Files
RobustToolbox/Robust.Shared/Physics/Collision/Collision.cs
2021-09-01 13:38:34 +02:00

1356 lines
49 KiB
C#

/*
* 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.Configuration;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Utility;
namespace Robust.Shared.Physics.Collision
{
internal interface IManifoldManager
{
bool TestOverlap(IPhysShape shapeA, int indexA, IPhysShape shapeB, int indexB, in Transform xfA,
in Transform xfB);
void CollideCircles(ref Manifold manifold, PhysShapeCircle circleA, in Transform xfA,
PhysShapeCircle circleB, in Transform xfB);
void CollideEdgeAndCircle(ref Manifold manifold, EdgeShape edgeA, in Transform transformA,
PhysShapeCircle circleB, in Transform transformB);
void CollideEdgeAndPolygon(ref Manifold manifold, EdgeShape edgeA, in Transform xfA,
PolygonShape polygonB, in Transform xfB);
void CollidePolygonAndCircle(ref Manifold manifold, PolygonShape polygonA, in Transform xfA,
PhysShapeCircle circleB, in Transform xfB);
void CollidePolygons(ref Manifold manifold, PolygonShape polyA, in Transform transformA,
PolygonShape polyB, in Transform transformB);
void CollideAabbAndPolygon(ref Manifold manifold, PhysShapeAabb aabbA, in Transform transformA,
PolygonShape polyB, in Transform transformB);
void CollideAabbAndCircle(ref Manifold manifold, PhysShapeAabb aabbA, in Transform transformA,
PhysShapeCircle circleB, in Transform transformB);
void CollideAabbs(ref Manifold manifold, PhysShapeAabb aabbA, in Transform transformA,
PhysShapeAabb aabbB, in Transform transformB);
}
/// <summary>
/// Handles several collision features: Generating contact manifolds, testing shape overlap,
/// </summary>
internal sealed class CollisionManager : IManifoldManager
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
/*
* Farseer had this as a static class with a ThreadStatic DistanceInput
*/
/// <summary>
/// Test overlap between the two shapes.
/// </summary>
/// <param name="shapeA">The first shape.</param>
/// <param name="indexA">The index for the first shape.</param>
/// <param name="shapeB">The second shape.</param>
/// <param name="indexB">The index for the second shape.</param>
/// <param name="xfA">The transform for the first shape.</param>
/// <param name="xfB">The transform for the seconds shape.</param>
/// <returns></returns>
bool IManifoldManager.TestOverlap(IPhysShape shapeA, int indexA, IPhysShape shapeB, int indexB,
in Transform xfA, in Transform xfB)
{
// TODO: Make this a struct.
var input = new DistanceInput();
input.ProxyA.Set(shapeA, indexA);
input.ProxyB.Set(shapeB, indexB);
input.TransformA = xfA;
input.TransformB = xfB;
input.UseRadii = true;
DistanceManager.ComputeDistance(out var output, out _, input);
return output.Distance < 10.0f * float.Epsilon;
}
/// <summary>
/// Used for debugging contact points.
/// </summary>
/// <param name="state1"></param>
/// <param name="state2"></param>
/// <param name="manifold1"></param>
/// <param name="manifold2"></param>
public static void GetPointStates(out PointState[] state1, out PointState[] state2, in Manifold manifold1, in Manifold manifold2)
{
state1 = new PointState[2];
state2 = new PointState[2];
// Detect persists and removes.
for (int i = 0; i < manifold1.PointCount; ++i)
{
ContactID id = manifold1.Points[i].Id;
state1[i] = PointState.Remove;
for (int j = 0; j < manifold2.PointCount; ++j)
{
if (manifold2.Points[j].Id.Key == id.Key)
{
state1[i] = PointState.Persist;
break;
}
}
}
// Detect persists and adds.
for (int i = 0; i < manifold2.PointCount; ++i)
{
ContactID id = manifold2.Points[i].Id;
state2[i] = PointState.Add;
for (int j = 0; j < manifold1.PointCount; ++j)
{
if (manifold1.Points[j].Id.Key == id.Key)
{
state2[i] = PointState.Persist;
break;
}
}
}
}
/// <summary>
/// Compute contact points for edge versus circle.
/// This accounts for edge connectivity.
