public void ReadCache(SimplexCache cache, DistanceProxy proxyA, Transform transformA, DistanceProxy proxyB, Transform transformB) { Utilities.Assert(cache.count <= 3); // Copy data from cache. m_count = cache.count; SimplexVertex[] vertices = this.verticies; for (int i = 0; i < m_count; ++i) { SimplexVertex v = vertices[i]; v.indexA = cache.indexA[i]; v.indexB = cache.indexB[i]; Vec2 wALocal = proxyA.GetVertex(v.indexA); Vec2 wBLocal = proxyB.GetVertex(v.indexB); v.wA = Utilities.Mul(transformA, wALocal); v.wB = Utilities.Mul(transformB, wBLocal); v.w = v.wB - v.wA; v.a = 0.0f; } // Compute the new simplex metric, if it is substantially different than // old metric then flush the simplex. if (m_count > 1) { float metric1 = cache.metric; float metric2 = GetMetric(); if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Single.Epsilon) { // Reset the simplex. m_count = 0; } } // If the cache is empty or invalid ... if (m_count == 0) { SimplexVertex v = vertices[0]; v.indexA = 0; v.indexB = 0; Vec2 wALocal = proxyA.GetVertex(0); Vec2 wBLocal = proxyB.GetVertex(0); v.wA = Utilities.Mul(transformA, wALocal); v.wB = Utilities.Mul(transformB, wBLocal); v.w = v.wB - v.wA; v.a = 1.0f; m_count = 1; } }
internal void ReadCache(ref SimplexCache cache, ref DistanceProxy proxyA, ref Transform transformA, ref DistanceProxy proxyB, ref Transform transformB) { //Debug.Assert(cache.count <= 3); // Copy data from cache. _count = cache.count; for (int i = 0; i < _count; ++i) { SimplexVertex v = _v[i]; v.indexA = cache.indexA[i]; v.indexB = cache.indexB[i]; Vector2 wALocal = proxyA.GetVertex(v.indexA); Vector2 wBLocal = proxyB.GetVertex(v.indexB); v.wA = MathUtils.Multiply(ref transformA, wALocal); v.wB = MathUtils.Multiply(ref transformB, wBLocal); v.w = v.wB - v.wA; v.a = 0.0f; _v[i] = v; } // Compute the new simplex metric, if it is substantially different than // old metric then flush the simplex. if (_count > 1) { float metric1 = cache.metric; float metric2 = GetMetric(); if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Settings.b2_epsilon) { // Reset the simplex. _count = 0; } } // If the cache is empty or invalid ... if (_count == 0) { SimplexVertex v = _v[0]; v.indexA = 0; v.indexB = 0; Vector2 wALocal = proxyA.GetVertex(0); Vector2 wBLocal = proxyB.GetVertex(0); v.wA = MathUtils.Multiply(ref transformA, wALocal); v.wB = MathUtils.Multiply(ref transformB, wBLocal); v.w = v.wB - v.wA; _v[0] = v; _count = 1; } }
// 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; } }
/// Compute the closest points between two shapes. Supports any combination of: /// CircleShape, PolygonShape, EdgeShape. The simplex cache is input/output. /// On the first call set SimplexCache.count to zero. public static void Distance(out DistanceOutput output, SimplexCache cache, DistanceInput input) { ++_gjkCalls; DistanceProxy proxyA = input.proxyA; DistanceProxy proxyB = input.proxyB; Transform transformA = input.transformA; Transform transformB = input.transformB; // Initialize the simplex. Simplex simplex = new Simplex(); simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB); // Get simplex vertices as an array. SimplexVertex[] vertices = simplex.verticies; const int k_maxIters = 20; // These store the vertices of the last simplex so that we // can check for duplicates and prevent cycling. int[] saveA = new int[3]; int[] saveB = new int[3]; int saveCount = 0; float distanceSqr1 = Single.MaxValue; float distanceSqr2 = distanceSqr1; // Main iteration loop. int iter = 0; while (iter < k_maxIters) { // Copy simplex so we can identify duplicates. saveCount = simplex.m_count; for (int i = 0; i < saveCount; ++i) { saveA[i] = vertices[i].indexA; saveB[i] = vertices[i].indexB; } switch (simplex.m_count) { case 1: break; case 2: simplex.Solve2(); break; case 3: simplex.Solve3(); break; default: Utilities.Assert(false); break; } // If we have 3 points, then the origin is in the corresponding triangle. if (simplex.m_count == 3) { break; } // Compute closest point. Vec2 p = simplex.GetClosestPoint(); distanceSqr2 = p.LengthSquared(); // Ensure progress if (distanceSqr2 >= distanceSqr1) { //break; } distanceSqr1 = distanceSqr2; // Get search direction. Vec2 d = simplex.GetSearchDirection(); // Ensure the search direction is numerically fit. if (d.LengthSquared() < Single.Epsilon * Single.Epsilon) { // The origin is probably contained by a line segment // or triangle. Thus the shapes are overlapped. // We can't return zero here even though there may be overlap. // In case the simplex is a point, segment, or triangle it is difficult // to determine if the origin is contained in the CSO or very close to it. break; } // Compute a tentative new simplex vertex using support points. SimplexVertex vertex = vertices[simplex.m_count]; vertex.indexA = proxyA.GetSupport(Utilities.MulT(transformA.q, -d)); vertex.wA = Utilities.Mul(transformA, proxyA.GetVertex(vertex.indexA)); Vec2 wBLocal; vertex.indexB = proxyB.GetSupport(Utilities.MulT(transformB.q, d)); vertex.wB = Utilities.Mul(transformB, proxyB.GetVertex(vertex.indexB)); vertex.w = vertex.wB - vertex.wA; // Iteration count is equated to the number of support point calls. ++iter; ++_gjkIters; // Check for duplicate support points. This is the main termination criteria. bool duplicate = false; for (int i = 0; i < saveCount; ++i) { if (vertex.indexA == saveA[i] && vertex.indexB == saveB[i]) { duplicate = true; break; } } // If we found a duplicate support point we must exit to avoid cycling. if (duplicate) { break; } // New vertex is ok and needed. ++simplex.m_count; } _gjkMaxIters = Math.Max(_gjkMaxIters, iter); // Prepare output. simplex.GetWitnessPoints(out output.pointA, out output.pointB); output.distance = Utilities.Distance(output.pointA, output.pointB); output.iterations = iter; // Cache the simplex. simplex.WriteCache(cache); // Apply radii if requested. if (input.useRadii) { float rA = proxyA.m_radius; float rB = proxyB.m_radius; if (output.distance > rA + rB && output.distance > Single.Epsilon) { // Shapes are still no overlapped. // Move the witness points to the outer surface. output.distance -= rA + rB; Vec2 normal = output.pointB - output.pointA; normal.Normalize(); output.pointA += rA * normal; output.pointB -= rB * normal; } else { // Shapes are overlapped when radii are considered. // Move the witness points to the middle. Vec2 p = 0.5f * (output.pointA + output.pointB); output.pointA = p; output.pointB = p; output.distance = 0.0f; } } }
/// 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; } }