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+// MIT License
+
+// Copyright (c) 2019 Erin Catto
+
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+
+#include "box2d/b2_collision.h"
+#include "box2d/b2_circle_shape.h"
+#include "box2d/b2_edge_shape.h"
+#include "box2d/b2_polygon_shape.h"
+
+
+// Compute contact points for edge versus circle.
+// This accounts for edge connectivity.
+void b2CollideEdgeAndCircle(b2Manifold* manifold,
+ const b2EdgeShape* edgeA, const b2Transform& xfA,
+ const b2CircleShape* circleB, const b2Transform& xfB)
+{
+ manifold->pointCount = 0;
+
+ // Compute circle in frame of edge
+ b2Vec2 Q = b2MulT(xfA, b2Mul(xfB, circleB->m_p));
+
+ b2Vec2 A = edgeA->m_vertex1, B = edgeA->m_vertex2;
+ b2Vec2 e = B - A;
+
+ // Normal points to the right for a CCW winding
+ b2Vec2 n(e.y, -e.x);
+ float offset = b2Dot(n, Q - A);
+
+ bool oneSided = edgeA->m_oneSided;
+ if (oneSided && offset < 0.0f)
+ {
+ return;
+ }
+
+ // Barycentric coordinates
+ float u = b2Dot(e, B - Q);
+ float v = b2Dot(e, Q - A);
+
+ float radius = edgeA->m_radius + circleB->m_radius;
+
+ b2ContactFeature cf;
+ cf.indexB = 0;
+ cf.typeB = b2ContactFeature::e_vertex;
+
+ // Region A
+ if (v <= 0.0f)
+ {
+ b2Vec2 P = A;
+ b2Vec2 d = Q - P;
+ float dd = b2Dot(d, d);
+ if (dd > radius * radius)
+ {
+ return;
+ }
+
+ // Is there an edge connected to A?
+ if (edgeA->m_oneSided)
+ {
+ b2Vec2 A1 = edgeA->m_vertex0;
+ b2Vec2 B1 = A;
+ b2Vec2 e1 = B1 - A1;
+ float u1 = b2Dot(e1, B1 - Q);
+
+ // Is the circle in Region AB of the previous edge?
+ if (u1 > 0.0f)
+ {
+ return;
+ }
+ }
+
+ cf.indexA = 0;
+ cf.typeA = b2ContactFeature::e_vertex;
+ manifold->pointCount = 1;
+ manifold->type = b2Manifold::e_circles;
+ manifold->localNormal.SetZero();
+ manifold->localPoint = P;
+ manifold->points[0].id.key = 0;
+ manifold->points[0].id.cf = cf;
+ manifold->points[0].localPoint = circleB->m_p;
+ return;
+ }
+
+ // Region B
+ if (u <= 0.0f)
+ {
+ b2Vec2 P = B;
+ b2Vec2 d = Q - P;
+ float dd = b2Dot(d, d);
+ if (dd > radius * radius)
+ {
+ return;
+ }
+
+ // Is there an edge connected to B?
+ if (edgeA->m_oneSided)
+ {
+ b2Vec2 B2 = edgeA->m_vertex3;
+ b2Vec2 A2 = B;
+ b2Vec2 e2 = B2 - A2;
+ float v2 = b2Dot(e2, Q - A2);
+
+ // Is the circle in Region AB of the next edge?