/// </summary>
/// <param name="manifold">The manifold.</param>
/// <param name="edgeA">The edge A.</param>
/// <param name="transformA">The transform A.</param>
/// <param name="circleB">The circle B.</param>
/// <param name="transformB">The transform B.</param>
public void CollideEdgeAndCircle(ref Manifold manifold, EdgeShape edgeA, in Transform transformA,
PhysShapeCircle circleB, in Transform transformB)
{
manifold.PointCount = 0;
// Compute circle in frame of edge
Vector2 Q = Transform.MulT(transformA, Transform.Mul(transformB, circleB.Position));
Vector2 A = edgeA.Vertex1, B = edgeA.Vertex2;
Vector2 e = B - A;
// Barycentric coordinates
float u = Vector2.Dot(e, B - Q);
float v = Vector2.Dot(e, Q - A);
float radius = edgeA.Radius + circleB.Radius;
ContactFeature cf;
cf.IndexB = 0;
cf.TypeB = (byte) ContactFeatureType.Vertex;
Vector2 P, d;
// Region A
if (v <= 0.0f)
{
P = A;
d = Q - P;
float dd = Vector2.Dot(d, d);
if (dd > radius * radius)
{
return;
}
// Is there an edge connected to A?
if (edgeA.HasVertex0)
{
Vector2 A1 = edgeA.Vertex0;
Vector2 B1 = A;
Vector2 e1 = B1 - A1;
float u1 = Vector2.Dot(e1, B1 - Q);
// Is the circle in Region AB of the previous edge?
if (u1 > 0.0f)
{
return;
}
}
cf.IndexA = 0;
cf.TypeA = (byte) ContactFeatureType.Vertex;
manifold.PointCount = 1;
manifold.Type = ManifoldType.Circles;
manifold.LocalNormal = Vector2.Zero;
manifold.LocalPoint = P;
ref var mp = ref manifold.Points[0];
mp.Id.Key = 0;
mp.Id.Features = cf;
mp.LocalPoint = circleB.Position;
return;
}
// Region B
if (u <= 0.0f)
{
P = B;
d = Q - P;
float dd = Vector2.Dot(d, d);
if (dd > radius * radius)
{
return;
}
// Is there an edge connected to B?
if (edgeA.HasVertex3)
{
Vector2 B2 = edgeA.Vertex3;
Vector2 A2 = B;
Vector2 e2 = B2 - A2;
float v2 = Vector2.Dot(e2, Q - A2);
// Is the circle in Region AB of the next edge?
if (v2 > 0.0f)
{
return;
}
}
cf.IndexA = 1;
cf.TypeA = (byte) ContactFeatureType.Vertex;
manifold.PointCount = 1;
manifold.Type = ManifoldType.Circles;
manifold.LocalNormal = Vector2.Zero;
manifold.LocalPoint = P;
ref var mp = ref manifold.Points[0];
mp.Id.Key = 0;
mp.Id.Features = cf;
mp.LocalPoint = circleB.Position;
return;
}
// Region AB
float den = Vector2.Dot(e, e);
DebugTools.Assert(den > 0.0f);
P = (A * u + B * v) * (1.0f / den);
d = Q - P;
float dd2 = Vector2.Dot(d, d);
if (dd2 > radius * radius)
{
return;
}
Vector2 n = new Vector2(-e.Y, e.X);
if (Vector2.Dot(n, Q - A) < 0.0f)
{
n = new Vector2(-n.X, -n.Y);
}
n = n.Normalized;
cf.IndexA = 0;
cf.TypeA = (byte) ContactFeatureType.Face;
manifold.PointCount = 1;
manifold.Type = ManifoldType.FaceA;
manifold.LocalNormal = n;
manifold.LocalPoint = A;
ref var mp2 = ref manifold.Points[0];
mp2.Id.Key = 0;
mp2.Id.Features = cf;
mp2.LocalPoint = circleB.Position;
}
public void CollideCircles(ref Manifold manifold, PhysShapeCircle circleA, in Transform xfA,
PhysShapeCircle circleB,
in Transform xfB)
{
manifold.PointCount = 0;
Vector2 pA = Transform.Mul(xfA, circleA.Position);
Vector2 pB = Transform.Mul(xfB, circleB.Position);
Vector2 d = pB - pA;
float distSqr = Vector2.Dot(d, d);
float radius = circleA.Radius + circleB.Radius;
if (distSqr > radius * radius)
{
return;
}
manifold.Type = ManifoldType.Circles;
manifold.LocalPoint = circleA.Position;
manifold.LocalNormal = Vector2.Zero;
manifold.PointCount = 1;
ref var p0 = ref manifold.Points[0];
p0.LocalPoint = Vector2.Zero; // Also here
p0.Id.Key = 0;
}
/// <summary>
/// Collides and edge and a polygon, taking into account edge adjacency.
