// TODO_ERIN might not need to return the separation

        float Initialize(SimplexCache cache,
                         DistanceProxy proxyA, Sweep sweepA,
                         DistanceProxy proxyB, Sweep sweepB,
                         float t1)
        {
            m_proxyA = proxyA;
            m_proxyB = proxyB;
            int count = cache.count;

            Utilities.Assert(0 < count && count < 3);

            m_sweepA = sweepA;
            m_sweepB = sweepB;

            Transform xfA, xfB;

            m_sweepA.GetTransform(out xfA, t1);
            m_sweepB.GetTransform(out xfB, t1);

            if (count == 1)
            {
                m_type = SeparationType.e_points;
                Vec2 localPointA = m_proxyA.GetVertex(cache.indexA[0]);
                Vec2 localPointB = m_proxyB.GetVertex(cache.indexB[0]);
                Vec2 pointA      = Utilities.Mul(xfA, localPointA);
                Vec2 pointB      = Utilities.Mul(xfB, localPointB);
                m_axis = pointB - pointA;
                float s = m_axis.Normalize();
                return(s);
            }
            else if (cache.indexA[0] == cache.indexA[1])
            {
                // Two points on B and one on A.
                m_type = SeparationType.e_faceB;
                Vec2 localPointB1 = proxyB.GetVertex(cache.indexB[0]);
                Vec2 localPointB2 = proxyB.GetVertex(cache.indexB[1]);

                m_axis = Utilities.Cross(localPointB2 - localPointB1, 1.0f);
                m_axis.Normalize();
                Vec2 normal = Utilities.Mul(xfB.q, m_axis);

                m_localPoint = 0.5f * (localPointB1 + localPointB2);
                Vec2 pointB = Utilities.Mul(xfB, m_localPoint);

                Vec2 localPointA = proxyA.GetVertex(cache.indexA[0]);
                Vec2 pointA      = Utilities.Mul(xfA, localPointA);

                float s = Utilities.Dot(pointA - pointB, normal);
                if (s < 0.0f)
                {
                    m_axis = -m_axis;
                    s      = -s;
                }
                return(s);
            }
            else
            {
                // Two points on A and one or two points on B.
                m_type = SeparationType.e_faceA;
                Vec2 localPointA1 = m_proxyA.GetVertex(cache.indexA[0]);
                Vec2 localPointA2 = m_proxyA.GetVertex(cache.indexA[1]);

                m_axis = Utilities.Cross(localPointA2 - localPointA1, 1.0f);
                m_axis.Normalize();
                Vec2 normal = Utilities.Mul(xfA.q, m_axis);

                m_localPoint = 0.5f * (localPointA1 + localPointA2);
                Vec2 pointA = Utilities.Mul(xfA, m_localPoint);

                Vec2 localPointB = m_proxyB.GetVertex(cache.indexB[0]);
                Vec2 pointB      = Utilities.Mul(xfB, localPointB);

                float s = Utilities.Dot(pointB - pointA, normal);
                if (s < 0.0f)
                {
                    m_axis = -m_axis;
                    s      = -s;
                }
                return(s);
            }
        }
        public SeparationFunction(ref SimplexCache cache,
                                  ref DistanceProxy proxyA, ref Sweep sweepA,
                                  ref DistanceProxy proxyB, ref Sweep sweepB,
                                  float t1)
        {
            _localPoint = Vector2.zero;
            _proxyA     = proxyA;
            _proxyB     = proxyB;
            int count = cache.count;

            //Debug.Assert(0 < count && count < 3);

            _sweepA = sweepA;
            _sweepB = sweepB;

            Transform xfA, xfB;

            _sweepA.GetTransform(out xfA, t1);
            _sweepB.GetTransform(out xfB, t1);

            if (count == 1)
            {
                _type = SeparationFunctionType.Points;
                Vector2 localPointA = _proxyA.GetVertex(cache.indexA[0]);
                Vector2 localPointB = _proxyB.GetVertex(cache.indexB[0]);
                Vector2 pointA      = MathUtils.Multiply(ref xfA, localPointA);
                Vector2 pointB      = MathUtils.Multiply(ref xfB, localPointB);
                _axis = pointB - pointA;
                _axis.Normalize();
                return;
            }
            else if (cache.indexA[0] == cache.indexA[1])
            {
                // Two points on B and one on A.
                _type = SeparationFunctionType.FaceB;
                Vector2 localPointB1 = proxyB.GetVertex(cache.indexB[0]);
                Vector2 localPointB2 = proxyB.GetVertex(cache.indexB[1]);

