/* * 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 System.Collections.Generic; using System.Diagnostics; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Physics.Collision.Shapes; using Robust.Shared.Utility; namespace Robust.Shared.Physics.Collision { /// /// A distance proxy is used by the GJK algorithm. /// It encapsulates any shape. /// internal sealed class DistanceProxy { internal float Radius; internal List Vertices = new(); // GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates. /// /// Initialize the proxy using the given shape. The shape /// must remain in scope while the proxy is in use. /// /// The shape. /// The index. public void Set(IPhysShape shape, int index) { Vertices.Clear(); switch (shape.ShapeType) { case ShapeType.Aabb: var aabb = (PhysShapeAabb) shape; var bounds = aabb.LocalBounds; Vertices.Add(bounds.BottomRight); Vertices.Add(bounds.TopRight); Vertices.Add(bounds.TopLeft); Vertices.Add(bounds.BottomLeft); Radius = aabb.Radius; break; case ShapeType.Circle: PhysShapeCircle circle = (PhysShapeCircle) shape; // TODO: Circle's position offset to entity, someday. Vertices.Add(Vector2.Zero); Radius = circle.Radius; break; case ShapeType.Polygon: var polygon = (PolygonShape) shape; foreach (var vert in polygon.Vertices) { Vertices.Add(vert); } Radius = polygon.Radius; break; case ShapeType.Chain: throw new NotImplementedException(); /* ChainShape chain = (ChainShape) shape; Debug.Assert(0 <= index && index < chain.Vertices.Count); Vertices.Clear(); Vertices.Add(chain.Vertices[index]); Vertices.Add(index + 1 < chain.Vertices.Count ? chain.Vertices[index + 1] : chain.Vertices[0]); Radius = chain.Radius; */ case ShapeType.Edge: EdgeShape edge = (EdgeShape) shape; Vertices.Add(edge.Vertex1); Vertices.Add(edge.Vertex2); Radius = edge.Radius; break; default: throw new InvalidOperationException($"Invalid shapetype specified {shape.ShapeType}"); } } /// /// Get the supporting vertex index in the given direction. /// /// The direction. /// public int GetSupport(Vector2 direction) { int bestIndex = 0; float bestValue = Vector2.Dot(Vertices[0], direction); for (int i = 1; i < Vertices.Count; ++i) { float value = Vector2.Dot(Vertices[i], direction); if (value > bestValue) { bestIndex = i; bestValue = value; } } return bestIndex; } /// /// Get the supporting vertex in the given direction. /// /// The direction. /// public Vector2 GetSupportVertex(Vector2 direction) { int bestIndex = 0; float bestValue = Vector2.Dot(Vertices[0], direction); for (int i = 1; i < Vertices.Count; ++i) { float value = Vector2.Dot(Vertices[i], direction); if (value > bestValue) { bestIndex = i; bestValue = value; } } return Vertices[bestIndex]; } } /// /// Output for Distance.ComputeDistance(). /// public struct DistanceOutput { public float Distance; /// /// Number of GJK iterations used /// public int Iterations; /// /// Closest point on shapeA /// public Vector2 PointA; /// /// Closest point on shapeB /// public Vector2 PointB; } internal struct SimplexVertex { /// /// Barycentric coordinate for closest point /// public float A; /// /// wA index /// public int IndexA; /// /// wB index /// public int IndexB; /// /// wB - wA /// public Vector2 W; /// /// Support point in proxyA /// public Vector2 