示例#1
0
        private static EPAxis ComputePolygonSeparation(ref TempPolygon polygonB, Vector2 v1, Vector2 v2)
        {
            EPAxis axis;

            axis.Type       = EPAxisType.Unknown;
            axis.Index      = -1;
            axis.Separation = -MathConstants.MaxFloat;
            axis.Normal     = Vector2.Zero;

            for (int i = 0; i < polygonB.Count; ++i)
            {
                Vector2 n = -polygonB.Normals[i];

                float s1 = MathUtils.Dot(n, polygonB.Vertices[i] - v1);
                float s2 = MathUtils.Dot(n, polygonB.Vertices[i] - v2);
                float s  = MathUtils.Min(s1, s2);

                if (s > axis.Separation)
                {
                    axis.Type       = EPAxisType.EdgeB;
                    axis.Index      = i;
                    axis.Separation = s;
                    axis.Normal     = n;
                }
            }

            return(axis);
        }
示例#2
0
        private static EPAxis ComputeEdgeSeparation(ref TempPolygon polygonB, Vector2 v1, Vector2 normal1)
        {
            EPAxis axis;

            axis.Type       = EPAxisType.EdgeA;
            axis.Index      = -1;
            axis.Separation = -MathConstants.MaxFloat;
            axis.Normal     = Vector2.Zero;

            Vector2[] axes = { normal1, -normal1 };

            // Find axis with least overlap (min-max problem)
            for (int j = 0; j < 2; ++j)
            {
                float sj = MathConstants.MaxFloat;

                // Find deepest polygon vertex along axis j
                for (int i = 0; i < polygonB.Count; ++i)
                {
                    float si = MathUtils.Dot(axes[j], polygonB.Vertices[i] - v1);
                    if (si < sj)
                    {
                        sj = si;
                    }
                }

                if (sj > axis.Separation)
                {
                    axis.Index      = j;
                    axis.Separation = sj;
                    axis.Normal     = axes[j];
                }
            }

            return(axis);
        }
示例#3
0
        public static void CollideEdgeAndPolygon(ref Manifold manifold, EdgeShape edgeA, ref Transform xfA, PolygonShape polygonB, ref Transform xfB)
        {
            manifold.PointCount = 0;

            Transform xf = MathUtils.MulT(xfA, xfB);

            Vector2 centroidB = MathUtils.Mul(ref xf, polygonB._massData._centroid);

            Vector2 v1 = edgeA._vertex1;
            Vector2 v2 = edgeA._vertex2;

            Vector2 edge1 = v2 - v1;

            edge1.Normalize();

            // Normal points to the right for a CCW winding
            Vector2 normal1 = new Vector2(edge1.Y, -edge1.X);
            float   offset1 = MathUtils.Dot(normal1, centroidB - v1);

            bool oneSided = edgeA._oneSided;

            if (oneSided && offset1 < 0.0f)
            {
                return;
            }

            // Get polygonB in frameA
            TempPolygon tempPolygonB = new TempPolygon(polygonB._vertices.Count);

            for (int i = 0; i < polygonB._vertices.Count; ++i)
            {
                tempPolygonB.Vertices[i] = MathUtils.Mul(ref xf, polygonB._vertices[i]);
                tempPolygonB.Normals[i]  = MathUtils.Mul(xf.q, polygonB._normals[i]);
            }

            float radius = polygonB._radius + edgeA._radius;

            EPAxis edgeAxis = ComputeEdgeSeparation(ref tempPolygonB, v1, normal1);

            if (edgeAxis.Separation > radius)
            {
                return;
            }

            EPAxis polygonAxis = ComputePolygonSeparation(ref tempPolygonB, v1, v2);

            if (polygonAxis.Separation > radius)
            {
                return;
            }

            // Use hysteresis for jitter reduction.
            const float k_relativeTol = 0.98f;
            const float k_absoluteTol = 0.001f;

