示例#1
0
            public void ReadCache(SimplexCache cache,
                                  DistanceProxy shapeA, ref Transform transformA,
                                  DistanceProxy shapeB, ref Transform transformB)
            {
                Box2DXDebug.Assert(0 <= cache.Count && cache.Count <= 3);

                // Copy data from cache.
                Count = cache.Count;

                for (int i = 0; i < Count; ++i)
                {
                    SimplexVertex v = Vertices[i];
                    v.IndexA = cache.IndexA[i];
                    v.IndexB = cache.IndexB[i];
                    Vec2 wALocal = shapeA.GetVertex(v.IndexA);
                    Vec2 wBLocal = shapeB.GetVertex(v.IndexB);
                    v.WA = Math.Mul(transformA, wALocal);
                    v.WB = Math.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 (Count > 1)
                {
                    float metric1 = cache.Metric;
                    float metric2 = GetMetric();
                    if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Settings.FLT_EPSILON)
                    {
                        // Reset the simplex.
                        Count = 0;
                    }
                }

                // If the cache is empty or invalid ...
                if (Count == 0)
                {
                    SimplexVertex v = Vertices[0];
                    v.IndexA = 0;
                    v.IndexB = 0;
                    Vec2 wALocal = shapeA.GetVertex(0);
                    Vec2 wBLocal = shapeB.GetVertex(0);
                    v.WA  = Math.Mul(transformA, wALocal);
                    v.WB  = Math.Mul(transformB, wBLocal);
                    v.W   = v.WB - v.WA;
                    Count = 1;
                }
            }
示例#2
0
            public void ReadCache(SimplexCache cache, DistanceProxy proxyA, Transform transformA, DistanceProxy proxyB, Transform transformB)
            {
                Debug.Assert(cache.Count <= 3);

                // Copy data from cache.
                Count = cache.Count;

                for (int i = 0; i < 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);
                    Transform.MulToOutUnsafe(transformA, wALocal, v.WA);
                    Transform.MulToOutUnsafe(transformB, wBLocal, v.WB);
                    v.W.Set(v.WB).SubLocal(v.WA);
                    v.A = 0.0f;
                }

                // 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 = Metric;
                    if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Settings.EPSILON)
                    {
                        // Reset the simplex.
                        Count = 0;
                    }
                }

                // If the cache is empty or invalid ...
                if (Count == 0)
                {
                    SimplexVertex v = Vertices[0];
                    v.IndexA = 0;
                    v.IndexB = 0;
                    Vec2 wALocal = proxyA.GetVertex(0);
                    Vec2 wBLocal = proxyB.GetVertex(0);
                    Transform.MulToOutUnsafe(transformA, wALocal, v.WA);
                    Transform.MulToOutUnsafe(transformB, wBLocal, v.WB);
                    v.W.Set(v.WB).SubLocal(v.WA);
                    Count = 1;
                }
            }
示例#3
0
            void ReadCache(SimplexCache cache, DistanceProxy proxyA, XForm transformA, DistanceProxy proxyB, XForm transformB)
            {
                // Copy data from cache.
                m_count = cache.count;
                SimplexVertex[] vertices = m_v1;
                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 = MathB2.Mul(transformA, wALocal);
                    v.wB = MathB2.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 < Settings.FLT_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    = MathB2.Mul(transformA, wALocal);
                    v.wB    = MathB2.Mul(transformB, wBLocal);
                    v.w     = v.wB - v.wA;
                    v.a     = 1.0f;
                    m_count = 1;
                }
            }
            public void Initialize(SimplexCache cache,
                DistanceProxy proxyA, Transform transformA,
                DistanceProxy proxyB, Transform transformB)
            {
                _proxyA = proxyA;
                _proxyB = proxyB;
                int count = cache.Count;
                Box2DXDebug.Assert(0 < count && count < 3);