                _axis = MathUtils.Cross(localPointB2 - localPointB1, 1.0f);
                _axis.Normalize();
                Vector2 normal = MathUtils.Multiply(ref xfB.R, _axis);

                _localPoint = 0.5f * (localPointB1 + localPointB2);
                Vector2 pointB = MathUtils.Multiply(ref xfB, _localPoint);

                Vector2 localPointA = proxyA.GetVertex(cache.indexA[0]);
                Vector2 pointA      = MathUtils.Multiply(ref xfA, localPointA);

                float s = Vector2.Dot(pointA - pointB, normal);
                if (s < 0.0f)
                {
                    _axis = -_axis;
                    s     = -s;
                }
                return;
            }
            else
            {
                // Two points on A and one or two points on B.
                _type = SeparationFunctionType.FaceA;
                Vector2 localPointA1 = _proxyA.GetVertex(cache.indexA[0]);
                Vector2 localPointA2 = _proxyA.GetVertex(cache.indexA[1]);

                _axis = MathUtils.Cross(localPointA2 - localPointA1, 1.0f);
                _axis.Normalize();
                Vector2 normal = MathUtils.Multiply(ref xfA.R, _axis);

                _localPoint = 0.5f * (localPointA1 + localPointA2);
                Vector2 pointA = MathUtils.Multiply(ref xfA, _localPoint);

                Vector2 localPointB = _proxyB.GetVertex(cache.indexB[0]);
                Vector2 pointB      = MathUtils.Multiply(ref xfB, localPointB);

                float s = Vector2.Dot(pointB - pointA, normal);
                if (s < 0.0f)
                {
                    _axis = -_axis;
                    s     = -s;
                }
                return;
            }
        }
        // CCD via the local separating axis method. This seeks progression
        // by computing the largest time at which separation is maintained.
        /// Compute the upper bound on time before two shapes penetrate. Time is represented as
        /// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
        /// non-tunneling collision. If you change the time interval, you should call this function
        /// again.
        /// Note: use b2Distance to compute the contact point and normal at the time of impact.
        public static void CalculateTimeOfImpact(out TOIOutput output, ref TOIInput input)
        {
            ++b2_toiCalls;

            output       = new TOIOutput();
            output.State = TOIOutputState.Unknown;
            output.t     = input.tMax;

            Sweep sweepA = input.sweepA;
            Sweep sweepB = input.sweepB;

            // Large rotations can make the root finder fail, so we normalize the
            // sweep angles.
            sweepA.Normalize();
            sweepB.Normalize();

            float tMax = input.tMax;

            float totalRadius = input.proxyA._radius + input.proxyB._radius;
            float target      = Math.Max(Settings.b2_linearSlop, totalRadius - 3.0f * Settings.b2_linearSlop);
            float tolerance   = 0.25f * Settings.b2_linearSlop;
            //Debug.Assert(target > tolerance);

            float t1 = 0.0f;
            int   k_maxIterations = 20;
            int   iter            = 0;

            // Prepare input for distance query.
            SimplexCache  cache;
            DistanceInput distanceInput;

            distanceInput.proxyA   = input.proxyA;
            distanceInput.proxyB   = input.proxyB;
            distanceInput.useRadii = false;

            // The outer loop progressively attempts to compute new separating axes.
            // This loop terminates when an axis is repeated (no progress is made).
            for (;;)
            {
                Transform xfA, xfB;
                sweepA.GetTransform(out xfA, t1);
                sweepB.GetTransform(out xfB, t1);

                // Get the distance between shapes. We can also use the results
                // to get a separating axis.
                distanceInput.transformA = xfA;
                distanceInput.transformB = xfB;
                DistanceOutput distanceOutput;
                Distance.ComputeDistance(out distanceOutput, out cache, ref distanceInput);

                // If the shapes are overlapped, we give up on continuous collision.
                if (distanceOutput.distance <= 0.0f)
                {
                    // Failure!
                    output.State = TOIOutputState.Overlapped;
                    output.t     = 0.0f;
                    break;
                }

                if (distanceOutput.distance < target + tolerance)
                {
                    // Victory!
                    output.State = TOIOutputState.Touching;
                    output.t     = t1;
                    break;
                }

