Example #1
0
        public void RayCast(out RayCastOutput output, RayCastInput input)
        {
            output = new RayCastOutput();

            float tmin = -Settings.FLT_MAX;
            float tmax = Settings.FLT_MAX;

            output.Hit = false;

            Vec2 p = input.P1;
            Vec2 d = input.P2 - input.P1;
            Vec2 absD = Math.Abs(d);

            Vec2 normal = new Vec2();

            if (absD.X < Settings.FLT_EPSILON)
            {
                // Parallel.
                if (p.X < LowerBound.X || UpperBound.X < p.X)
                {
                    return;
                }
            }
            else
            {
                float inv_d = 1.0f / d.X;
                float t1 = (LowerBound.X - p.X) * inv_d;
                float t2 = (UpperBound.X - p.X) * inv_d;

                // Sign of the normal vector.
                float s = -1.0f;

                if (t1 > t2)
                {
                    Common.Math.Swap(ref t1, ref t2);
                    s = 1.0f;
                }

                // Push the min up
                if (t1 > tmin)
                {
                    normal.SetZero();
                    normal.X = s;
                    tmin = t1;
                }

                // Pull the max down
                tmax = Common.Math.Min(tmax, t2);

                if (tmin > tmax)
                {
                    return;
                }
            }

            if (absD.Y < Settings.FLT_EPSILON)
            {
                // Parallel.
                if (p.Y < LowerBound.Y || UpperBound.Y < p.Y)
                {
                    return;
                }
            }
            else
            {
                float inv_d = 1.0f / d.Y;
                float t1 = (LowerBound.Y - p.Y) * inv_d;
                float t2 = (UpperBound.Y - p.Y) * inv_d;

                // Sign of the normal vector.
                float s = -1.0f;

                if (t1 > t2)
                {
                    Common.Math.Swap(ref t1, ref t2);
                    s = 1.0f;
                }

                // Push the min up
                if (t1 > tmin)
                {
                    normal.SetZero();
                    normal.Y = s;
                    tmin = t1;
                }

                // Pull the max down
                tmax = Common.Math.Min(tmax, t2);

                if (tmin > tmax)
                {
                    return;
                }
            }

            //// Does the ray start inside the box?
            //// Does the ray intersect beyond the max fraction?
            if (tmin < 0.0f || input.MaxFraction < tmin)
            {
                return;
            }

            //// Intersection.
            output.Fraction = tmin;
            output.Normal = normal;
            output.Hit = true;
        }
Example #2
0
        // Collision Detection in Interactive 3D Environments by Gino van den Bergen
        // From Section 3.1.2
        // x = s + a * r
        // norm(x) = radius
        public override void RayCast(out RayCastOutput output, ref RayCastInput input, Transform transform)
        {
            output = new RayCastOutput();

            Vec2 position = transform.Position + Math.Mul(transform.R, _p);
            Vec2 s = input.P1 - position;
            float b = Vec2.Dot(s, s) - _radius * _radius;

            // Solve quadratic equation.
            Vec2 r = input.P2 - input.P1;
            float c = Vec2.Dot(s, r);
            float rr = Vec2.Dot(r, r);
            float sigma = c * c - rr * b;

            // Check for negative discriminant and short segment.
            if (sigma < 0.0f || rr < Settings.FLT_EPSILON)
            {
                output.Hit = false;
                return;
            }

            // Find the point of intersection of the line with the circle.
            float a = -(c + Math.Sqrt(sigma));

            // Is the intersection point on the segment?
            if (0.0f <= a && a <= input.MaxFraction * rr)
            {
                a /= rr;
                output.Hit = true;
                output.Fraction = a;
                output.Normal = s + a*r;
                output.Normal.Normalize();
                return;
            }

            output.Hit = false;
            return;
        }
Example #3
0
 /// Cast a ray against this shape.
 /// @param output the ray-cast results.
 /// @param input the ray-cast input parameters.
 public void RayCast(out RayCastOutput output, ref RayCastInput input)
 {
     Shape.RayCast(out output, ref input, Body.GetTransform());
 }
Example #4
0
		/// <summary>
		// From Real-time Collision Detection, p179.
		/// </summary>
		public void RayCast(out RayCastOutput output, RayCastInput input)
		{
			float tmin = -Common.Settings.FLT_MAX;
			float tmax = Common.Settings.FLT_MAX;

			output = new RayCastOutput();

			output.Hit = false;