                if (count == 1)
                {
                    _type = Type.Points;
                    Vec2 localPointA = _proxyA.GetVertex(cache.IndexA[0]);
                    Vec2 localPointB = _proxyB.GetVertex(cache.IndexB[0]);
                    Vec2 pointA = Math.Mul(transformA, localPointA);
                    Vec2 pointB = Math.Mul(transformB, localPointB);
                    _axis = pointB - pointA;
                    _axis.Normalize();
                }
                else if (cache.IndexB[0] == cache.IndexB[1])
                {
                    // Two points on A and one on B
                    _type = Type.FaceA;
                    Vec2 localPointA1 = _proxyA.GetVertex(cache.IndexA[0]);
                    Vec2 localPointA2 = _proxyA.GetVertex(cache.IndexA[1]);
                    Vec2 localPointB = _proxyB.GetVertex(cache.IndexB[0]);
                    _localPoint = 0.5f*(localPointA1 + localPointA2);
                    _axis = Vec2.Cross(localPointA2 - localPointA1, 1.0f);
                    _axis.Normalize();

                    Vec2 normal = Math.Mul(transformA.R, _axis);
                    Vec2 pointA = Math.Mul(transformA, _localPoint);
                    Vec2 pointB = Math.Mul(transformB, localPointB);

                    float s = Vec2.Dot(pointB - pointA, normal);
                    if (s < 0.0f)
                    {
                        _axis = -_axis;
                    }
                }
                else if (cache.IndexA[0] == cache.IndexA[1])
                {
                    // Two points on B and one on A.
                    _type = Type.FaceB;
                    Vec2 localPointA = proxyA.GetVertex(cache.IndexA[0]);
                    Vec2 localPointB1 = proxyB.GetVertex(cache.IndexB[0]);
                    Vec2 localPointB2 = proxyB.GetVertex(cache.IndexB[1]);
                    _localPoint = 0.5f*(localPointB1 + localPointB2);
                    _axis = Vec2.Cross(localPointB2 - localPointB1, 1.0f);
                    _axis.Normalize();

                    Vec2 normal = Math.Mul(transformB.R, _axis);
                    Vec2 pointB = Math.Mul(transformB, _localPoint);
                    Vec2 pointA = Math.Mul(transformA, localPointA);

                    float s = Vec2.Dot(pointA - pointB, normal);
                    if (s < 0.0f)
                    {
                        _axis = -_axis;
                    }
                }
                else
                {
                    // Two points on B and two points on A.
                    // The faces are parallel.
                    Vec2 localPointA1 = _proxyA.GetVertex(cache.IndexA[0]);
                    Vec2 localPointA2 = _proxyA.GetVertex(cache.IndexA[1]);
                    Vec2 localPointB1 = _proxyB.GetVertex(cache.IndexB[0]);
                    Vec2 localPointB2 = _proxyB.GetVertex(cache.IndexB[1]);

                    Vec2 pA = Math.Mul(transformA, localPointA1);
                    Vec2 dA = Math.Mul(transformA.R, localPointA2 - localPointA1);
                    Vec2 pB = Math.Mul(transformB, localPointB1);
                    Vec2 dB = Math.Mul(transformB.R, localPointB2 - localPointB1);

                    float a = Vec2.Dot(dA, dA);
                    float e = Vec2.Dot(dB, dB);
                    Vec2 r = pA - pB;
                    float c = Vec2.Dot(dA, r);
                    float f = Vec2.Dot(dB, r);

                    float b = Vec2.Dot(dA, dB);
                    float denom = a*e - b*b;

                    float s = 0.0f;
                    if (denom != 0.0f)
                    {
                        s = Math.Clamp((b*f - c*e)/denom, 0.0f, 1.0f);
                    }

                    float t = (b*s + f)/e;

                    if (t < 0.0f)
                    {
                        t = 0.0f;
                        s = Math.Clamp(-c/a, 0.0f, 1.0f);
                    }
                    else if (t > 1.0f)
                    {
                        t = 1.0f;
                        s = Math.Clamp((b - c)/a, 0.0f, 1.0f);
                    }

                    Vec2 localPointA = localPointA1 + s*(localPointA2 - localPointA1);
                    Vec2 localPointB = localPointB1 + t*(localPointB2 - localPointB1);

                    if (s == 0.0f || s == 1.0f)
                    {
                        _type = Type.FaceB;
                        _axis = Vec2.Cross(localPointB2 - localPointB1, 1.0f);
                        _axis.Normalize();

                        _localPoint = localPointB;

                        Vec2 normal = Math.Mul(transformB.R, _axis);
                        Vec2 pointA = Math.Mul(transformA, localPointA);
                        Vec2 pointB = Math.Mul(transformB, localPointB);