WA; /// /// Support point in proxyB /// public Vector2 WB; } internal sealed class Simplex { // Made it a class from a struct as it seemed silly to be a struct considering it's being mutated constantly. internal int Count; internal readonly SimplexVertex[] V = new SimplexVertex[3]; internal void ReadCache(ref SimplexCache cache, DistanceProxy proxyA, ref Transform transformA, DistanceProxy proxyB, ref Transform transformB) { DebugTools.Assert(cache.Count <= 3); // Copy data from cache. Count = cache.Count; for (int i = 0; i < Count; ++i) { SimplexVertex v = V[i]; unsafe { v.IndexA = cache.IndexA[i]; v.IndexB = cache.IndexB[i]; } Vector2 wALocal = proxyA.Vertices[v.IndexA]; Vector2 wBLocal = proxyB.Vertices[v.IndexB]; v.WA = Transform.Mul(transformA, wALocal); v.WB = Transform.Mul(transformB, wBLocal); v.W = v.WB - v.WA; v.A = 0.0f; V[i] = v; } // 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 < float.Epsilon) { // Reset the simplex. Count = 0; } } // If the cache is empty or invalid ... if (Count == 0) { SimplexVertex v = V[0]; v.IndexA = 0; v.IndexB = 0; Vector2 wALocal = proxyA.Vertices[0]; Vector2 wBLocal = proxyB.Vertices[0]; v.WA = Transform.Mul(transformA, wALocal); v.WB = Transform.Mul(transformB, wBLocal); v.W = v.WB - v.WA; v.A = 1.0f; V[0] = v; Count = 1; } } internal void WriteCache(ref SimplexCache cache) { cache.Metric = GetMetric(); cache.Count = (UInt16)Count; for (var i = 0; i < Count; ++i) { unsafe { cache.IndexA[i] = (byte) (V[i].IndexA); cache.IndexB[i] = (byte) (V[i].IndexB); } } } internal Vector2 GetSearchDirection() { switch (Count) { case 1: return -V[0].W; case 2: { Vector2 e12 = V[1].W - V[0].W; float sgn = Vector2.Cross(e12, -V[0].W); if (sgn > 0.0f) { // Origin is left of e12. return new Vector2(-e12.Y, e12.X); } else { // Origin is right of e12. return new Vector2(e12.Y, -e12.X); } } default: Debug.Assert(false); return Vector2.Zero; } } internal Vector2 GetClosestPoint() { switch (Count) { case 0: Debug.Assert(false); return Vector2.Zero; case 1: return V[0].W; case 2: return V[0].W * V[0].A + V[1].W * V[1].A; case 3: return Vector2.Zero; default: Debug.Assert(false); return Vector2.Zero; } } internal void GetWitnessPoints(out Vector2 pA, out Vector2 pB) { switch (Count) { case 0: pA = Vector2.Zero; pB = Vector2.Zero; Debug.Assert(false); break; case 1: pA = V[0].WA; pB = V[0].WB; break; case 2: pA = V[0].WA * V[0].A + V[1].WA * V[1].A; pB = V[0].WB * V[0].A + V[1].WB * V[1].A; break; case 3: pA = V[0].WA * V[0].A + V[1].WA * V[1].A + V[2].WA * V[2].A; pB = pA; break; default: throw new Exception(); } } internal float GetMetric() { switch (Count) { case 0: Debug.Assert(false); return 0.0f; case 1: return 0.0f; case 2: return (V[0].W - V[1].W).Length; case 3: return Vector2.Cross(V[1].W - V[0].W, V[2].W - V[0].W); default: Debug.Assert(false); return 0.0f; } } // Solve a line segment using barycentric coordinates. // // p = a1 * w1 + a2 * w2 // a1 + a2 = 1 // // The vector from the origin to the closest point on the line is // perpendicular to the line. // e12 = w2 - w1 // dot(p, e) = 0 // a1 * dot(w1, e) + a2 * dot(w2, e) = 0 // // 2-by-2 linear system // [1 1 ][a1] = [1] // [w1.e12 w2.e12][a2] = [0] // // Define // d12_1 = dot(w2, e12) // d12_2 = -dot(w1, e12) // d12 = d12_1 + d12_2 // // Solution // a1 = d12_1 / d12 // a2 = d12_2 / d12 internal void Solve2() { Vector2 w1 = V[0].W; Vector2 w2 = V[1].W; Vector2 e12 = w2 - w1; // w1 region float d12_2 = -Vector2.Dot(w1, e12); if (d12_2 <= 0.0f) { // a2 <= 0, so we clamp it to 0 SimplexVertex v0 = V[0]; v0.A = 1.0f; V[0] = v0; Count = 1; return; } // w2 region float d12_1 = Vector2.Dot(w2, e12); if (d12_1 <= 0.0f) { // a1 <= 0, so we clamp it to 0 SimplexVertex v1 = V[1]; v1.A = 1.0f; V[1] = v1; Count = 1; V[0] = V[1]; return; } // Must be in e12 region. float inv_d12 = 1.0f / (d12_1 + d12_2); SimplexVertex v0_2 = V[0]; SimplexVertex v1_2 = V[1]; v0_2.A = d12_1 * inv_d12; v1_2.A = d12_2 * inv_d12; V[0] = v0_2; V[1] = v1_2; Count = 2; } // Possible regions: // - points[2] // - edge points[0]-points[2] // - edge points[1]-points[2] // - inside the triangle internal void Solve3() { Vector2 w1 = V[0].W; Vector2 w2 = V[1].W; Vector2 w3 = V[2].W; // Edge12 // [1 1 ][a1] = [1] // [w1.e12 w2.e12][a2] = [0] // a3 = 0 Vector2 e12 = w2 - w1; float w1e12 = Vector2.Dot(w1, e12); float w2e12 = Vector2.Dot(w2, e12); float d12_1 = w2e12; float d12_2 = -w1e12; // Edge13 // [1 1 ][a1] = [1] // [w1.e13 w3.e13][a3] = [0] // a2 = 0 Vector2 e13 = w3 - w1; float w1e13 = Vector2.Dot(w1, e13); float w3e13 = Vector2.Dot(w3, e13); float d13_1 = w3e13; float d13_2 = -w1e13; // Edge23 // [1 1 ][a2] = [1] // [w2.e23 w3.e23][a3] = [0] // a1 = 0 Vector2 e23 = w3 - w2; float w2e23 = Vector2.Dot(w2, e23); float w3e23 = Vector2.Dot(w3, e23); float d23_1 = w3e23; float d23_2 = -w2e23; // Triangle123 float n123 = Vector2.Cross(e12, e13); float d123_1 = n123 * Vector2.Cross(w2, w3); float d123_2 = n123 * Vector2.Cross(w3, w1); float d123_3 = n123 * Vector2.Cross(w1, w2); // w1 region if (d12_2 <= 0.0f && d13_2 <= 0.0f) { SimplexVertex v0_1 = V[0]; v0_1.A = 1.0f; V[0] = v0_1; Count = 1; return; } // e12 if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f) { float inv_d12 = 1.0f / (d12_1 + d12_2); SimplexVertex v0_2 = V[0]; SimplexVertex v1_2 = V[1]; v0_2.A = d12_1 * inv_d12; v1_2.A = d12_2 * inv_d12; V[0] = v0_2; V[1] = v1_2; Count = 2; return; } // e13 if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f) { float inv_d13 = 1.0f / (d13_1 + d13_2); SimplexVertex v0_3 = V[0]; SimplexVertex v2_3 = V[2]; v0_3.A = d13_1 * inv_d13; v2_3.A = d13_2 * inv_d13; V[0] = v0_3; V[2] = v2_3; Count = 2; V[1] = V[2]; return; } // w2 region if (d12_1 <= 0.0f && d23_2 <= 0.0f) { SimplexVertex v1_4 = V[1]; v1_4.A = 1.0f; V[1] = v1_4; Count = 1; V[0] = V[1]; return; } // w3 region if (d13_1 <= 0.0f && d23_1 <= 0.0f) { SimplexVertex v2_5 = V[2]; v2_5.A = 1.0f; V[2] = v2_5; Count = 1; V[0] = V[2]; return; } // e23 if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f) { float inv_d23 = 1.0f / (d23_1 + d23_2); SimplexVertex v1_6 = V[1]; SimplexVertex v2_6 = V[2]; v1_6.A = d23_1 * inv_d23; v2_6.A = d23_2 * inv_d23; V[1] = v1_6; V[2] = v2_6; Count = 2; V[0] = V[2]; return; } // Must be in triangle123 float inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3); SimplexVertex v0_7 = V[0]; SimplexVertex v1_7 = V[1]; SimplexVertex v2_7 = V[2]; v0_7.A = d123_1 * inv_d123; v1_7.A = d123_2 * inv_d123; v2_7.A = d123_3 * inv_d123; V[0] = v0_7; V[1] = v1_7; V[2] = v2_7; Count = 3; } } }