pointCount == 3)
+               {
+                       g_GJK_Iterations = iter;
+                       return 0.0f;
+               }
+
+               float32 maxSqr = -B2_FLT_MAX;
+               for (int32 i = 0; i < pointCount; ++i)
+               {
+                       maxSqr = b2Max(maxSqr, b2Dot(points[i], points[i]));
+               }
+
+#ifdef TARGET_FLOAT32_IS_FIXED
+               if (pointCount == 3 || vSqr <= 5.0*B2_FLT_EPSILON * maxSqr)
+#else
+               if (pointCount == 3 || vSqr <= 100.0f * B2_FLT_EPSILON * maxSqr)
+#endif
+               {
+                       g_GJK_Iterations = iter;
+                       v = *x2 - *x1;
+                       vSqr = b2Dot(v, v);
+                       return b2Sqrt(vSqr);
+               }
+       }
+
+       g_GJK_Iterations = maxIterations;
+       return b2Sqrt(vSqr);
+}
+
+static float32 DistanceCC(
+       b2Vec2* x1, b2Vec2* x2,
+       const b2CircleShape* circle1, const b2XForm& xf1,
+       const b2CircleShape* circle2, const b2XForm& xf2)
+{
+       b2Vec2 p1 = b2Mul(xf1, circle1->GetLocalPosition());
+       b2Vec2 p2 = b2Mul(xf2, circle2->GetLocalPosition());
+
+       b2Vec2 d = p2 - p1;
+       float32 dSqr = b2Dot(d, d);
+       float32 r1 = circle1->GetRadius() - b2_toiSlop;
+       float32 r2 = circle2->GetRadius() - b2_toiSlop;
+       float32 r = r1 + r2;
+       if (dSqr > r * r)
+       {
+               float32 dLen = d.Normalize();
+               float32 distance = dLen - r;
+               *x1 = p1 + r1 * d;
+               *x2 = p2 - r2 * d;
+               return distance;
+       }
+       else if (dSqr > B2_FLT_EPSILON * B2_FLT_EPSILON)
+       {
+               d.Normalize();
+               *x1 = p1 + r1 * d;
+               *x2 = *x1;
+               return 0.0f;
+       }
+
+       *x1 = p1;
+       *x2 = *x1;
+       return 0.0f;
+}
+
+// This is used for polygon-vs-circle distance.
+struct Point
+{
+       b2Vec2 Support(const b2XForm&, const b2Vec2&) const
+       {
+               return p;
+       }
+
+       b2Vec2 GetFirstVertex(const b2XForm&) const
+       {
+               return p;
+       }
+       
+       b2Vec2 p;
+};
+
+// GJK is more robust with polygon-vs-point than polygon-vs-circle.
+// So we convert polygon-vs-circle to polygon-vs-point.
+static float32 DistancePC(
+       b2Vec2* x1, b2Vec2* x2,
+       const b2PolygonShape* polygon, const b2XForm& xf1,
+       const b2CircleShape* circle, const b2XForm& xf2)
+{
+       Point point;
+       point.p = b2Mul(xf2, circle->GetLocalPosition());
+
+       float32 distance = DistanceGeneric(x1, x2, polygon, xf1, &point, b2XForm_identity);
+
+       float32 r = circle->GetRadius() - b2_toiSlop;
+
+       if (distance > r)
+       {
+               distance -= r;
+               b2Vec2 d = *x2 - *x1;
+               d.Normalize();
+               *x2 -= r * d;
+       }
+       else
+       {
+               distance = 0.0f;
+               *x2 = *x1;
+       }
+
+       return distance;
+}
+
+float32 b2Distance(b2Vec2* x1, b2Vec2* x2,
+                                  const b2Shape* shape1, const b2XForm& xf1,
+                                  const b2Shape* shape2, const b2XForm& xf2)
+{
+       b2ShapeType type1 = shape1->GetType();
+       b2ShapeType type2 = shape2->GetType();
+
+       if (type1 == e_circleShape && type2 == e_circleShape)
+       {
+               return DistanceCC(x1, x2, (b2CircleShape*)shape1, xf1, (b2CircleShape*)shape2, xf2);
+       }
+       
+       if (type1 == e_polygonShape && type2 == e_circleShape)
+       {
+               return DistancePC(x1, x2, (b2PolygonShape*)shape1, xf1, (b2CircleShape*)shape2, xf2);
+       }
+
+       if (type1 == e_circleShape && type2 == e_polygonShape)
+       {
+               return DistancePC(x2, x1, (b2PolygonShape*)shape2, xf2, (b2CircleShape*)shape1, xf1);
+       }
+
+       if (type1 == e_polygonShape && type2 == e_polygonShape)
+       {
+               return DistanceGeneric(x1, x2, (b2PolygonShape*)shape1, xf1, (b2PolygonShape*)shape2, xf2);
+       }
+
+       return 0.0f;
+}