            EPAxis primaryAxis;

            if (polygonAxis.Separation - radius > k_relativeTol * (edgeAxis.Separation - radius) + k_absoluteTol)
            {
                primaryAxis = polygonAxis;
            }
            else
            {
                primaryAxis = edgeAxis;
            }

            if (oneSided)
            {
                // Smooth collision
                // See https://box2d.org/posts/2020/06/ghost-collisions/

                Vector2 edge0 = v1 - edgeA._vertex0;
                edge0.Normalize();
                Vector2 normal0 = new Vector2(edge0.Y, -edge0.X);
                bool    convex1 = MathUtils.Cross(edge0, edge1) >= 0.0f;

                Vector2 edge2 = edgeA._vertex3 - v2;
                edge2.Normalize();
                Vector2 normal2 = new Vector2(edge2.Y, -edge2.X);
                bool    convex2 = MathUtils.Cross(edge1, edge2) >= 0.0f;

                const float sinTol = 0.1f;
                bool        side1  = MathUtils.Dot(primaryAxis.Normal, edge1) <= 0.0f;

                // Check Gauss Map
                if (side1)
                {
                    if (convex1)
                    {
                        if (MathUtils.Cross(primaryAxis.Normal, normal0) > sinTol)
                        {
                            // Skip region
                            return;
                        }

                        // Admit region
                    }
                    else
                    {
                        // Snap region
                        primaryAxis = edgeAxis;
                    }
                }
                else
                {
                    if (convex2)
                    {
                        if (MathUtils.Cross(normal2, primaryAxis.Normal) > sinTol)
                        {
                            // Skip region
                            return;
                        }

                        // Admit region
                    }
                    else
                    {
                        // Snap region
                        primaryAxis = edgeAxis;
                    }
                }
            }

            FixedArray2 <ClipVertex> clipPoints = new FixedArray2 <ClipVertex>();
            ReferenceFace            ref1;

            if (primaryAxis.Type == EPAxisType.EdgeA)
            {
                manifold.Type = ManifoldType.FaceA;

                // Search for the polygon normal that is most anti-parallel to the edge normal.
                int   bestIndex = 0;
                float bestValue = MathUtils.Dot(primaryAxis.Normal, tempPolygonB.Normals[0]);
                for (int i = 1; i < tempPolygonB.Count; ++i)
                {
                    float value = MathUtils.Dot(primaryAxis.Normal, tempPolygonB.Normals[i]);
                    if (value < bestValue)
                    {
                        bestValue = value;
                        bestIndex = i;
                    }
                }

                int i1 = bestIndex;
                int i2 = i1 + 1 < tempPolygonB.Count ? i1 + 1 : 0;

                clipPoints.Value0.V = tempPolygonB.Vertices[i1];
                clipPoints.Value0.Id.ContactFeature.IndexA = 0;
                clipPoints.Value0.Id.ContactFeature.IndexB = (byte)i1;
                clipPoints.Value0.Id.ContactFeature.TypeA  = ContactFeatureType.Face;
                clipPoints.Value0.Id.ContactFeature.TypeB  = ContactFeatureType.Vertex;

                clipPoints.Value1.V = tempPolygonB.Vertices[i2];
                clipPoints.Value1.Id.ContactFeature.IndexA = 0;
                clipPoints.Value1.Id.ContactFeature.IndexB = (byte)i2;
                clipPoints.Value1.Id.ContactFeature.TypeA  = ContactFeatureType.Face;
                clipPoints.Value1.Id.ContactFeature.TypeB  = ContactFeatureType.Vertex;

                ref1.i1          = 0;
                ref1.i2          = 1;
                ref1.v1          = v1;
                ref1.v2          = v2;
                ref1.Normal      = primaryAxis.Normal;
                ref1.SideNormal1 = -edge1;
                ref1.SideNormal2 = edge1;
            }
            else
            {
                manifold.Type = ManifoldType.FaceB;