			Vec2 p = input.P1;
			Vec2 d = input.P2 - input.P1;
			Vec2 absD = Common.Math.Abs(d);

			Vec2 normal = new Vec2(0);

			for (int i = 0; i < 2; ++i)
			{
				if (absD[i] < Common.Settings.FLT_EPSILON)
				{
					// Parallel.
					if (p[i] < LowerBound[i] || UpperBound[i] < p[i])
					{
						return;
					}
				}
				else
				{
					float inv_d = 1.0f / d[i];
					float t1 = (LowerBound[i] - p[i]) * inv_d;
					float t2 = (UpperBound[i] - p[i]) * inv_d;

					// Sign of the normal vector.
					float s = -1.0f;

					if (t1 > t2)
					{
						Common.Math.Swap(ref t1, ref t2);
						s = 1.0f;
					}

					// Push the min up
					if (t1 > tmin)
					{
						normal.SetZero();
						normal[i] = s;
						tmin = t1;
					}

					// Pull the max down
					tmax = Common.Math.Min(tmax, t2);

					if (tmin > tmax)
					{
						return;
					}
				}
			}

			// Does the ray start inside the box?
			// Does the ray intersect beyond the max fraction?
			if (tmin < 0.0f || input.MaxFraction < tmin)
			{
				return;
			}

			// Intersection.
			output.Fraction = tmin;
			output.Normal = normal;
			output.Hit = true;
		}
Example #5
0
 /// Cast a ray against this shape.
 /// @param output the ray-cast results.
 /// @param input the ray-cast input parameters.
 /// @param transform the transform to be applied to the shape.
 public abstract void RayCast(out RayCastOutput output, ref RayCastInput input, Transform transform);
Example #6
0
        public override void RayCast(out RayCastOutput output, ref RayCastInput input, Transform xf)
        {
            output = new RayCastOutput();

            float lower = 0.0f, upper = input.MaxFraction;

            // Put the ray into the polygon's frame of reference.
            Vec2 p1 = Math.MulT(xf.R, input.P1 - xf.Position);
            Vec2 p2 = Math.MulT(xf.R, input.P2 - xf.Position);
            Vec2 d = p2 - p1;
            int index = -1;

            output.Hit = false;

            for (int i = 0; i < VertexCount; ++i)
            {
                // p = p1 + a * d
                // dot(normal, p - v) = 0
                // dot(normal, p1 - v) + a * dot(normal, d) = 0
                float numerator = Vec2.Dot(Normals[i], Vertices[i] - p1);
                float denominator = Vec2.Dot(Normals[i], d);

                if (denominator == 0.0f)
                {
                    if (numerator < 0.0f)
                    {
                        return;
                    }
                }
                else
                {
                    // Note: we want this predicate without division:
                    // lower < numerator / denominator, where denominator < 0
                    // Since denominator < 0, we have to flip the inequality:
                    // lower < numerator / denominator <==> denominator * lower > numerator.
                    if (denominator < 0.0f && numerator < lower * denominator)
                    {
                        // Increase lower.
                        // The segment enters this half-space.
                        lower = numerator / denominator;
                        index = i;
                    }
                    else if (denominator > 0.0f && numerator < upper * denominator)
                    {
                        // Decrease upper.
                        // The segment exits this half-space.
                        upper = numerator / denominator;
                    }
                }

                if (upper < lower)
                {
                    return;
                }
            }

