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* Physics worlds * Paul's a good boy * Build working * Ingame and not lagging to hell * Why didn't you commit ahhhhh * Hard collisions working * Solver parity * Decent broadphase work done * BroadPhase outline done * BroadPhase working * waiting for pvs * Fix static PVS AABB * Stop static bodies from awakening * Optimise a bunch of stuff * Even more broadphase stuff * I'm fucking stupid * Optimise fixture updates * Collision solver start * Building * A is for Argumentative * Fix contact caching island flags * Circle shapes actually workeded * Damping * DS2 consumables only * Slightly more stable * Even slightlier more stablier * VV your heart out * Initial joint support * 90% of joints I just wanted to push as I'd scream if I lost progress * JOINT PURGATORY * Joints barely functional lmao * Okay these joints slightly more functional * Remove station FrictionJoint * Also that * Some Box2D ports * Cleanup mass * Edge shape * Active contacts * Fix active contacts * Optimise active contacts even more * Boxes be stacking * I would die for smug oh my fucking god * In which everything is fixed * Distance joints working LETS GO * Remove frequency on distancejoint * Fix some stuff and break joints * Crashing fixed mehbeh * ICollideSpecial and more resilience * auto-clear * showbb vera * Slap that TODO in there * Fix restartround crash * Random fixes * Fix fixture networking * Add intersection method for broadphase * Fix contacts * Licenses done * Optimisations * Fix wall clips * Config caching for island * allocations optimisations * Optimise casts * Optimise events queue for physics * Contact manager optimisations * Optimise controllers * Sloth joint or something idk * Controller graph * Remove content cvar * Random cleanup * Finally remove VirtualController * Manifold structs again * Optimise this absolute retardation * Optimise * fix license * Cleanup physics interface * AHHHHHHHHHHHHH * Fix collisions again * snivybus * Fix potential nasty manifold bug * Tests go snivy * Disable prediction for now * Spans * Fix ShapeTypes * fixes * ch ch changeesss * Kinematic idea * Prevent static bodies from waking * Pass WorldAABB to MoveEvent * Fix collisions * manifold structs fucking WOOORRKKKINNGGG * Better pushing * Fix merge ickies * Optimise MoveEvents * Use event for collisions performance * Fix content tests * Do not research tests * Fix most conflicts * Paul's trying to kill me * Maybe collisions work idk * Make us whole again * Smug is also trying to kill me * nani * shitty collisions * Settling * Do not research collisions * SHIP IT * Fix joints * PVS moment * Fix other assert * Fix locker collisions * serializable sleeptime * Aether2D contacts * Physics is no longer crashing (and burning) * Add to the TODO list Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
188 lines
7.0 KiB
C#
188 lines
7.0 KiB
C#
/*
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* Farseer Physics Engine:
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* Copyright (c) 2012 Ian Qvist
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*
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* Original source Box2D:
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* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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using System;
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using Robust.Shared.Maths;
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namespace Robust.Shared.Physics.Collision
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{
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internal static class DistanceManager
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{
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private const byte MaxGJKIterations = 20;
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public static void ComputeDistance(out DistanceOutput output, out SimplexCache cache, DistanceInput input)
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{
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cache = new SimplexCache();
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/*
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if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
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++GJKCalls;
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*/
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// Initialize the simplex.
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Simplex simplex = new Simplex();
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simplex.ReadCache(ref cache, input.ProxyA, ref input.TransformA, input.ProxyB, ref input.TransformB);
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// These store the vertices of the last simplex so that we
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// can check for duplicates and prevent cycling.
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var saveA = new int[3];
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var saveB = new int[3];
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//float distanceSqr1 = Settings.MaxFloat;
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// Main iteration loop.
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int iter = 0;
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while (iter < MaxGJKIterations)
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{
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// Copy simplex so we can identify duplicates.
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int saveCount = simplex.Count;
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for (var i = 0; i < saveCount; ++i)
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{
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saveA[i] = simplex.V[i].IndexA;
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saveB[i] = simplex.V[i].IndexB;
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}
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switch (simplex.Count)
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{
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case 1:
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break;
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case 2:
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simplex.Solve2();
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break;
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case 3:
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simplex.Solve3();
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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// If we have 3 points, then the origin is in the corresponding triangle.
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if (simplex.Count == 3)
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{
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break;
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}
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//FPE: This code was not used anyway.
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// Compute closest point.
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//Vector2 p = simplex.GetClosestPoint();
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//float distanceSqr2 = p.LengthSquared();
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// Ensure progress
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//if (distanceSqr2 >= distanceSqr1)
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//{
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//break;
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//}
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//distanceSqr1 = distanceSqr2;
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// Get search direction.
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Vector2 d = simplex.GetSearchDirection();
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// Ensure the search direction is numerically fit.
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if (d.LengthSquared < float.Epsilon * float.Epsilon)
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{
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// The origin is probably contained by a line segment
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// or triangle. Thus the shapes are overlapped.
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// We can't return zero here even though there may be overlap.
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// In case the simplex is a point, segment, or triangle it is difficult
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// to determine if the origin is contained in the CSO or very close to it.
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break;
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}
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// Compute a tentative new simplex vertex using support points.
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SimplexVertex vertex = simplex.V[simplex.Count];
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vertex.IndexA = input.ProxyA.GetSupport(Transform.MulT(input.TransformA.Quaternion2D, -d));
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vertex.WA = Transform.Mul(input.TransformA, input.ProxyA.Vertices[vertex.IndexA]);
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vertex.IndexB = input.ProxyB.GetSupport(Transform.MulT(input.TransformB.Quaternion2D, d));
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vertex.WB = Transform.Mul(input.TransformB, input.ProxyB.Vertices[vertex.IndexB]);
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vertex.W = vertex.WB - vertex.WA;
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simplex.V[simplex.Count] = vertex;
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// Iteration count is equated to the number of support point calls.
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++iter;
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/*
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if (Settings.EnableDiagnostics) //FPE: We only gather diagnostics when enabled
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++GJKIters;
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*/
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// Check for duplicate support points. This is the main termination criteria.
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bool duplicate = false;
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for (int i = 0; i < saveCount; ++i)
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{
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if (vertex.IndexA == saveA[i] && vertex.IndexB == saveB[i])
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{
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duplicate = true;
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break;
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}
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}
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// If we found a duplicate support point we must exit to avoid cycling.
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if (duplicate)
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{
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break;
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}
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// New vertex is ok and needed.
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++simplex.Count;
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}
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// Prepare output.
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simplex.GetWitnessPoints(out output.PointA, out output.PointB);
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output.Distance = (output.PointA - output.PointB).Length;
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output.Iterations = iter;
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// Cache the simplex.
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simplex.WriteCache(ref cache);
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// Apply radii if requested.
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if (input.UseRadii)
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{
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float rA = input.ProxyA.Radius;
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float rB = input.ProxyB.Radius;
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if (output.Distance > rA + rB && output.Distance > float.Epsilon)
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{
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// Shapes are still no overlapped.
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// Move the witness points to the outer surface.
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output.Distance -= rA + rB;
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Vector2 normal = output.PointB - output.PointA;
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normal = normal.Normalized;
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output.PointA += normal * rA;
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output.PointB -= normal * rB;
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}
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else
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{
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// Shapes are overlapped when radii are considered.
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// Move the witness points to the middle.
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Vector2 p = (output.PointA + output.PointB) * 0.5f;
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output.PointA = p;
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output.PointB = p;
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output.Distance = 0.0f;
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}
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}
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}
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}
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}
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