                        float sgn = Vec2.Dot(pointA - pointB, normal);
                        if (sgn < 0.0f)
                        {
                            _axis = -_axis;
                        }
                    }
                    else
                    {
                        _type = Type.FaceA;
                        _axis = Vec2.Cross(localPointA2 - localPointA1, 1.0f);
                        _axis.Normalize();

                        _localPoint = localPointA;

                        Vec2 normal = Math.Mul(transformA.R, _axis);
                        Vec2 pointA = Math.Mul(transformA, localPointA);
                        Vec2 pointB = Math.Mul(transformB, localPointB);

                        float sgn = Vec2.Dot(pointB - pointA, normal);
                        if (sgn < 0.0f)
                        {
                            _axis = -_axis;
                        }
                    }
                }
            }
            public void ReadCache(SimplexCache cache,
                            DistanceProxy shapeA, ref Transform transformA,
                            DistanceProxy shapeB, ref Transform transformB)
            {
                Box2DXDebug.Assert(0 <= cache.Count && cache.Count <= 3);

                // Copy data from cache.
                Count = cache.Count;

                for (int i = 0; i < Count; ++i)
                {
                    SimplexVertex v = Vertices[i];
                    v.IndexA = cache.IndexA[i];
                    v.IndexB = cache.IndexB[i];
                    Vec2 wALocal = shapeA.GetVertex(v.IndexA);
                    Vec2 wBLocal = shapeB.GetVertex(v.IndexB);
                    v.WA = Math.Mul(transformA, wALocal);
                    v.WB = Math.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 (Count > 1)
                {
                    float metric1 = cache.Metric;
                    float metric2 = GetMetric();
                    if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Settings.FLT_EPSILON)
                    {
                        // Reset the simplex.
                        Count = 0;
                    }
                }

                // If the cache is empty or invalid ...
                if (Count == 0)
                {
                    SimplexVertex v = Vertices[0];
                    v.IndexA = 0;
                    v.IndexB = 0;
                    Vec2 wALocal = shapeA.GetVertex(0);
                    Vec2 wBLocal = shapeB.GetVertex(0);
                    v.WA = Math.Mul(transformA, wALocal);
                    v.WB = Math.Mul(transformB, wBLocal);
                    v.W = v.WB - v.WA;
                    Count = 1;
                }
            }
示例#6
0
            public void ReadCache(SimplexCache cache, DistanceProxy proxyA, Transform transformA, DistanceProxy proxyB, Transform transformB)
            {
                Debug.Assert(cache.Count <= 3);

                // Copy data from cache.
                Count = cache.Count;

                for (int i = 0; i < 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);
                    Transform.MulToOutUnsafe(transformA, wALocal, v.WA);
                    Transform.MulToOutUnsafe(transformB, wBLocal, v.WB);
                    v.W.Set(v.WB).SubLocal(v.WA);
                    v.A = 0.0f;
                }

                // 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 = Metric;
                    if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Settings.EPSILON)
                    {
                        // Reset the simplex.
                        Count = 0;
                    }
                }

                // If the cache is empty or invalid ...
                if (Count == 0)
                {
                    SimplexVertex v = Vertices[0];
                    v.IndexA = 0;
                    v.IndexB = 0;
                    Vec2 wALocal = proxyA.GetVertex(0);
                    Vec2 wBLocal = proxyB.GetVertex(0);
                    Transform.MulToOutUnsafe(transformA, wALocal, v.WA);
                    Transform.MulToOutUnsafe(transformB, wBLocal, v.WB);
                    v.W.Set(v.WB).SubLocal(v.WA);
                    Count = 1;
                }
            }
示例#7
0
        /// <summary>
        /// Compute the closest points between two shapes. Supports any combination of: CircleShape and
        /// PolygonShape. The simplex cache is input/output. On the first call set SimplexCache.count to
        /// zero.
        /// </summary>
        /// <param name="output"></param>
        /// <param name="cache"></param>
        /// <param name="input"></param>
        public void GetDistance(DistanceOutput output, SimplexCache cache, DistanceInput input)
        {
            GJK_CALLS++;