                SeparationFunction fcn = new SeparationFunction(ref cache, ref input.proxyA, ref sweepA, ref input.proxyB, ref sweepB, t1);

                // Compute the TOI on the separating axis. We do this by successively
                // resolving the deepest point. This loop is bounded by the number of vertices.
                bool  done         = false;
                float t2           = tMax;
                int   pushBackIter = 0;
                for (;;)
                {
                    // Find the deepest point at t2. Store the witness point indices.
                    int   indexA, indexB;
                    float s2 = fcn.FindMinSeparation(out indexA, out indexB, t2);

                    // Is the final configuration separated?
                    if (s2 > target + tolerance)
                    {
                        // Victory!
                        output.State = TOIOutputState.Seperated;
                        output.t     = tMax;
                        done         = true;
                        break;
                    }

                    // Has the separation reached tolerance?
                    if (s2 > target - tolerance)
                    {
                        // Advance the sweeps
                        t1 = t2;
                        break;
                    }

                    // Compute the initial separation of the witness points.
                    float s1 = fcn.Evaluate(indexA, indexB, t1);

                    // Check for initial overlap. This might happen if the root finder
                    // runs out of iterations.
                    if (s1 < target - tolerance)
                    {
                        output.State = TOIOutputState.Failed;
                        output.t     = t1;
                        done         = true;
                        break;
                    }

                    // Check for touching
                    if (s1 <= target + tolerance)
                    {
                        // Victory! t1 should hold the TOI (could be 0.0).
                        output.State = TOIOutputState.Touching;
                        output.t     = t1;
                        done         = true;
                        break;
                    }

                    // Compute 1D root of: f(x) - target = 0
                    int   rootIterCount = 0;
                    float a1 = t1, a2 = t2;
                    for (;;)
                    {
                        // Use a mix of the secant rule and bisection.
                        float t;
                        if ((rootIterCount & 1) != 0)
                        {
                            // Secant rule to improve convergence.
                            t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
                        }
                        else
                        {
                            // Bisection to guarantee progress.
                            t = 0.5f * (a1 + a2);
                        }

                        float s = fcn.Evaluate(indexA, indexB, t);

                        if (Math.Abs(s - target) < tolerance)
                        {
                            // t2 holds a tentative value for t1
                            t2 = t;
                            break;
                        }

                        // Ensure we continue to bracket the root.
                        if (s > target)
                        {
                            a1 = t;
                            s1 = s;
                        }
                        else
                        {
                            a2 = t;
                            s2 = s;
                        }

                        ++rootIterCount;
                        ++b2_toiRootIters;

                        if (rootIterCount == 50)
                        {
                            break;
                        }
                    }

                    b2_toiMaxRootIters = Math.Max(b2_toiMaxRootIters, rootIterCount);

                    ++pushBackIter;

                    if (pushBackIter == Settings.b2_maxPolygonVertices)
                    {
                        break;
                    }
                }

                ++iter;
                ++b2_toiIters;

                if (done)
                {
                    break;
                }

                if (iter == k_maxIterations)
                {
                    // Root finder got stuck. Semi-victory.
                    output.State = TOIOutputState.Failed;
                    output.t     = t1;
                    break;
                }
            }

            b2_toiMaxIters = Math.Max(b2_toiMaxIters, iter);
        }
Exemple #4
0
		public override void Step(TestSettings settings)
		{
			base.Step(settings);

			Sweep sweepA = new Sweep();
			sweepA.c0.Set(24.0f, -60.0f);
			sweepA.a0 = 2.95f;
			sweepA.c = sweepA.c0;
			sweepA.a = sweepA.a0;
			sweepA.localCenter.SetZero();

			Sweep sweepB = new Sweep();
			sweepB.c0.Set(53.474274f, -50.252514f);
			sweepB.a0 = 513.36676f; // - 162.0f * (float)Math.PI;
			sweepB.c.Set(54.595478f, -51.083473f);
			sweepB.a = 513.62781f; //  - 162.0f * (float)Math.PI;
			sweepB.localCenter.SetZero();

