public static void CollideCircles(ref Manifold manifold, CircleShape circle1, XForm xf1, CircleShape circle2, XForm xf2) { manifold.PointCount = 0; Vector2 p1 = CommonMath.Mul(xf1, circle1.GetLocalPosition()); Vector2 p2 = CommonMath.Mul(xf2, circle2.GetLocalPosition()); Vector2 d = p2 - p1; float distSqr = Vector2.Dot(d, d); float r1 = circle1.GetRadius(); float r2 = circle2.GetRadius(); float radiusSum = r1 + r2; if (distSqr > radiusSum * radiusSum) { return; } float separation; if (distSqr < Settings.FLT_EPSILON) { separation = -radiusSum; manifold.Normal = new Vector2(0.0f, 1.0f); } else { float dist = CommonMath.Sqrt(distSqr); separation = dist - radiusSum; float a = 1.0f / dist; manifold.Normal.X = a * d.X; manifold.Normal.Y = a * d.Y; } manifold.PointCount = 1; manifold.Points[0].ID.Key = 0; manifold.Points[0].Separation = separation; p1 += r1 * manifold.Normal; p2 -= r2 * manifold.Normal; Vector2 p = 0.5f * (p1 + p2); manifold.Points[0].LocalPoint1 = CommonMath.MulT(xf1, p); manifold.Points[0].LocalPoint2 = CommonMath.MulT(xf2, p); }
public static void FindIncidentEdge(out ClipVertex[] c, PolygonShape poly1, XForm xf1, int edge1, PolygonShape poly2, XForm xf2) { int count1 = poly1.VertexCount; Vector2[] normals1 = poly1.Normals; int count2 = poly2.VertexCount; Vector2[] vertices2 = poly2.GetVertices(); Vector2[] normals2 = poly2.Normals; //Box2DXDebug.Assert(0 <= edge1 && edge1 < count1); // Get the normal of the reference edge in poly2's frame. Vector2 normal1 = CommonMath.MulT(xf2.R, CommonMath.Mul(xf1.R, normals1[edge1])); // Find the incident edge on poly2. int index = 0; float minDot = Settings.FLT_MAX; 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; c = new ClipVertex[2]; c[0].V = CommonMath.Mul(xf2, vertices2[i1]); c[0].ID.Features.ReferenceEdge = (byte)edge1; c[0].ID.Features.IncidentEdge = (byte)i1; c[0].ID.Features.IncidentVertex = 0; c[1].V = CommonMath.Mul(xf2, vertices2[i2]); c[1].ID.Features.ReferenceEdge = (byte)edge1; c[1].ID.Features.IncidentEdge = (byte)i2; c[1].ID.Features.IncidentVertex = 1; }
/// <summary> /// Find the separation between poly1 and poly2 for a give edge normal on poly1. /// </summary> /// <param name="poly1"></param> /// <param name="xf1"></param> /// <param name="edge1"></param> /// <param name="poly2"></param> /// <param name="xf2"></param> /// <returns></returns> public static float EdgeSeparation(PolygonShape poly1, XForm xf1, int edge1, PolygonShape poly2, XForm xf2) { int count1 = poly1.VertexCount; Vector2[] vertices1 = poly1.GetVertices(); Vector2[] normals1 = poly1.Normals; int count2 = poly2.VertexCount; Vector2[] vertices2 = poly2.GetVertices(); //Box2DXDebug.Assert(0 <= edge1 && edge1 < count1); // Convert normal from poly1's frame into poly2's frame. Vector2 normal1World = CommonMath.Mul(xf1.R, normals1[edge1]); Vector2 normal1 = CommonMath.MulT(xf2.R, normal1World); // Find support vertex on poly2 for -normal. int index = 0; float minDot = Settings.FLT_MAX; for (int i = 0; i < count2; ++i) { float dot = Vector2.Dot(vertices2[i], normal1); if (dot < minDot) { minDot = dot; index = i; } } Vector2 v1 = CommonMath.Mul(xf1, vertices1[edge1]); Vector2 v2 = CommonMath.Mul(xf2, vertices2[index]); float separation = Vector2.Dot(v2 - v1, normal1World); return(separation); }
