| /* | |
| * Copyright (c) 2007-2009 Erin Catto http://www.box2d.org | |
| * | |
| * This software is provided 'as-is', without any express or implied | |
| * warranty. In no event will the authors be held liable for any damages | |
| * arising from the use of this software. | |
| * Permission is granted to anyone to use this software for any purpose, | |
| * including commercial applications, and to alter it and redistribute it | |
| * freely, subject to the following restrictions: | |
| * 1. The origin of this software must not be misrepresented; you must not | |
| * claim that you wrote the original software. If you use this software | |
| * in a product, an acknowledgment in the product documentation would be | |
| * appreciated but is not required. | |
| * 2. Altered source versions must be plainly marked as such, and must not be | |
| * misrepresented as being the original software. | |
| * 3. This notice may not be removed or altered from any source distribution. | |
| */ | |
| #include <Box2D/Collision/b2Collision.h> | |
| #include <Box2D/Collision/b2Distance.h> | |
| void b2WorldManifold::Initialize(const b2Manifold* manifold, | |
| const b2Transform& xfA, float32 radiusA, | |
| const b2Transform& xfB, float32 radiusB) | |
| { | |
| if (manifold->pointCount == 0) | |
| { | |
| return; | |
| } | |
| switch (manifold->type) | |
| { | |
| case b2Manifold::e_circles: | |
| { | |
| normal.Set(1.0f, 0.0f); | |
| b2Vec2 pointA = b2Mul(xfA, manifold->localPoint); | |
| b2Vec2 pointB = b2Mul(xfB, manifold->points[0].localPoint); | |
| if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon) | |
| { | |
| normal = pointB - pointA; | |
| normal.Normalize(); | |
| } | |
| b2Vec2 cA = pointA + radiusA * normal; | |
| b2Vec2 cB = pointB - radiusB * normal; | |
| points[0] = 0.5f * (cA + cB); | |
| } | |
| break; | |
| case b2Manifold::e_faceA: | |
| { | |
| normal = b2Mul(xfA.q, manifold->localNormal); | |
| b2Vec2 planePoint = b2Mul(xfA, manifold->localPoint); | |
| for (int32 i = 0; i < manifold->pointCount; ++i) | |
| { | |
| b2Vec2 clipPoint = b2Mul(xfB, manifold->points[i].localPoint); | |
| b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal; | |
| b2Vec2 cB = clipPoint - radiusB * normal; | |
| points[i] = 0.5f * (cA + cB); | |
| } | |
| } | |
| break; | |
| case b2Manifold::e_faceB: | |
| { | |
| normal = b2Mul(xfB.q, manifold->localNormal); | |
| b2Vec2 planePoint = b2Mul(xfB, manifold->localPoint); | |
| for (int32 i = 0; i < manifold->pointCount; ++i) | |
| { | |
| b2Vec2 clipPoint = b2Mul(xfA, manifold->points[i].localPoint); | |
| b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal; | |
| b2Vec2 cA = clipPoint - radiusA * normal; | |
| points[i] = 0.5f * (cA + cB); | |
| } | |
| // Ensure normal points from A to B. | |
| normal = -normal; | |
| } | |
| break; | |
| } | |
| } | |
| void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints], | |
| const b2Manifold* manifold1, const b2Manifold* manifold2) | |
| { | |
| for (int32 i = 0; i < b2_maxManifoldPoints; ++i) | |
| { | |
| state1[i] = b2_nullState; | |
| state2[i] = b2_nullState; | |
| } | |
| // Detect persists and removes. | |
| for (int32 i = 0; i < manifold1->pointCount; ++i) | |
| { | |
| b2ContactID id = manifold1->points[i].id; | |
| state1[i] = b2_removeState; | |
| for (int32 j = 0; j < manifold2->pointCount; ++j) | |
| { | |
| if (manifold2->points[j].id.key == id.key) | |
| { | |
| state1[i] = b2_persistState; | |
| break; | |