			//sweepB.a0 -= 300.0f * (float)Math.PI;
			//sweepB.a -= 300.0f * (float)Math.PI;

			TOIInput input = new TOIInput();
			input.proxyA.Set(m_shapeA, 0);
			input.proxyB.Set(m_shapeB, 0);
			input.sweepA = sweepA;
			input.sweepB = sweepB;
			input.tMax = 1.0f;

			TOIOutput output;

			Utilities.TimeOfImpact(out output, input);

			m_debugDraw.DrawString("toi = {0}", output.t);

			m_debugDraw.DrawString("max toi iters = {0}, max root iters = {1}", Utilities._toiMaxIters, Utilities._toiMaxRootIters);

			Vec2[] vertices = new Vec2[Settings._maxPolygonVertices];

			Transform transformA;
			sweepA.GetTransform(out transformA, 0.0f);
			for (int i = 0; i < m_shapeA.m_count; ++i)
			{
				vertices[i] = Utilities.Mul(transformA, m_shapeA.m_vertices[i]);
			}
			m_debugDraw.DrawPolygon(vertices, m_shapeA.m_count, Color.FromArgb(225, 225, 225));

			Transform transformB;
			sweepB.GetTransform(out transformB, 0.0f);
		
			//Vec2 localPoint(2.0f, -0.1f);

			for (int i = 0; i < m_shapeB.m_count; ++i)
			{
				vertices[i] = Utilities.Mul(transformB, m_shapeB.m_vertices[i]);
			}
			m_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, Color.FromArgb(128, 225, 128));

			sweepB.GetTransform(out transformB, output.t);
			for (int i = 0; i < m_shapeB.m_count; ++i)
			{
				vertices[i] = Utilities.Mul(transformB, m_shapeB.m_vertices[i]);
			}
			m_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, Color.FromArgb(128, 175, 225));

			sweepB.GetTransform(out transformB, 1.0f);
			for (int i = 0; i < m_shapeB.m_count; ++i)
			{
				vertices[i] = Utilities.Mul(transformB, m_shapeB.m_vertices[i]);
			}
			m_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, Color.FromArgb(225, 128, 128));

	#if ZERO
			for (float t = 0.0f; t < 1.0f; t += 0.1f)
			{
				sweepB.GetTransform(out transformB, t);
				for (int i = 0; i < m_shapeB.m_count; ++i)
				{
					vertices[i] = Utilities.Mul(transformB, m_shapeB.m_vertices[i]);
				}
				m_debugDraw.DrawPolygon(vertices, m_shapeB.m_count, Color.FromArgb(225, 0.5f, 0.5f));
			}
	#endif
		}
Exemple #5
0
        /// Compute the upper bound on time before two shapes penetrate. Time is represented as
        /// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
        /// non-tunneling collision. If you change the time interval, you should call this function
        /// again.
        /// Note: use Distance to compute the contact point and normal at the time of impact.
        // CCD via the local separating axis method. This seeks progression
        // by computing the largest time at which separation is maintained.
        public static void TimeOfImpact(out TOIOutput output, TOIInput input)
        {
            Timer timer = new Timer();

            ++_toiCalls;

            output.state = TOIOutput.State.e_unknown;
            output.t     = input.tMax;

            DistanceProxy proxyA = input.proxyA;
            DistanceProxy proxyB = input.proxyB;

            Sweep sweepA = input.sweepA;
            Sweep sweepB = input.sweepB;

            // Large rotations can make the root finder fail, so we normalize the
            // sweep angles.
            sweepA.Normalize();
            sweepB.Normalize();

            float tMax = input.tMax;

            float totalRadius = proxyA.m_radius + proxyB.m_radius;
            float target      = Math.Max(Settings._linearSlop, totalRadius - 3.0f * Settings._linearSlop);
            float tolerance   = 0.25f * Settings._linearSlop;

            Utilities.Assert(target > tolerance);

            float     t1 = 0.0f;
            const int k_maxIterations = 20;             // TODO_ERIN Settings
            int       iter            = 0;

            // Prepare input for distance query.
            SimplexCache cache = new SimplexCache();

            cache.count = 0;
            DistanceInput distanceInput;

            distanceInput.proxyA   = input.proxyA;
            distanceInput.proxyB   = input.proxyB;
            distanceInput.useRadii = false;