/// </summary>
/// <param name="manifold">The manifold.</param>
/// <param name="edgeA">The edge A.</param>
/// <param name="xfA">The xf A.</param>
/// <param name="polygonB">The polygon B.</param>
/// <param name="xfB">The xf B.</param>
public void CollideEdgeAndPolygon(ref Manifold manifold, EdgeShape edgeA, in Transform xfA,
PolygonShape polygonB,
in Transform xfB)
{
EPCollider collider = new(_configManager);
collider.Collide(ref manifold, edgeA, xfA, polygonB, xfB);
}
private class EPCollider
{
private float _polygonRadius;
private float _angularSlop;
private TempPolygon _polygonB;
Transform _xf;
Vector2 _centroidB;
Vector2 _v0, _v1, _v2, _v3;
Vector2 _normal0, _normal1, _normal2;
Vector2 _normal;
Vector2 _lowerLimit, _upperLimit;
float _radius;
bool _front;
internal EPCollider(IConfigurationManager configManager)
{
_polygonRadius = PhysicsConstants.PolygonRadius;
_angularSlop = configManager.GetCVar(CVars.AngularSlop);
_polygonB = new TempPolygon(configManager);
}
public void Collide(ref Manifold manifold, EdgeShape edgeA, in Transform xfA, PolygonShape polygonB,
in Transform xfB)
{
// Algorithm:
// 1. Classify v1 and v2
// 2. Classify polygon centroid as front or back
// 3. Flip normal if necessary
// 4. Initialize normal range to [-pi, pi] about face normal
// 5. Adjust normal range according to adjacent edges
// 6. Visit each separating axes, only accept axes within the range
// 7. Return if _any_ axis indicates separation
// 8. Clip
_xf = Transform.MulT(xfA, xfB);
_centroidB = Transform.Mul(_xf, polygonB.Centroid);
_v0 = edgeA.Vertex0;
_v1 = edgeA.Vertex1;
_v2 = edgeA.Vertex2;
_v3 = edgeA.Vertex3;
bool hasVertex0 = edgeA.HasVertex0;
bool hasVertex3 = edgeA.HasVertex3;
Vector2 edge1 = _v2 - _v1;
edge1 = edge1.Normalized;
_normal1 = new Vector2(edge1.Y, -edge1.X);
float offset1 = Vector2.Dot(_normal1, _centroidB - _v1);
float offset0 = 0.0f, offset2 = 0.0f;
bool convex1 = false, convex2 = false;
// Is there a preceding edge?
if (hasVertex0)
{
Vector2 edge0 = _v1 - _v0;
edge0 = edge0.Normalized;
_normal0 = new Vector2(edge0.Y, -edge0.X);
convex1 = Vector2.Cross(edge0, edge1) >= 0.0f;
offset0 = Vector2.Dot(_normal0, _centroidB - _v0);
}
// Is there a following edge?
if (hasVertex3)
{
Vector2 edge2 = _v3 - _v2;
edge2 = edge2.Normalized;
_normal2 = new Vector2(edge2.Y, -edge2.X);
convex2 = Vector2.Cross(edge1, edge2) > 0.0f;
offset2 = Vector2.Dot(_normal2, _centroidB - _v2);
}
// Determine front or back collision. Determine collision normal limits.
if (hasVertex0 && hasVertex3)
{
if (convex1 && convex2)
{
_front = offset0 >= 0.0f || offset1 >= 0.0f || offset2 >= 0.0f;
if (_front)
{
_normal = _normal1;
_lowerLimit = _normal0;
_upperLimit = _normal2;
}
else
{
_normal = -_normal1;
_lowerLimit = -_normal1;
_upperLimit = -_normal1;
}
}
else if (convex1)
{
_front = offset0 >= 0.0f || (offset1 >= 0.0f && offset2 >= 0.0f);
if (_front)
{
_normal = _normal1;
_lowerLimit = _normal0;
_upperLimit = _normal1;
}
else
{