            DistanceProxy proxyA = input.ProxyA;
            DistanceProxy proxyB = input.ProxyB;

            Transform transformA = input.TransformA;
            Transform transformB = input.TransformB;

            // Initialize the simplex.
            simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB);

            // Get simplex vertices as an array.
            SimplexVertex[] vertices = simplex.Vertices;

            // These store the vertices of the last simplex so that we
            // can check for duplicates and prevent cycling.
            // (pooled above)

            simplex.GetClosestPoint(closestPoint);
            float distanceSqr1 = closestPoint.LengthSquared();

            // Main iteration loop
            int iter = 0;

            while (iter < GJK_MAX_ITERS)
            {
                // Copy simplex so we can identify duplicates.
                int saveCount = simplex.Count;
                for (int i = 0; i < saveCount; i++)
                {
                    saveA[i] = vertices[i].IndexA;
                    saveB[i] = vertices[i].IndexB;
                }

                switch (simplex.Count)
                {
                case 1:
                    break;

                case 2:
                    simplex.Solve2();
                    break;

                case 3:
                    simplex.Solve3();
                    break;

                default:
                    Debug.Assert(false);
                    break;
                }

                // If we have 3 points, then the origin is in the corresponding triangle.
                if (simplex.Count == 3)
                {
                    break;
                }

                // Compute closest point.
                simplex.GetClosestPoint(closestPoint);
                float distanceSqr2 = closestPoint.LengthSquared();

                // ensure progress
                if (distanceSqr2 >= distanceSqr1)
                {
                    // break;
                }
                distanceSqr1 = distanceSqr2;

                // get search direction;
                simplex.GetSearchDirection(d);

                // Ensure the search direction is numerically fit.
                if (d.LengthSquared() < Settings.EPSILON * Settings.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;
                }

                /*
                 * SimplexVertex* vertex = vertices + simplex.m_count; vertex.indexA =
                 * proxyA.GetSupport(MulT(transformA.R, -d)); vertex.wA = Mul(transformA,
                 * proxyA.GetVertex(vertex.indexA)); Vec2 wBLocal; vertex.indexB =
                 * proxyB.GetSupport(MulT(transformB.R, d)); vertex.wB = Mul(transformB,
                 * proxyB.GetVertex(vertex.indexB)); vertex.w = vertex.wB - vertex.wA;
                 */

                // Compute a tentative new simplex vertex using support points.
                SimplexVertex vertex = vertices[simplex.Count];

                Rot.MulTransUnsafe(transformA.Q, d.NegateLocal(), temp);
                vertex.IndexA = proxyA.GetSupport(temp);
                Transform.MulToOutUnsafe(transformA, proxyA.GetVertex(vertex.IndexA), vertex.WA);
                // Vec2 wBLocal;
                Rot.MulTransUnsafe(transformB.Q, d.NegateLocal(), temp);
                vertex.IndexB = proxyB.GetSupport(temp);
                Transform.MulToOutUnsafe(transformB, proxyB.GetVertex(vertex.IndexB), vertex.WB);
                vertex.W.Set(vertex.WB).SubLocal(vertex.WA);

                // Iteration count is equated to the number of support point calls.
                ++iter;
                ++GJK_ITERS;

                // 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.Count;
            }

            GJK_MAX_ITERS = MathUtils.Max(GJK_MAX_ITERS, iter);

            // Prepare output.
            simplex.GetWitnessPoints(output.PointA, output.PointB);
            output.Distance   = MathUtils.Distance(output.PointA, output.PointB);
            output.Iterations = iter;

            // Cache the simplex.
            simplex.WriteCache(cache);

            // Apply radii if requested.
            if (input.UseRadii)
            {
                float rA = proxyA.Radius;
                float rB = proxyB.Radius;

                if (output.Distance > rA + rB && output.Distance > Settings.EPSILON)
                {
                    // Shapes are still no overlapped.
                    // Move the witness points to the outer surface.
                    output.Distance -= (rA + rB);
                    normal.Set(output.PointB).SubLocal(output.PointA);
                    normal.Normalize();
                    temp.Set(normal).MulLocal(rA);
                    output.PointA.AddLocal(temp);
                    temp.Set(normal).MulLocal(rB);
                    output.PointB.SubLocal(temp);
                }
                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.AddLocal(output.PointB).MulLocal(.5f);
                    output.PointB.Set(output.PointA);
                    output.Distance = 0.0f;
                }
            }
        }
示例#8
0
        /// <summary>
        /// Compute the closest points between two shapes. Supports any combination of:
        /// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
        /// On the first call set b2SimplexCache.count to zero.
        /// </summary>
        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, ref transformA, proxyB, ref transformB);