            // The outer loop progressively attempts to compute new separating axes.
            // This loop terminates when an axis is repeated (no progress is made).
            for (;;)
            {
                Transform xfA, xfB;
                sweepA.GetTransform(out xfA, t1);
                sweepB.GetTransform(out xfB, t1);

                // Get the distance between shapes. We can also use the results
                // to get a separating axis.
                distanceInput.transformA = xfA;
                distanceInput.transformB = xfB;
                DistanceOutput distanceOutput;
                Utilities.Distance(out distanceOutput, cache, distanceInput);

                // If the shapes are overlapped, we give up on continuous collision.
                if (distanceOutput.distance <= 0.0f)
                {
                    // Failure!
                    output.state = TOIOutput.State.e_overlapped;
                    output.t     = 0.0f;
                    break;
                }

                if (distanceOutput.distance < target + tolerance)
                {
                    // Victory!
                    output.state = TOIOutput.State.e_touching;
                    output.t     = t1;
                    break;
                }

                // Initialize the separating axis.
                throw new NotImplementedException();
                //        SeparationFunction fcn;
                //        fcn.Initialize(&cache, proxyA, sweepA, proxyB, sweepB, t1);
                //#if ZERO
                //        // Dump the curve seen by the root finder
                //        {
                //            const int N = 100;
                //            float dx = 1.0f / N;
                //            float xs[N+1];
                //            float fs[N+1];

                //            float x = 0.0f;

                //            for (int i = 0; i <= N; ++i)
                //            {
                //                sweepA.GetTransform(out xfA, x);
                //                sweepB.GetTransform(out xfB, x);
                //                float f = fcn.Evaluate(xfA, xfB) - target;

                //                printf("%g %g\n", x, f);

                //                xs[i] = x;
                //                fs[i] = f;

                //                x += dx;
                //            }
                //        }
                //#endif

                //        // Compute the TOI on the separating axis. We do this by successively
                //        // resolving the deepest point. This loop is bounded by the number of vertices.
                //        bool done = false;
                //        float t2 = tMax;
                //        int pushBackIter = 0;
                //        for (;;)
                //        {
                //            // Find the deepest point at t2. Store the witness point indices.
                //            int indexA, indexB;
                //            float s2 = fcn.FindMinSeparation(&indexA, &indexB, t2);

                //            // Is the final configuration separated?
                //            if (s2 > target + tolerance)
                //            {
                //                // Victory!
                //                output.state = TOIOutput.State.e_separated;
                //                output.t = tMax;
                //                done = true;
                //                break;
                //            }

                //            // Has the separation reached tolerance?
                //            if (s2 > target - tolerance)
                //            {
                //                // Advance the sweeps
                //                t1 = t2;
                //                break;
                //            }

                //            // Compute the initial separation of the witness points.
                //            float s1 = fcn.Evaluate(indexA, indexB, t1);

                //            // Check for initial overlap. This might happen if the root finder
                //            // runs out of iterations.
                //            if (s1 < target - tolerance)
                //            {
                //                output.state = TOIOutput.State.e_failed;
                //                output.t = t1;
                //                done = true;
                //                break;
                //            }

                //            // Check for touching
                //            if (s1 <= target + tolerance)
                //            {
                //                // Victory! t1 should hold the TOI (could be 0.0).
                //                output.state = TOIOutput.State.e_touching;
                //                output.t = t1;
                //                done = true;
                //                break;
                //            }

                //            // Compute 1D root of: f(x) - target = 0
                //            int rootIterCount = 0;
                //            float a1 = t1, a2 = t2;
                //            for (;;)
                //            {
                //                // Use a mix of the secant rule and bisection.
                //                float t;
                //                if (rootIterCount & 1)
                //                {
                //                    // Secant rule to improve convergence.
                //                    t = a1 + (target - s1) * (a2 - a1) / (s2 - s1);
                //                }
                //                else
                //                {
                //                    // Bisection to guarantee progress.
                //                    t = 0.5f * (a1 + a2);
                //                }

                //                ++rootIterCount;
                //                ++_toiRootIters;

                //                float s = fcn.Evaluate(indexA, indexB, t);

                //                if (Math.Abs(s - target) < tolerance)
                //                {
                //                    // t2 holds a tentative value for t1
                //                    t2 = t;
                //                    break;
                //                }