_normal = -_normal1;
_lowerLimit = -_normal2;
_upperLimit = -_normal1;
}
}
else if (convex2)
{
_front = offset2 >= 0.0f || (offset0 >= 0.0f && offset1 >= 0.0f);
if (_front)
{
_normal = _normal1;
_lowerLimit = _normal1;
_upperLimit = _normal2;
}
else
{
_normal = -_normal1;
_lowerLimit = -_normal1;
_upperLimit = -_normal0;
}
}
else
{
_front = offset0 >= 0.0f && offset1 >= 0.0f && offset2 >= 0.0f;
if (_front)
{
_normal = _normal1;
_lowerLimit = _normal1;
_upperLimit = _normal1;
}
else
{
_normal = -_normal1;
_lowerLimit = -_normal2;
_upperLimit = -_normal0;
}
}
}
else if (hasVertex0)
{
if (convex1)
{
_front = offset0 >= 0.0f || offset1 >= 0.0f;
if (_front)
{
_normal = _normal1;
_lowerLimit = _normal0;
_upperLimit = -_normal1;
}
else
{
_normal = -_normal1;
_lowerLimit = _normal1;
_upperLimit = -_normal1;
}
}
else
{
_front = offset0 >= 0.0f && offset1 >= 0.0f;
if (_front)
{
_normal = _normal1;
_lowerLimit = _normal1;
_upperLimit = -_normal1;
}
else
{
_normal = -_normal1;
_lowerLimit = _normal1;
_upperLimit = -_normal0;
}
}
}
else if (hasVertex3)
{
if (convex2)
{
_front = offset1 >= 0.0f || offset2 >= 0.0f;
if (_front)
{
_normal = _normal1;
_lowerLimit = -_normal1;
_upperLimit = _normal2;
}
else
{
_normal = -_normal1;
_lowerLimit = -_normal1;
_upperLimit = _normal1;
}
}
else
{
_front = offset1 >= 0.0f && offset2 >= 0.0f;
if (_front)
{
_normal = _normal1;
_lowerLimit = -_normal1;
_upperLimit = _normal1;
}
else
{
_normal = -_normal1;
_lowerLimit = -_normal2;
_upperLimit = _normal1;
}
}
}
else
{
_front = offset1 >= 0.0f;
if (_front)
{
_normal = _normal1;
_lowerLimit = -_normal1;
_upperLimit = -_normal1;
}
else
{
_normal = -_normal1;
_lowerLimit = _normal1;
_upperLimit = _normal1;
}
}
// Get polygonB in frameA
_polygonB.Count = polygonB.Vertices.Count;
for (int i = 0; i < polygonB.Vertices.Count; ++i)
{
_polygonB.Vertices[i] = Transform.Mul(_xf, polygonB.Vertices[i]);
_polygonB.Normals[i] = Transform.Mul(_xf.Quaternion2D, polygonB.Normals[i]);
}
_radius = 2.0f * _polygonRadius;
manifold.PointCount = 0;
EPAxis edgeAxis = ComputeEdgeSeparation();
// If no valid normal can be found than this edge should not collide.
if (edgeAxis.Type == EPAxisType.Unknown)
{
return;
}
if (edgeAxis.Separation > _radius)
{
return;
}
EPAxis polygonAxis = ComputePolygonSeparation();
if (polygonAxis.Type != EPAxisType.Unknown && polygonAxis.Separation > _radius)
{
return;
}
// Use hysteresis for jitter reduction.
const float k_relativeTol = 0.98f;
const float k_absoluteTol = 0.001f;
EPAxis primaryAxis;
if (polygonAxis.Type == EPAxisType.Unknown)
{
primaryAxis = edgeAxis;
}
else if (polygonAxis.Separation > k_relativeTol * edgeAxis.Separation + k_absoluteTol)
{
primaryAxis = polygonAxis;
}
else
{
primaryAxis = edgeAxis;
}
Span<ClipVertex> ie = stackalloc ClipVertex[2];
ReferenceFace rf;
if (primaryAxis.Type == EPAxisType.EdgeA)
{
manifold.Type = ManifoldType.FaceA;
// Search for the polygon normal that is most anti-parallel to the edge normal.