+ if (v2 > 0.0f)
+ {
+ return;
+ }
+ }
+
+ cf.indexA = 1;
+ cf.typeA = b2ContactFeature::e_vertex;
+ manifold->pointCount = 1;
+ manifold->type = b2Manifold::e_circles;
+ manifold->localNormal.SetZero();
+ manifold->localPoint = P;
+ manifold->points[0].id.key = 0;
+ manifold->points[0].id.cf = cf;
+ manifold->points[0].localPoint = circleB->m_p;
+ return;
+ }
+
+ // Region AB
+ float den = b2Dot(e, e);
+ b2Assert(den > 0.0f);
+ b2Vec2 P = (1.0f / den) * (u * A + v * B);
+ b2Vec2 d = Q - P;
+ float dd = b2Dot(d, d);
+ if (dd > radius * radius)
+ {
+ return;
+ }
+
+ if (offset < 0.0f)
+ {
+ n.Set(-n.x, -n.y);
+ }
+ n.Normalize();
+
+ cf.indexA = 0;
+ cf.typeA = b2ContactFeature::e_face;
+ manifold->pointCount = 1;
+ manifold->type = b2Manifold::e_faceA;
+ manifold->localNormal = n;
+ manifold->localPoint = A;
+ manifold->points[0].id.key = 0;
+ manifold->points[0].id.cf = cf;
+ manifold->points[0].localPoint = circleB->m_p;
+}
+
+// This structure is used to keep track of the best separating axis.
+struct b2EPAxis
+{
+ enum Type
+ {
+ e_unknown,
+ e_edgeA,
+ e_edgeB
+ };
+
+ b2Vec2 normal;
+ Type type;
+ int32 index;
+ float separation;
+};
+
+// This holds polygon B expressed in frame A.
+struct b2TempPolygon
+{
+ b2Vec2 vertices[b2_maxPolygonVertices];
+ b2Vec2 normals[b2_maxPolygonVertices];
+ int32 count;
+};
+
+// Reference face used for clipping
+struct b2ReferenceFace
+{
+ int32 i1, i2;
+ b2Vec2 v1, v2;
+ b2Vec2 normal;
+
+ b2Vec2 sideNormal1;
+ float sideOffset1;
+
+ b2Vec2 sideNormal2;
+ float sideOffset2;
+};
+
+static b2EPAxis b2ComputeEdgeSeparation(const b2TempPolygon& polygonB, const b2Vec2& v1, const b2Vec2& normal1)
+{
+ b2EPAxis axis;
+ axis.type = b2EPAxis::e_edgeA;
+ axis.index = -1;
+ axis.separation = -FLT_MAX;
+ axis.normal.SetZero();
+
+ b2Vec2 axes[2] = { normal1, -normal1 };
+
+ // Find axis with least overlap (min-max problem)
+ for (int32 j = 0; j < 2; ++j)
+ {
+ float sj = FLT_MAX;
+
+ // Find deepest polygon vertex along axis j
+ for (int32 i = 0; i < polygonB.count; ++i)
+ {
+ float si = b2Dot(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;
+}
+
+static b2EPAxis b2ComputePolygonSeparation(const b2TempPolygon& polygonB, const b2Vec2& v1, const b2Vec2& v2)
+{
+ b2EPAxis axis;
+ axis.type = b2EPAxis::e_unknown;
+ axis.index = -1;
+ axis.separation = -FLT_MAX;
+ axis.normal.SetZero();
+
+ for (int32 i = 0; i < polygonB.count; ++i)
+ {
+ b2Vec2 n = -polygonB.normals[i];
+
+ float s1 = b2Dot(n, polygonB.vertices[i] - v1);
+ float s2 = b2Dot(n, polygonB.vertices[i] - v2);
+ float s = b2Min(s1, s2);
+
+ if (s > axis.separation)
+ {
+ axis.type = b2EPAxis::e_edgeB;
+ axis.index = i;
+ axis.separation = s;
+ axis.normal = n;
+ }
+ }
+
+ return axis;
+}
+
+void b2CollideEdgeAndPolygon(b2Manifold* manifold,
+ const b2EdgeShape* edgeA, const b2Transform& xfA,