                clipPoints.Value0.V = v2;
                clipPoints.Value0.Id.ContactFeature.IndexA = 1;
                clipPoints.Value0.Id.ContactFeature.IndexB = (byte)primaryAxis.Index;
                clipPoints.Value0.Id.ContactFeature.TypeA  = ContactFeatureType.Vertex;
                clipPoints.Value0.Id.ContactFeature.TypeB  = ContactFeatureType.Face;

                clipPoints.Value1.V = v1;
                clipPoints.Value1.Id.ContactFeature.IndexA = 0;
                clipPoints.Value1.Id.ContactFeature.IndexB = (byte)primaryAxis.Index;
                clipPoints.Value1.Id.ContactFeature.TypeA  = ContactFeatureType.Vertex;
                clipPoints.Value1.Id.ContactFeature.TypeB  = ContactFeatureType.Face;

                ref1.i1     = primaryAxis.Index;
                ref1.i2     = ref1.i1 + 1 < tempPolygonB.Count ? ref1.i1 + 1 : 0;
                ref1.v1     = tempPolygonB.Vertices[ref1.i1];
                ref1.v2     = tempPolygonB.Vertices[ref1.i2];
                ref1.Normal = tempPolygonB.Normals[ref1.i1];

                // CCW winding
                ref1.SideNormal1 = new Vector2(ref1.Normal.Y, -ref1.Normal.X);
                ref1.SideNormal2 = -ref1.SideNormal1;
            }

            ref1.SideOffset1 = MathUtils.Dot(ref1.SideNormal1, ref1.v1);
            ref1.SideOffset2 = MathUtils.Dot(ref1.SideNormal2, ref1.v2);

            // Clip incident edge against reference face side planes
            FixedArray2 <ClipVertex> clipPoints1;
            FixedArray2 <ClipVertex> clipPoints2;
            int np;

            // Clip to side 1
            np = Collision.ClipSegmentToLine(out clipPoints1, ref clipPoints, ref1.SideNormal1, ref1.SideOffset1, ref1.i1);

            if (np < Settings.MaxManifoldPoints)
            {
                return;
            }

            // Clip to side 2
            np = Collision.ClipSegmentToLine(out clipPoints2, ref clipPoints1, ref1.SideNormal2, ref1.SideOffset2, ref1.i2);

            if (np < Settings.MaxManifoldPoints)
            {
                return;
            }

            // Now clipPoints2 contains the clipped points.
            if (primaryAxis.Type == EPAxisType.EdgeA)
            {
                manifold.LocalNormal = ref1.Normal;
                manifold.LocalPoint  = ref1.v1;
            }
            else
            {
                manifold.LocalNormal = polygonB._normals[ref1.i1];
                manifold.LocalPoint  = polygonB._vertices[ref1.i1];
            }

            int pointCount = 0;

            for (int i = 0; i < Settings.MaxManifoldPoints; ++i)
            {
                float separation = MathUtils.Dot(ref1.Normal, clipPoints2[i].V - ref1.v1);

                if (separation <= radius)
                {
                    ManifoldPoint cp = manifold.Points[pointCount];

                    if (primaryAxis.Type == EPAxisType.EdgeA)
                    {
                        cp.LocalPoint = MathUtils.MulT(xf, clipPoints2[i].V);
                        cp.Id         = clipPoints2[i].Id;
                    }
                    else
                    {
                        cp.LocalPoint = clipPoints2[i].V;
                        cp.Id.ContactFeature.TypeA  = clipPoints2[i].Id.ContactFeature.TypeB;
                        cp.Id.ContactFeature.TypeB  = clipPoints2[i].Id.ContactFeature.TypeA;
                        cp.Id.ContactFeature.IndexA = clipPoints2[i].Id.ContactFeature.IndexB;
                        cp.Id.ContactFeature.IndexB = clipPoints2[i].Id.ContactFeature.IndexA;
                    }

                    manifold.Points[pointCount] = cp;
                    ++pointCount;
                }
            }

            manifold.PointCount = pointCount;
        }