int bestIndex = 0;
float bestValue = Vector2.Dot(_normal, _polygonB.Normals[0]);
for (int i = 1; i < _polygonB.Count; ++i)
{
float value = Vector2.Dot(_normal, _polygonB.Normals[i]);
if (value < bestValue)
{
bestValue = value;
bestIndex = i;
}
}
int i1 = bestIndex;
int i2 = i1 + 1 < _polygonB.Count ? i1 + 1 : 0;
ref var c0 = ref ie[0];
c0.V = _polygonB.Vertices[i1];
c0.ID.Features.IndexA = 0;
c0.ID.Features.IndexB = (byte) i1;
c0.ID.Features.TypeA = (byte) ContactFeatureType.Face;
c0.ID.Features.TypeB = (byte) ContactFeatureType.Vertex;
ref var c1 = ref ie[1];
c1.V = _polygonB.Vertices[i2];
c1.ID.Features.IndexA = 0;
c1.ID.Features.IndexB = (byte) i2;
c1.ID.Features.TypeA = (byte) ContactFeatureType.Face;
c1.ID.Features.TypeB = (byte) ContactFeatureType.Vertex;
if (_front)
{
rf.i1 = 0;
rf.i2 = 1;
rf.v1 = _v1;
rf.v2 = _v2;
rf.normal = _normal1;
}
else
{
rf.i1 = 1;
rf.i2 = 0;
rf.v1 = _v2;
rf.v2 = _v1;
rf.normal = -_normal1;
}
}
else
{
manifold.Type = ManifoldType.FaceB;
ref var c0 = ref ie[0];
c0.V = _v1;
c0.ID.Features.IndexA = 0;
c0.ID.Features.IndexB = (byte) primaryAxis.Index;
c0.ID.Features.TypeA = (byte) ContactFeatureType.Vertex;
c0.ID.Features.TypeB = (byte) ContactFeatureType.Face;
ref var c1 = ref ie[1];
c1.V = _v2;
c1.ID.Features.IndexA = 0;
c1.ID.Features.IndexB = (byte) primaryAxis.Index;
c1.ID.Features.TypeA = (byte) ContactFeatureType.Vertex;
c1.ID.Features.TypeB = (byte) ContactFeatureType.Face;
rf.i1 = primaryAxis.Index;
rf.i2 = rf.i1 + 1 < _polygonB.Count ? rf.i1 + 1 : 0;
rf.v1 = _polygonB.Vertices[rf.i1];
rf.v2 = _polygonB.Vertices[rf.i2];
rf.normal = _polygonB.Normals[rf.i1];
}
rf.sideNormal1 = new Vector2(rf.normal.Y, -rf.normal.X);
rf.sideNormal2 = -rf.sideNormal1;
rf.sideOffset1 = Vector2.Dot(rf.sideNormal1, rf.v1);
rf.sideOffset2 = Vector2.Dot(rf.sideNormal2, rf.v2);
// Clip incident edge against extruded edge1 side edges.
Span<ClipVertex> clipPoints1 = stackalloc ClipVertex[2];
// Clip to box side 1
var np = ClipSegmentToLine(clipPoints1, ie, rf.sideNormal1, rf.sideOffset1, rf.i1);
if (np < 2)
{
return;
}
Span<ClipVertex> clipPoints2 = stackalloc ClipVertex[2];
// Clip to negative box side 1
np = ClipSegmentToLine(clipPoints2, clipPoints1, rf.sideNormal2, rf.sideOffset2, rf.i2);
// TODO: Max manifold points
if (np < 2)
{
return;
}
// Now clipPoints2 contains the clipped points.
if (primaryAxis.Type == EPAxisType.EdgeA)
{
manifold.LocalNormal = rf.normal;
manifold.LocalPoint = rf.v1;
}
else
{
manifold.LocalNormal = polygonB.Normals[rf.i1];
manifold.LocalPoint = polygonB.Vertices[rf.i1];
}
int pointCount = 0;
for (int i = 0; i < 2; ++i)
{
float separation = Vector2.Dot(rf.normal, clipPoints2[i].V - rf.v1);
if (separation <= _radius)
{
ref var cp = ref manifold.Points[pointCount];
if (primaryAxis.Type == EPAxisType.EdgeA)
{
cp.LocalPoint = Transform.MulT(_xf, clipPoints2[i].V);
cp.Id = clipPoints2[i].ID;
}
else
{
cp.LocalPoint = clipPoints2[i].V;
cp.Id.Features.TypeA = clipPoints2[i].ID.Features.TypeB;
cp.Id.Features.TypeB = clipPoints2[i].ID.Features.TypeA;
cp.Id.Features.IndexA = clipPoints2[i].ID.Features.IndexB;
cp.Id.Features.IndexB = clipPoints2[i].ID.Features.IndexA;
}
++pointCount;
}
}
manifold.PointCount = pointCount;
}
private EPAxis ComputeEdgeSeparation()
{
EPAxis axis;
axis.Type = EPAxisType.EdgeA;
axis.Index = _front ? 0 : 1;
axis.Separation = float.MaxValue;
for (int i = 0; i < _polygonB.Count; ++i)
{
float s = Vector2.Dot(_normal, _polygonB.Vertices[i] - _v1);
if (s < axis.Separation)
{
axis.Separation = s;
}
}
return axis;
}
private EPAxis ComputePolygonSeparation()
{
EPAxis axis;
axis.Type = EPAxisType.Unknown;
axis.Index = -1;
axis.Separation = float.MinValue;
Vector2 perp = new Vector2(-_normal.Y, _normal.X);
for (int i = 0; i < _polygonB.Count; ++i)
{
Vector2 n = -_polygonB.Normals[i];
float s1 = Vector2.Dot(n, _polygonB.Vertices[i] - _v1);
float s2 = Vector2.Dot(n, _polygonB.Vertices[i] - _v2);
float s = Math.Min(s1, s2);
if (s > _radius)
{
// No collision
axis.Type = EPAxisType.EdgeB;
axis.Index = i;
axis.Separation = s;
return axis;
}
// Adjacency
if (Vector2.Dot(n, perp) >= 0.0f)
{
if (Vector2.Dot(n - _upperLimit, _normal) < -_angularSlop)
{
continue;
}
}
else
{
if (Vector2.Dot(n - _lowerLimit, _normal) < -_angularSlop)
{
continue;
}
}
if (s > axis.Separation)
{
axis.Type = EPAxisType.EdgeB;
axis.Index = i;
axis.Separation = s;
}
}
return axis;
}
}
/// <summary>
/// Compute the collision manifold between a polygon and a circle.