| } | |
| } | |
| } | |
| // Detect persists and adds. | |
| for (int32 i = 0; i < manifold2->pointCount; ++i) | |
| { | |
| b2ContactID id = manifold2->points[i].id; | |
| state2[i] = b2_addState; | |
| for (int32 j = 0; j < manifold1->pointCount; ++j) | |
| { | |
| if (manifold1->points[j].id.key == id.key) | |
| { | |
| state2[i] = b2_persistState; | |
| break; | |
| } | |
| } | |
| } | |
| } | |
| // From Real-time Collision Detection, p179. | |
| bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const | |
| { | |
| float32 tmin = -b2_maxFloat; | |
| float32 tmax = b2_maxFloat; | |
| b2Vec2 p = input.p1; | |
| b2Vec2 d = input.p2 - input.p1; | |
| b2Vec2 absD = b2Abs(d); | |
| b2Vec2 normal; | |
| for (int32 i = 0; i < 2; ++i) | |
| { | |
| if (absD(i) < b2_epsilon) | |
| { | |
| // Parallel. | |
| if (p(i) < lowerBound(i) || upperBound(i) < p(i)) | |
| { | |
| return false; | |
| } | |
| } | |
| else | |
| { | |
| float32 inv_d = 1.0f / d(i); | |
| float32 t1 = (lowerBound(i) - p(i)) * inv_d; | |
| float32 t2 = (upperBound(i) - p(i)) * inv_d; | |
| // Sign of the normal vector. | |
| float32 s = -1.0f; | |
| if (t1 > t2) | |
| { | |
| b2Swap(t1, t2); | |
| s = 1.0f; | |
| } | |
| // Push the min up | |
| if (t1 > tmin) | |
| { | |
| normal.SetZero(); | |
| normal(i) = s; | |
| tmin = t1; | |
| } | |
| // Pull the max down | |
| tmax = b2Min(tmax, t2); | |
| if (tmin > tmax) | |
| { | |
| return false; | |
| } | |
| } | |
| } | |
| // Does the ray start inside the box? | |
| // Does the ray intersect beyond the max fraction? | |
| if (tmin < 0.0f || input.maxFraction < tmin) | |
| { | |
| return false; | |
| } | |
| // Intersection. | |
| output->fraction = tmin; | |
| output->normal = normal; | |
| return true; | |
| } | |
| // Sutherland-Hodgman clipping. | |
| int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2], | |
| const b2Vec2& normal, float32 offset, int32 vertexIndexA) | |
| { | |
| // Start with no output points | |
| int32 numOut = 0; | |
| // Calculate the distance of end points to the line | |
| float32 distance0 = b2Dot(normal, vIn[0].v) - offset; | |
| float32 distance1 = b2Dot(normal, vIn[1].v) - offset; | |
| // If the points are behind the plane | |
| if (distance0 <= 0.0f) vOut[numOut++] = vIn[0]; | |
| if (distance1 <= 0.0f) vOut[numOut++] = vIn[1]; | |
| // If the points are on different sides of the plane | |
| if (distance0 * distance1 < 0.0f) | |
| { | |
| // Find intersection point of edge and plane | |
| float32 interp = distance0 / (distance0 - distance1); | |
| vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v); | |
| // VertexA is hitting edgeB. | |
| vOut[numOut].id.cf.indexA = vertexIndexA; | |
| vOut[numOut].id.cf.indexB = vIn[0].id.cf.indexB; | |
| vOut[numOut].id.cf.typeA = b2ContactFeature::e_vertex; | |
| vOut[numOut].id.cf.typeB = b2ContactFeature::e_face; | |
| ++numOut; | |
| } | |
| return numOut; | |
| } | |
| bool b2TestOverlap( const b2Shape* shapeA, int32 indexA, | |
| const b2Shape* shapeB, int32 indexB, | |
| const b2Transform& xfA, const b2Transform& xfB) | |
| { | |
| b2DistanceInput input; | |
| input.proxyA.Set(shapeA, indexA); | |
| input.proxyB.Set(shapeB, indexB); | |
| input.transformA = xfA; | |
| input.transformB = xfB; | |
| input.useRadii = true; | |
| b2SimplexCache cache; | |
| cache.count = 0; | |
| b2DistanceOutput output; | |
| b2Distance(&output, &cache, &input); | |
| return output.distance < 10.0f * b2_epsilon; | |
| } |