+ const b2PolygonShape* polygonB, const b2Transform& xfB)
+{
+ manifold->pointCount = 0;
+
+ b2Transform xf = b2MulT(xfA, xfB);
+
+ b2Vec2 centroidB = b2Mul(xf, polygonB->m_centroid);
+
+ b2Vec2 v1 = edgeA->m_vertex1;
+ b2Vec2 v2 = edgeA->m_vertex2;
+
+ b2Vec2 edge1 = v2 - v1;
+ edge1.Normalize();
+
+ // Normal points to the right for a CCW winding
+ b2Vec2 normal1(edge1.y, -edge1.x);
+ float offset1 = b2Dot(normal1, centroidB - v1);
+
+ bool oneSided = edgeA->m_oneSided;
+ if (oneSided && offset1 < 0.0f)
+ {
+ return;
+ }
+
+ // Get polygonB in frameA
+ b2TempPolygon tempPolygonB;
+ tempPolygonB.count = polygonB->m_count;
+ for (int32 i = 0; i < polygonB->m_count; ++i)
+ {
+ tempPolygonB.vertices[i] = b2Mul(xf, polygonB->m_vertices[i]);
+ tempPolygonB.normals[i] = b2Mul(xf.q, polygonB->m_normals[i]);
+ }
+
+ float radius = polygonB->m_radius + edgeA->m_radius;
+
+ b2EPAxis edgeAxis = b2ComputeEdgeSeparation(tempPolygonB, v1, normal1);
+ if (edgeAxis.separation > radius)
+ {
+ return;
+ }
+
+ b2EPAxis polygonAxis = b2ComputePolygonSeparation(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;
+
+ b2EPAxis 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/
+
+ b2Vec2 edge0 = v1 - edgeA->m_vertex0;
+ edge0.Normalize();
+ b2Vec2 normal0(edge0.y, -edge0.x);
+ bool convex1 = b2Cross(edge0, edge1) >= 0.0f;
+
+ b2Vec2 edge2 = edgeA->m_vertex3 - v2;
+ edge2.Normalize();
+ b2Vec2 normal2(edge2.y, -edge2.x);
+ bool convex2 = b2Cross(edge1, edge2) >= 0.0f;
+
+ const float sinTol = 0.1f;
+ bool side1 = b2Dot(primaryAxis.normal, edge1) <= 0.0f;
+
+ // Check Gauss Map
+ if (side1)
+ {
+ if (convex1)
+ {
+ if (b2Cross(primaryAxis.normal, normal0) > sinTol)
+ {
+ // Skip region
+ return;
+ }
+
+ // Admit region
+ }
+ else
+ {
+ // Snap region
+ primaryAxis = edgeAxis;
+ }
+ }
+ else
+ {
+ if (convex2)
+ {
+ if (b2Cross(normal2, primaryAxis.normal) > sinTol)
+ {
+ // Skip region
+ return;
+ }
+
+ // Admit region
+ }
+ else
+ {
+ // Snap region
+ primaryAxis = edgeAxis;
+ }
+ }
+ }
+
+ b2ClipVertex clipPoints[2];
+ b2ReferenceFace ref;
+ if (primaryAxis.type == b2EPAxis::e_edgeA)
+ {
+ manifold->type = b2Manifold::e_faceA;
+
+ // Search for the polygon normal that is most anti-parallel to the edge normal.
+ int32 bestIndex = 0;
+ float bestValue = b2Dot(primaryAxis.normal, tempPolygonB.normals[0]);
+ for (int32 i = 1; i < tempPolygonB.count; ++i)
+ {
+ float value = b2Dot(primaryAxis.normal, tempPolygonB.normals[i]);
+ if (value < bestValue)
+ {
+ bestValue = value;
+ bestIndex = i;
+ }
+ }
+
+ int32 i1 = bestIndex;
+ int32 i2 = i1 + 1 < tempPolygonB.count ? i1 + 1 : 0;
+
+ clipPoints[0].v = tempPolygonB.vertices[i1];
+ clipPoints[0].id.cf.indexA = 0;
+ clipPoints[0].id.cf.indexB = static_cast<uint8>(i1);
+ clipPoints[0].id.cf.typeA = b2ContactFeature::e_face;
+ clipPoints[0].id.cf.typeB = b2ContactFeature::e_vertex;
+