/// </summary>
/// <param name="manifold">The manifold.</param>
/// <param name="polygonA">The polygon A.</param>
/// <param name="xfA">The transform of A.</param>
/// <param name="circleB">The circle B.</param>
/// <param name="xfB">The transform of B.</param>
public void CollidePolygonAndCircle(ref Manifold manifold, PolygonShape polygonA, in Transform xfA,
PhysShapeCircle circleB, in Transform xfB)
{
manifold.PointCount = 0;
// Compute circle position in the frame of the polygon.
Vector2 c = Transform.Mul(xfB, circleB.Position);
Vector2 cLocal = Transform.MulT(xfA, c);
// Find the min separating edge.
int normalIndex = 0;
float separation = float.MinValue;
float radius = polygonA.Radius + circleB.Radius;
int vertexCount = polygonA.Vertices.Count;
for (int i = 0; i < vertexCount; ++i)
{
Vector2 value1 = polygonA.Normals[i];
Vector2 value2 = cLocal - polygonA.Vertices[i];
float s = value1.X * value2.X + value1.Y * value2.Y;
if (s > radius)
{
// Early out.
return;
}
if (s > separation)
{
separation = s;
normalIndex = i;
}
}
// Vertices that subtend the incident face.
int vertIndex1 = normalIndex;
int vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
Vector2 v1 = polygonA.Vertices[vertIndex1];
Vector2 v2 = polygonA.Vertices[vertIndex2];
// If the center is inside the polygon ...
if (separation < float.Epsilon)
{
manifold.PointCount = 1;
manifold.Type = ManifoldType.FaceA;
manifold.LocalNormal = polygonA.Normals[normalIndex];
manifold.LocalPoint = (v1 + v2) * 0.5f;
ref var p0 = ref manifold.Points[0];
p0.LocalPoint = circleB.Position;
p0.Id.Key = 0;
return;
}
// Compute barycentric coordinates
float u1 = (cLocal.X - v1.X) * (v2.X - v1.X) + (cLocal.Y - v1.Y) * (v2.Y - v1.Y);
float u2 = (cLocal.X - v2.X) * (v1.X - v2.X) + (cLocal.Y - v2.Y) * (v1.Y - v2.Y);
if (u1 <= 0.0f)
{
float r = (cLocal.X - v1.X) * (cLocal.X - v1.X) + (cLocal.Y - v1.Y) * (cLocal.Y - v1.Y);
if (r > radius * radius)
{
return;
}
manifold.PointCount = 1;
manifold.Type = ManifoldType.FaceA;
manifold.LocalNormal = cLocal - v1;
float factor = 1f /
MathF.Sqrt(manifold.LocalNormal.X * manifold.LocalNormal.X +
manifold.LocalNormal.Y * manifold.LocalNormal.Y);
manifold.LocalNormal.X = manifold.LocalNormal.X * factor;
manifold.LocalNormal.Y = manifold.LocalNormal.Y * factor;
manifold.LocalPoint = v1;
ref var p0b = ref manifold.Points[0];
p0b.LocalPoint = circleB.Position;
p0b.Id.Key = 0;
}
else if (u2 <= 0.0f)
{
float r = (cLocal.X - v2.X) * (cLocal.X - v2.X) + (cLocal.Y - v2.Y) * (cLocal.Y - v2.Y);
if (r > radius * radius)
{
return;
}
manifold.PointCount = 1;
manifold.Type = ManifoldType.FaceA;
manifold.LocalNormal = cLocal - v2;
float factor = 1f /
(float)
Math.Sqrt(manifold.LocalNormal.X * manifold.LocalNormal.X +
manifold.LocalNormal.Y * manifold.LocalNormal.Y);
manifold.LocalNormal.X = manifold.LocalNormal.X * factor;
manifold.LocalNormal.Y = manifold.LocalNormal.Y * factor;
manifold.LocalPoint = v2;
ref var p0c = ref manifold.Points[0];
p0c.LocalPoint = circleB.Position;
p0c.Id.Key = 0;
}
else
{
Vector2 faceCenter = (v1 + v2) * 0.5f;
Vector2 value1 = cLocal - faceCenter;
Vector2 value2 = polygonA.Normals[vertIndex1];
float separation2 = value1.X * value2.X + value1.Y * value2.Y;
if (separation2 > radius)
{
return;
}
manifold.PointCount = 1;
manifold.Type = ManifoldType.FaceA;
manifold.LocalNormal = polygonA.Normals[vertIndex1];
manifold.LocalPoint = faceCenter;
ref var p0d = ref manifold.Points[0];
p0d.LocalPoint = circleB.Position;
p0d.Id.Key = 0;
}
}
/// <summary>
/// Compute the collision manifold between two polygons.