            Box2DXDebug.Assert(0.0f <= lower && lower <= input.MaxFraction);

            if (index >= 0)
            {
                output.Hit = true;
                output.Fraction = lower;
                output.Normal = Math.Mul(xf.R, Normals[index]);
                return;
            }
        }
Example #7
0
        /// Ray-cast against the proxies in the tree. This relies on the callback
        /// to perform a exact ray-cast in the case were the proxy contains a shape.
        /// The callback also performs the any collision filtering. This has performance
        /// roughly equal to k * log(n), where k is the number of collisions and n is the
        /// number of proxies in the tree.
        /// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
        /// @param callback a callback class that is called for each proxy that is hit by the ray.
        public void RayCast(IRayCastEnabled callback, RayCastInput input)
        {
            Vec2 p1 = input.P1;
            Vec2 p2 = input.P2;
            Vec2 r = p2 - p1;
            Box2DXDebug.Assert(r.LengthSquared() > 0.0f);
            r.Normalize();

            // v is perpendicular to the segment.
            Vec2 v = Vec2.Cross(1.0f, r);
            Vec2 abs_v = Math.Abs(v);

            // Separating axis for segment (Gino, p80).
            // |dot(v, p1 - c)| > dot(|v|, h)

            float maxFraction = input.MaxFraction;

            // Build a bounding box for the segment.
            AABB segmentAABB = new AABB();
            {
                Vec2 t = p1 + maxFraction * (p2 - p1);
                segmentAABB.LowerBound = Math.Min(p1, t);
                segmentAABB.UpperBound = Math.Max(p1, t);
            }

            const int k_stackSize = 128;
            int[] stack = new int[k_stackSize];

            int count = 0;
            stack[count++] = _root;

            while (count > 0)
            {
                int nodeId = stack[--count];
                if (nodeId == NullNode)
                {
                    continue;
                }

                DynamicTreeNode node = _nodes[nodeId];

                if (Collision.TestOverlap(node.Aabb, segmentAABB) == false)
                {
                    continue;
                }

                // Separating axis for segment (Gino, p80).
                // |dot(v, p1 - c)| > dot(|v|, h)
                Vec2 c = node.Aabb.GetCenter();
                Vec2 h = node.Aabb.GetExtents();
                float separation = Math.Abs(Vec2.Dot(v, p1 - c)) - Vec2.Dot(abs_v, h);
                if (separation > 0.0f)
                {
                    continue;
                }

                if (node.IsLeaf())
                {
                    RayCastInput subInput = new RayCastInput();
                    subInput.P1 = input.P1;
                    subInput.P2 = input.P2;
                    subInput.MaxFraction = maxFraction;

                    maxFraction = callback.RayCastCallback(subInput, nodeId);

                    if (maxFraction == 0.0f)
                    {
                        return;
                    }

                    // Update segment bounding box.
                    {
                        Vec2 t = p1 + maxFraction * (p2 - p1);
                        segmentAABB.LowerBound = Math.Min(p1, t);
                        segmentAABB.UpperBound = Math.Max(p1, t);
                    }
                }
                else
                {
                    Box2DXDebug.Assert(count + 1 < k_stackSize);
                    stack[count++] = node.Child1;
                    stack[count++] = node.Child2;
                }
            }
        }
Example #8
0
 /// Ray-cast the world for all fixtures in the path of the ray. Your callback
 /// controls whether you get the closest point, any point, or n-points.
 /// The ray-cast ignores shapes that contain the starting point.
 /// @param callback a user implemented callback class.
 /// @param point1 the ray starting point
 /// @param point2 the ray ending point
 public void RayCast(RayCastCallback callback, Vec2 point1, Vec2 point2)
 {
     WorldRayCastWrapper wrapper = new WorldRayCastWrapper();
     wrapper.broadPhase = _contactManager._broadPhase;
     wrapper.callback = callback;
     RayCastInput input = new RayCastInput();
     input.MaxFraction = 1.0f;
     input.P1 = point1;
     input.P2 = point2;
     _contactManager._broadPhase.RayCast(wrapper, input);
 }
Example #9
0
            public float RayCastCallback(RayCastInput input, int proxyId)
            {
                object userData = broadPhase.GetUserData(proxyId);
                Fixture fixture = (Fixture)userData;
                RayCastOutput output;
                fixture.RayCast(out output, ref input);

                if (output.Hit)
                {
                    float fraction = output.Fraction;
                    Vec2 point = (1.0f - fraction) * input.P1 + fraction * input.P2;
                    return callback.ReportFixture(fixture, point, output.Normal, fraction);
                }

                return input.MaxFraction;
            }