            // Get simplex vertices as an array.
            SimplexVertex[] vertices   = simplex.Vertices;
            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], saveB = new int[3];
            int   saveCount = 0;

            Vec2  closestPoint = simplex.GetClosestPoint();
            float distanceSqr1 = closestPoint.LengthSquared();
            float distanceSqr2 = distanceSqr1;

            // Main iteration loop.
            int iter = 0;

            while (iter < k_maxIters)
            {
                // Copy simplex so we can identify duplicates.
                saveCount = simplex.Count;
                for (int i = 0; i < saveCount; ++i)
                {
                    saveA[i] = vertices[i].IndexA;
                    saveB[i] = vertices[i].IndexB;
                }

                switch (simplex.Count)
                {
                case 1:
                    break;

                case 2:
                    simplex.Solve2();
                    break;

                case 3:
                    simplex.Solve3();
                    break;

                default:
                    Box2DXDebug.Assert(false);
                    break;
                }

                // If we have 3 points, then the origin is in the corresponding triangle.
                if (simplex.Count == 3)
                {
                    break;
                }

                // Compute closest point.
                Vec2  p           = simplex.GetClosestPoint();
                float distanceSqr = 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() < Settings.FLT_EPSILON * Settings.FLT_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.Count];
                vertex.IndexA = proxyA.GetSupport(Math.MulT(transformA.R, -d));
                vertex.WA     = Math.Mul(transformA, proxyA.GetVertex(vertex.IndexA));

                vertex.IndexB = proxyB.GetSupport(Math.MulT(transformB.R, d));
                vertex.WB     = Math.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.Count;
            }

            GjkMaxIters = Math.Max(GjkMaxIters, iter);

            // Prepare output.
            simplex.GetWitnessPoints(out output.PointA, out output.PointB);
            output.Distance   = Vec2.Distance(output.PointA, output.PointB);
            output.Iterations = iter;

            // Cache the simplex.
            simplex.WriteCache(cache);

            // Apply radii if requested.
            if (input.UseRadii)
            {
                float rA = proxyA._radius;
                float rB = proxyB._radius;

                if (output.Distance > rA + rB && output.Distance > Settings.FLT_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;
                }
            }
        }
示例#9
0
            public void Initialize(SimplexCache cache,
                                   DistanceProxy proxyA, Transform transformA,
                                   DistanceProxy proxyB, Transform transformB)
            {
                _proxyA = proxyA;
                _proxyB = proxyB;
                int count = cache.Count;

                Box2DXDebug.Assert(0 < count && count < 3);

                if (count == 1)
                {
                    _type = Type.Points;
                    Vec2 localPointA = _proxyA.GetVertex(cache.IndexA[0]);
                    Vec2 localPointB = _proxyB.GetVertex(cache.IndexB[0]);
                    Vec2 pointA      = Math.Mul(transformA, localPointA);
                    Vec2 pointB      = Math.Mul(transformB, localPointB);
                    _axis = pointB - pointA;
                    _axis.Normalize();
                }
                else if (cache.IndexB[0] == cache.IndexB[1])
                {
                    // Two points on A and one on B
                    _type = Type.FaceA;
                    Vec2 localPointA1 = _proxyA.GetVertex(cache.IndexA[0]);
                    Vec2 localPointA2 = _proxyA.GetVertex(cache.IndexA[1]);
                    Vec2 localPointB  = _proxyB.GetVertex(cache.IndexB[0]);
                    _localPoint = 0.5f * (localPointA1 + localPointA2);
                    _axis       = Vec2.Cross(localPointA2 - localPointA1, 1.0f);
                    _axis.Normalize();