                //                // Ensure we continue to bracket the root.
                //                if (s > target)
                //                {
                //                    a1 = t;
                //                    s1 = s;
                //                }
                //                else
                //                {
                //                    a2 = t;
                //                    s2 = s;
                //                }

                //                if (rootIterCount == 50)
                //                {
                //                    break;
                //                }
                //            }

                //            _toiMaxRootIters = Math.Max(_toiMaxRootIters, rootIterCount);

                //            ++pushBackIter;

                //            if (pushBackIter == Settings._maxPolygonVertices)
                //            {
                //                break;
                //            }
                //        }

                //        ++iter;
                //        ++_toiIters;

                //        if (done)
                //        {
                //            break;
                //        }

                //        if (iter == k_maxIterations)
                //        {
                //            // Root finder got stuck. Semi-victory.
                //            output.state = TOIOutput.State.e_failed;
                //            output.t = t1;
                //            break;
                //        }
            }

            _toiMaxIters = Math.Max(_toiMaxIters, iter);

            float time = timer.GetMilliseconds();

            _toiMaxTime = Math.Max(_toiMaxTime, time);
            _toiTime   += time;
        }
		// TODO_ERIN might not need to return the separation

		float Initialize(SimplexCache cache,
			DistanceProxy proxyA, Sweep sweepA,
			DistanceProxy proxyB, Sweep sweepB,
			float t1)
		{
			m_proxyA = proxyA;
			m_proxyB = proxyB;
			int count = cache.count;
			Utilities.Assert(0 < count && count < 3);

			m_sweepA = sweepA;
			m_sweepB = sweepB;

			Transform xfA, xfB;
			m_sweepA.GetTransform(out xfA, t1);
			m_sweepB.GetTransform(out xfB, t1);

			if (count == 1)
			{
				m_type = SeparationType.e_points;
				Vec2 localPointA = m_proxyA.GetVertex(cache.indexA[0]);
				Vec2 localPointB = m_proxyB.GetVertex(cache.indexB[0]);
				Vec2 pointA = Utilities.Mul(xfA, localPointA);
				Vec2 pointB = Utilities.Mul(xfB, localPointB);
				m_axis = pointB - pointA;
				float s = m_axis.Normalize();
				return s;
			}
			else if (cache.indexA[0] == cache.indexA[1])
			{
				// Two points on B and one on A.
				m_type = SeparationType.e_faceB;
				Vec2 localPointB1 = proxyB.GetVertex(cache.indexB[0]);
				Vec2 localPointB2 = proxyB.GetVertex(cache.indexB[1]);

				m_axis = Utilities.Cross(localPointB2 - localPointB1, 1.0f);
				m_axis.Normalize();
				Vec2 normal = Utilities.Mul(xfB.q, m_axis);

				m_localPoint = 0.5f * (localPointB1 + localPointB2);
				Vec2 pointB = Utilities.Mul(xfB, m_localPoint);

				Vec2 localPointA = proxyA.GetVertex(cache.indexA[0]);
				Vec2 pointA = Utilities.Mul(xfA, localPointA);

				float s = Utilities.Dot(pointA - pointB, normal);
				if (s < 0.0f)
				{
					m_axis = -m_axis;
					s = -s;
				}
				return s;
			}
			else
			{
				// Two points on A and one or two points on B.
				m_type = SeparationType.e_faceA;
				Vec2 localPointA1 = m_proxyA.GetVertex(cache.indexA[0]);
				Vec2 localPointA2 = m_proxyA.GetVertex(cache.indexA[1]);
			
				m_axis = Utilities.Cross(localPointA2 - localPointA1, 1.0f);
				m_axis.Normalize();
				Vec2 normal = Utilities.Mul(xfA.q, m_axis);

				m_localPoint = 0.5f * (localPointA1 + localPointA2);
				Vec2 pointA = Utilities.Mul(xfA, m_localPoint);

				Vec2 localPointB = m_proxyB.GetVertex(cache.indexB[0]);
				Vec2 pointB = Utilities.Mul(xfB, localPointB);

				float s = Utilities.Dot(pointB - pointA, normal);
				if (s < 0.0f)
				{
					m_axis = -m_axis;
					s = -s;
				}
				return s;
			}
		}