+ clipPoints[1].v = tempPolygonB.vertices[i2];
+ clipPoints[1].id.cf.indexA = 0;
+ clipPoints[1].id.cf.indexB = static_cast<uint8>(i2);
+ clipPoints[1].id.cf.typeA = b2ContactFeature::e_face;
+ clipPoints[1].id.cf.typeB = b2ContactFeature::e_vertex;
+
+ ref.i1 = 0;
+ ref.i2 = 1;
+ ref.v1 = v1;
+ ref.v2 = v2;
+ ref.normal = primaryAxis.normal;
+ ref.sideNormal1 = -edge1;
+ ref.sideNormal2 = edge1;
+ }
+ else
+ {
+ manifold->type = b2Manifold::e_faceB;
+
+ clipPoints[0].v = v2;
+ clipPoints[0].id.cf.indexA = 1;
+ clipPoints[0].id.cf.indexB = static_cast<uint8>(primaryAxis.index);
+ clipPoints[0].id.cf.typeA = b2ContactFeature::e_vertex;
+ clipPoints[0].id.cf.typeB = b2ContactFeature::e_face;
+
+ clipPoints[1].v = v1;
+ clipPoints[1].id.cf.indexA = 0;
+ clipPoints[1].id.cf.indexB = static_cast<uint8>(primaryAxis.index);
+ clipPoints[1].id.cf.typeA = b2ContactFeature::e_vertex;
+ clipPoints[1].id.cf.typeB = b2ContactFeature::e_face;
+
+ ref.i1 = primaryAxis.index;
+ ref.i2 = ref.i1 + 1 < tempPolygonB.count ? ref.i1 + 1 : 0;
+ ref.v1 = tempPolygonB.vertices[ref.i1];
+ ref.v2 = tempPolygonB.vertices[ref.i2];
+ ref.normal = tempPolygonB.normals[ref.i1];
+
+ // CCW winding
+ ref.sideNormal1.Set(ref.normal.y, -ref.normal.x);
+ ref.sideNormal2 = -ref.sideNormal1;
+ }
+
+ ref.sideOffset1 = b2Dot(ref.sideNormal1, ref.v1);
+ ref.sideOffset2 = b2Dot(ref.sideNormal2, ref.v2);
+
+ // Clip incident edge against reference face side planes
+ b2ClipVertex clipPoints1[2];
+ b2ClipVertex clipPoints2[2];
+ int32 np;
+
+ // Clip to side 1
+ np = b2ClipSegmentToLine(clipPoints1, clipPoints, ref.sideNormal1, ref.sideOffset1, ref.i1);
+
+ if (np < b2_maxManifoldPoints)
+ {
+ return;
+ }
+
+ // Clip to side 2
+ np = b2ClipSegmentToLine(clipPoints2, clipPoints1, ref.sideNormal2, ref.sideOffset2, ref.i2);
+
+ if (np < b2_maxManifoldPoints)
+ {
+ return;
+ }
+
+ // Now clipPoints2 contains the clipped points.
+ if (primaryAxis.type == b2EPAxis::e_edgeA)
+ {
+ manifold->localNormal = ref.normal;
+ manifold->localPoint = ref.v1;
+ }
+ else
+ {
+ manifold->localNormal = polygonB->m_normals[ref.i1];
+ manifold->localPoint = polygonB->m_vertices[ref.i1];
+ }
+
+ int32 pointCount = 0;
+ for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
+ {
+ float separation;
+
+ separation = b2Dot(ref.normal, clipPoints2[i].v - ref.v1);
+
+ if (separation <= radius)
+ {
+ b2ManifoldPoint* cp = manifold->points + pointCount;
+
+ if (primaryAxis.type == b2EPAxis::e_edgeA)
+ {
+ cp->localPoint = b2MulT(xf, clipPoints2[i].v);
+ cp->id = clipPoints2[i].id;
+ }
+ else
+ {
+ cp->localPoint = clipPoints2[i].v;
+ cp->id.cf.typeA = clipPoints2[i].id.cf.typeB;
+ cp->id.cf.typeB = clipPoints2[i].id.cf.typeA;
+ cp->id.cf.indexA = clipPoints2[i].id.cf.indexB;
+ cp->id.cf.indexB = clipPoints2[i].id.cf.indexA;
+ }
+
+ ++pointCount;
+ }
+ }
+
+ manifold->pointCount = pointCount;
+}