public static void CollidePolygonAndCircle(ref Manifold manifold, PolygonShape polygon, XForm xf1, CircleShape circle, XForm xf2) { manifold.PointCount = 0; // Compute circle position in the frame of the polygon. Vector2 c = CommonMath.Mul(xf2, circle.GetLocalPosition()); Vector2 cLocal = CommonMath.MulT(xf1, c); // Find the min separating edge. int normalIndex = 0; float separation = -Settings.FLT_MAX; float radius = circle.GetRadius(); int vertexCount = polygon.VertexCount; Vector2[] vertices = polygon.GetVertices(); Vector2[] normals = polygon.Normals; for (int i = 0; i < vertexCount; ++i) { float s = Vector2.Dot(normals[i], cLocal - vertices[i]); if (s > radius) { // Early out. return; } if (s > separation) { separation = s; normalIndex = i; } } // If the center is inside the polygon ... if (separation < Settings.FLT_EPSILON) { manifold.PointCount = 1; manifold.Normal = CommonMath.Mul(xf1.R, normals[normalIndex]); manifold.Points[0].ID.Features.IncidentEdge = (byte)normalIndex; manifold.Points[0].ID.Features.IncidentVertex = NullFeature; manifold.Points[0].ID.Features.ReferenceEdge = 0; manifold.Points[0].ID.Features.Flip = 0; Vector2 position = c - radius * manifold.Normal; manifold.Points[0].LocalPoint1 = CommonMath.MulT(xf1, position); manifold.Points[0].LocalPoint2 = CommonMath.MulT(xf2, position); manifold.Points[0].Separation = separation - radius; return; } // Project the circle center onto the edge segment. int vertIndex1 = normalIndex; int vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0; Vector2 e = vertices[vertIndex2] - vertices[vertIndex1]; float length = CommonMath.Normalize(ref e); //Box2DXDebug.Assert(length > Settings.FLT_EPSILON); // Project the center onto the edge. float u = Vector2.Dot(cLocal - vertices[vertIndex1], e); Vector2 p; if (u <= 0.0f) { p = vertices[vertIndex1]; manifold.Points[0].ID.Features.IncidentEdge = NullFeature; manifold.Points[0].ID.Features.IncidentVertex = (byte)vertIndex1; } else if (u >= length) { p = vertices[vertIndex2]; manifold.Points[0].ID.Features.IncidentEdge = NullFeature; manifold.Points[0].ID.Features.IncidentVertex = (byte)vertIndex2; } else { p = vertices[vertIndex1] + u * e; manifold.Points[0].ID.Features.IncidentEdge = (byte)normalIndex; manifold.Points[0].ID.Features.IncidentVertex = NullFeature; } Vector2 d = cLocal - p; float dist = CommonMath.Normalize(ref d); if (dist > radius) { return; } manifold.PointCount = 1; manifold.Normal = CommonMath.Mul(xf1.R, d); Vector2 position_ = c - radius * manifold.Normal; manifold.Points[0].LocalPoint1 = CommonMath.MulT(xf1, position_); manifold.Points[0].LocalPoint2 = CommonMath.MulT(xf2, position_); manifold.Points[0].Separation = dist - radius; manifold.Points[0].ID.Features.ReferenceEdge = 0; manifold.Points[0].ID.Features.Flip = 0; }
// Find edge normal of max separation on A - return if separating axis is found // Find edge normal of max separation on B - return if separation axis is found // Choose reference edge as min(minA, minB) // Find incident edge // Clip // The normal points from 1 to 2 public static void CollidePolygons(ref Manifold manifold, PolygonShape polyA, XForm xfA, PolygonShape polyB, XForm xfB) { manifold.PointCount = 0; int edgeA = 0; float separationA = FindMaxSeparation(ref edgeA, polyA, xfA, polyB, xfB); if (separationA > 0.0f) { return; } int edgeB = 0; float separationB = FindMaxSeparation(ref edgeB, polyB, xfB, polyA, xfA); if (separationB > 0.0f) { return; } PolygonShape poly1; // reference poly PolygonShape poly2; // incident poly XForm xf1, xf2; int edge1; // reference edge byte flip; float k_relativeTol = 0.98f; float k_absoluteTol = 0.001f; // TODO_ERIN use "radius" of poly for absolute tolerance. if (separationB > k_relativeTol * separationA + k_absoluteTol) { poly1 = polyB; poly2 = polyA; xf1 = xfB; xf2 = xfA; edge1 = edgeB; flip = 1; } else { poly1 = polyA; poly2 = polyB; xf1 = xfA; xf2 = xfB; edge1 = edgeA; flip = 0; } ClipVertex[] incidentEdge; FindIncidentEdge(out incidentEdge, poly1, xf1, edge1, poly2, xf2); int count1 = poly1.VertexCount; Vector2[] vertices1 = poly1.GetVertices(); Vector2 v11 = vertices1[edge1]; Vector2 v12 = edge1 + 1 < count1 ? vertices1[edge1 + 1] : vertices1[0]; Vector2 dv = v12 - v11; Vector2 sideNormal = CommonMath.Mul(xf1.R, v12 - v11); sideNormal.Normalize(); Vector2 frontNormal = CommonMath.Cross(sideNormal, 1.0f); v11 = CommonMath.Mul(xf1, v11); v12 = CommonMath.Mul(xf1, v12); float frontOffset = Vector2.Dot(frontNormal, v11); float sideOffset1 = -Vector2.Dot(sideNormal, v11); float sideOffset2 = Vector2.Dot(sideNormal, v12); // Clip incident edge against extruded edge1 side edges. ClipVertex[] clipPoints1; ClipVertex[] clipPoints2; int np; // Clip to box side 1 np = ClipSegmentToLine(out clipPoints1, incidentEdge, -sideNormal, sideOffset1); if (np < 2) { return; } // Clip to negative box side 1 np = ClipSegmentToLine(out clipPoints2, clipPoints1, sideNormal, sideOffset2); if (np < 2) { return; } // Now clipPoints2 contains the clipped points. manifold.Normal = flip != 0 ? -frontNormal : frontNormal; int pointCount = 0; for (int i = 0; i < Settings.MaxManifoldPoints; ++i) { float separation = Vector2.Dot(frontNormal, clipPoints2[i].V) - frontOffset; if (separation <= 0.0f) { ManifoldPoint cp = manifold.Points[pointCount]; cp.Separation = separation; cp.LocalPoint1 = CommonMath.MulT(xfA, clipPoints2[i].V); cp.LocalPoint2 = CommonMath.MulT(xfB, clipPoints2[i].V); cp.ID = clipPoints2[i].ID; cp.ID.Features.Flip = flip; ++pointCount; } } manifold.PointCount = pointCount; }
/// <summary> /// Find the max separation between poly1 and poly2 using edge normals from poly1. /// </summary> /// <param name="edgeIndex"></param> /// <param name="poly1"></param> /// <param name="xf1"></param> /// <param name="poly2"></param> /// <param name="xf2"></param> /// <returns></returns> public static float FindMaxSeparation(ref int edgeIndex, PolygonShape poly1, XForm xf1, PolygonShape poly2, XForm xf2) { int count1 = poly1.VertexCount; Vector2[] normals1 = poly1.Normals; // Vector pointing from the centroid of poly1 to the centroid of poly2. Vector2 d = CommonMath.Mul(xf2, poly2.GetCentroid()) - CommonMath.Mul(xf1, poly1.GetCentroid()); Vector2 dLocal1 = CommonMath.MulT(xf1.R, d); // Find edge normal on poly1 that has the largest projection onto d. int edge = 0; float maxDot = -Settings.FLT_MAX; for (int i = 0; i < count1; ++i) { float dot = Vector2.Dot(normals1[i], dLocal1); if (dot > maxDot) { maxDot = dot; edge = i; } } // Get the separation for the edge normal. float s = EdgeSeparation(poly1, xf1, edge, poly2, xf2); if (s > 0.0f) { return(s); } // Check the separation for the previous edge normal. int prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1; float sPrev = EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2); if (sPrev > 0.0f) { return(sPrev); } // Check the separation for the next edge normal. int nextEdge = edge + 1 < count1 ? edge + 1 : 0; float sNext = EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2); if (sNext > 0.0f) { return(sNext); } // 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, xf1, edge, poly2, xf2); if (s > 0.0f) { return(s); } if (s > bestSeparation) { bestEdge = edge; bestSeparation = s; } else { break; } } edgeIndex = bestEdge; return(bestSeparation); }