/* * Farseer Physics Engine: * Copyright (c) 2012 Ian Qvist * * Original source Box2D: * Copyright (c) 2006-2011 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. */ using System; using Robust.Shared.Maths; namespace Robust.Shared.Physics.Collision { internal static class DistanceManager { private const byte MaxGJKIterations = 20; public static void ComputeDistance(out DistanceOutput output, out SimplexCache cache, DistanceInput input) { cache = new SimplexCache(); /* if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled ++GJKCalls; */ // Initialize the simplex. Simplex simplex = new Simplex(); simplex.ReadCache(ref cache, input.ProxyA, ref input.TransformA, input.ProxyB, ref input.TransformB); // These store the vertices of the last simplex so that we // can check for duplicates and prevent cycling. var saveA = new int[3]; var saveB = new int[3]; //float distanceSqr1 = Settings.MaxFloat; // Main iteration loop. int iter = 0; while (iter < MaxGJKIterations) { // Copy simplex so we can identify duplicates. int saveCount = simplex.Count; for (var i = 0; i < saveCount; ++i) { saveA[i] = simplex.V[i].IndexA; saveB[i] = simplex.V[i].IndexB; } switch (simplex.Count) { case 1: break; case 2: simplex.Solve2(); break; case 3: simplex.Solve3(); break; default: throw new ArgumentOutOfRangeException(); } // If we have 3 points, then the origin is in the corresponding triangle. if (simplex.Count == 3) { break; } //FPE: This code was not used anyway. // Compute closest point. //Vector2 p = simplex.GetClosestPoint(); //float distanceSqr2 = p.LengthSquared(); // Ensure progress //if (distanceSqr2 >= distanceSqr1) //{ //break; //} //distanceSqr1 = distanceSqr2; // Get search direction. Vector2 d = simplex.GetSearchDirection(); // Ensure the search direction is numerically fit. if (d.LengthSquared < float.Epsilon * float.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 = simplex.V[simplex.Count]; vertex.IndexA = input.ProxyA.GetSupport(Transform.MulT(input.TransformA.Quaternion2D, -d)); vertex.WA = Transform.Mul(input.TransformA, input.ProxyA.Vertices[vertex.IndexA]); vertex.IndexB = input.ProxyB.GetSupport(Transform.MulT(input.TransformB.Quaternion2D, d)); vertex.WB = Transform.Mul(input.TransformB, input.ProxyB.Vertices[vertex.IndexB]); vertex.W = vertex.WB - vertex.WA; simplex.V[simplex.Count] = vertex; // Iteration count is equated to the number of support point calls. ++iter; /* if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled ++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; } // Prepare output. simplex.GetWitnessPoints(out output.PointA, out output.PointB); output.Distance = (output.PointA - output.PointB).Length; output.Iterations = iter; // Cache the simplex. simplex.WriteCache(ref cache); // Apply radii if requested. if (input.UseRadii) { float rA = input.ProxyA.Radius; float rB = input.ProxyB.Radius; if (output.Distance > rA + rB && output.Distance > float.Epsilon) { // Shapes are still no overlapped. // Move the witness points to the outer surface. output.Distance -= rA + rB; Vector2 normal = output.PointB - output.PointA; normal = normal.Normalized; output.PointA += normal * rA; output.PointB -= normal * rB; } else { // Shapes are overlapped when radii are considered. // Move the witness points to the middle. Vector2 p = (output.PointA + output.PointB) * 0.5f; output.PointA = p; output.PointB = p; output.Distance = 0.0f; } } } } }