/// </summary>
/// <param name="manifold">The manifold.</param>
/// <param name="polyA">The poly A.</param>
/// <param name="transformA">The transform A.</param>
/// <param name="polyB">The poly B.</param>
/// <param name="transformB">The transform B.</param>
public void CollidePolygons(ref Manifold manifold, PolygonShape polyA, in Transform transformA,
PolygonShape polyB, in Transform transformB)
{
manifold.PointCount = 0;
var totalRadius = polyA.Radius + polyB.Radius;
var edgeA = 0;
var separationA = FindMaxSeparation(out edgeA, polyA, transformA, polyB, transformB);
if (separationA > totalRadius)
return;
int edgeB = 0;
float separationB = FindMaxSeparation(out edgeB, polyB, transformB, polyA, transformA);
if (separationB > totalRadius)
return;
PolygonShape poly1; // reference polygon
PolygonShape poly2; // incident polygon
Transform xf1, xf2;
int edge1; // reference edge
bool flip;
const float k_relativeTol = 0.98f;
const float k_absoluteTol = 0.001f;
if (separationB > k_relativeTol * separationA + k_absoluteTol)
{
poly1 = polyB;
poly2 = polyA;
xf1 = transformB;
xf2 = transformA;
edge1 = edgeB;
manifold.Type = ManifoldType.FaceB;
flip = true;
}
else
{
poly1 = polyA;
poly2 = polyB;
xf1 = transformA;
xf2 = transformB;
edge1 = edgeA;
manifold.Type = ManifoldType.FaceA;
flip = false;
}
Span<ClipVertex> incidentEdge = stackalloc ClipVertex[2];
FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
int count1 = poly1.Vertices.Count;
int iv1 = edge1;
int iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;
Vector2 v11 = poly1.Vertices[iv1];
Vector2 v12 = poly1.Vertices[iv2];
Vector2 localTangent = v12 - v11;
localTangent = localTangent.Normalized;
Vector2 localNormal = new Vector2(localTangent.Y, -localTangent.X);
Vector2 planePoint = (v11 + v12) * 0.5f;
Vector2 tangent = Transform.Mul(xf1.Quaternion2D, localTangent);
float normalX = tangent.Y;
float normalY = -tangent.X;
v11 = Transform.Mul(xf1, v11);
v12 = Transform.Mul(xf1, v12);
// Face offset.
float frontOffset = normalX * v11.X + normalY * v11.Y;
// Side offsets, extended by polytope skin thickness.
float sideOffset1 = -(tangent.X * v11.X + tangent.Y * v11.Y) + totalRadius;
float sideOffset2 = tangent.X * v12.X + tangent.Y * v12.Y + totalRadius;
// Clip incident edge against extruded edge1 side edges.
Span<ClipVertex> clipPoints1 = stackalloc ClipVertex[2];
// Clip to box side 1
int np = ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);
if (np < 2)
return;
Span<ClipVertex> clipPoints2 = stackalloc ClipVertex[2];
// Clip to negative box side 1
np = ClipSegmentToLine(clipPoints2, clipPoints1, tangent, sideOffset2, iv2);
if (np < 2)
{
return;
}
// Now clipPoints2 contains the clipped points.
manifold.LocalNormal = localNormal;
manifold.LocalPoint = planePoint;
int pointCount = 0;
for (int i = 0; i < 2; ++i)
{
Vector2 value = clipPoints2[i].V;
float separation = normalX * value.X + normalY * value.Y - frontOffset;
if (separation <= totalRadius)
{
ref var cp = ref manifold.Points[pointCount];
cp.LocalPoint = Transform.MulT(xf2, clipPoints2[i].V);
cp.Id = clipPoints2[i].ID;
if (flip)
{
// Swap features
ContactFeature cf = cp.Id.Features;
cp.Id.Features.IndexA = cf.IndexB;
cp.Id.Features.IndexB = cf.IndexA;
cp.Id.Features.TypeA = cf.TypeB;
cp.Id.Features.TypeB = cf.TypeA;
}
pointCount++;
}
}
manifold.PointCount = pointCount;
}
// TODO: Uhh optimise these because holy fuck dey expensive. I didn't use for now because we can just convert to a poly quicker.