                    Vec2 normal = Math.Mul(transformA.R, _axis);
                    Vec2 pointA = Math.Mul(transformA, _localPoint);
                    Vec2 pointB = Math.Mul(transformB, localPointB);

                    float s = Vec2.Dot(pointB - pointA, normal);
                    if (s < 0.0f)
                    {
                        _axis = -_axis;
                    }
                }
                else if (cache.IndexA[0] == cache.IndexA[1])
                {
                    // Two points on B and one on A.
                    _type = Type.FaceB;
                    Vec2 localPointA  = proxyA.GetVertex(cache.IndexA[0]);
                    Vec2 localPointB1 = proxyB.GetVertex(cache.IndexB[0]);
                    Vec2 localPointB2 = proxyB.GetVertex(cache.IndexB[1]);
                    _localPoint = 0.5f * (localPointB1 + localPointB2);
                    _axis       = Vec2.Cross(localPointB2 - localPointB1, 1.0f);
                    _axis.Normalize();

                    Vec2 normal = Math.Mul(transformB.R, _axis);
                    Vec2 pointB = Math.Mul(transformB, _localPoint);
                    Vec2 pointA = Math.Mul(transformA, localPointA);

                    float s = Vec2.Dot(pointA - pointB, normal);
                    if (s < 0.0f)
                    {
                        _axis = -_axis;
                    }
                }
                else
                {
                    // Two points on B and two points on A.
                    // The faces are parallel.
                    Vec2 localPointA1 = _proxyA.GetVertex(cache.IndexA[0]);
                    Vec2 localPointA2 = _proxyA.GetVertex(cache.IndexA[1]);
                    Vec2 localPointB1 = _proxyB.GetVertex(cache.IndexB[0]);
                    Vec2 localPointB2 = _proxyB.GetVertex(cache.IndexB[1]);

                    Vec2 pA = Math.Mul(transformA, localPointA1);
                    Vec2 dA = Math.Mul(transformA.R, localPointA2 - localPointA1);
                    Vec2 pB = Math.Mul(transformB, localPointB1);
                    Vec2 dB = Math.Mul(transformB.R, localPointB2 - localPointB1);

                    float a = Vec2.Dot(dA, dA);
                    float e = Vec2.Dot(dB, dB);
                    Vec2  r = pA - pB;
                    float c = Vec2.Dot(dA, r);
                    float f = Vec2.Dot(dB, r);

                    float b     = Vec2.Dot(dA, dB);
                    float denom = a * e - b * b;

                    float s = 0.0f;
                    if (denom != 0.0f)
                    {
                        s = Math.Clamp((b * f - c * e) / denom, 0.0f, 1.0f);
                    }

                    float t = (b * s + f) / e;

                    if (t < 0.0f)
                    {
                        t = 0.0f;
                        s = Math.Clamp(-c / a, 0.0f, 1.0f);
                    }
                    else if (t > 1.0f)
                    {
                        t = 1.0f;
                        s = Math.Clamp((b - c) / a, 0.0f, 1.0f);
                    }

                    Vec2 localPointA = localPointA1 + s * (localPointA2 - localPointA1);
                    Vec2 localPointB = localPointB1 + t * (localPointB2 - localPointB1);

                    if (s == 0.0f || s == 1.0f)
                    {
                        _type = Type.FaceB;
                        _axis = Vec2.Cross(localPointB2 - localPointB1, 1.0f);
                        _axis.Normalize();

                        _localPoint = localPointB;

                        Vec2 normal = Math.Mul(transformB.R, _axis);
                        Vec2 pointA = Math.Mul(transformA, localPointA);
                        Vec2 pointB = Math.Mul(transformB, localPointB);

                        float sgn = Vec2.Dot(pointA - pointB, normal);
                        if (sgn < 0.0f)
                        {
                            _axis = -_axis;
                        }
                    }
                    else
                    {
                        _type = Type.FaceA;
                        _axis = Vec2.Cross(localPointA2 - localPointA1, 1.0f);
                        _axis.Normalize();

                        _localPoint = localPointA;

                        Vec2 normal = Math.Mul(transformA.R, _axis);
                        Vec2 pointA = Math.Mul(transformA, localPointA);
                        Vec2 pointB = Math.Mul(transformB, localPointB);

                        float sgn = Vec2.Dot(pointB - pointA, normal);
                        if (sgn < 0.0f)
                        {
                            _axis = -_axis;
                        }
                    }
                }
            }