// Probably copy Acruid's implementation though you need to make it return a box2d manifold instead.
// Also I tried using the AABBandcircle one but it didn't seem to work well.
public void CollideAabbAndPolygon(ref Manifold manifold, PhysShapeAabb aabbA, in Transform transformA, PolygonShape polyB,
in Transform transformB)
{
CollidePolygons(ref manifold, (PolygonShape) aabbA, transformA, polyB, transformB);
}
public void CollideAabbAndCircle(ref Manifold manifold, PhysShapeAabb aabbA, in Transform transformA, PhysShapeCircle circleB,
in Transform transformB)
{
// TODO: Either port Acruid's or use Randy Gaul's or something. Big gains
CollidePolygonAndCircle(ref manifold, (PolygonShape) aabbA, transformA, circleB, transformB);
}
public void CollideAabbs(ref Manifold manifold, PhysShapeAabb aabbA, in Transform transformA, PhysShapeAabb aabbB,
in Transform transformB)
{
CollidePolygons(ref manifold, (PolygonShape) aabbA, transformA, (PolygonShape) aabbB, transformB);
}
/// <summary>
/// Clipping for contact manifolds.
/// </summary>
/// <param name="vOut">The v out.</param>
/// <param name="vIn">The v in.</param>
/// <param name="normal">The normal.</param>
/// <param name="offset">The offset.</param>
/// <param name="vertexIndexA">The vertex index A.</param>
/// <returns></returns>
private static int ClipSegmentToLine(Span<ClipVertex> vOut, Span<ClipVertex> vIn, Vector2 normal,
float offset, int vertexIndexA)
{
ClipVertex v0 = vIn[0];
ClipVertex v1 = vIn[1];
// Start with no output points
int numOut = 0;
// Calculate the distance of end points to the line
float distance0 = normal.X * v0.V.X + normal.Y * v0.V.Y - offset;
float distance1 = normal.X * v1.V.X + normal.Y * v1.V.Y - offset;
// If the points are behind the plane
if (distance0 <= 0.0f)
vOut[numOut++] = v0;
if (distance1 <= 0.0f)
vOut[numOut++] = v1;
// If the points are on different sides of the plane
if (distance0 * distance1 < 0.0f)
{
// Find intersection point of edge and plane
var interp = distance0 / (distance0 - distance1);
ref var cv = ref vOut[numOut];
cv.V.X = v0.V.X + interp * (v1.V.X - v0.V.X);
cv.V.Y = v0.V.Y + interp * (v1.V.Y - v0.V.Y);
// VertexA is hitting edgeB.
cv.ID.Features.IndexA = (byte) vertexIndexA;
cv.ID.Features.IndexB = v0.ID.Features.IndexB;
cv.ID.Features.TypeA = (byte) ContactFeatureType.Vertex;
cv.ID.Features.TypeB = (byte) ContactFeatureType.Face;
++numOut;
}
return numOut;
}
/// <summary>
/// Find the max separation between poly1 and poly2 using edge normals from poly1.
/// </summary>
/// <param name="edgeIndex">Index of the edge.</param>
/// <param name="poly1">The poly1.</param>
/// <param name="xf1">The XF1.</param>
/// <param name="poly2">The poly2.</param>
/// <param name="xf2">The XF2.</param>
/// <returns></returns>
private static float FindMaxSeparation(out int edgeIndex, PolygonShape poly1, in Transform xf1,
PolygonShape poly2, in Transform xf2)
{
// 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.
var n1s = poly1.Normals;
var v1s = poly1.Vertices;
var v2s = poly2.Vertices;
var count1 = v1s.Count;
var count2 = v2s.Count;
var xf = Transform.MulT(xf2, xf1);
var bestIndex = 0;
var maxSeparation = float.MinValue;
for (var i = 0; i < count1; i++)
{
// Get poly1 normal in frame2.
var n = Transform.Mul(xf.Quaternion2D, n1s[i]);
var v1 = Transform.Mul(xf, v1s[i]);
// Find deepest point for normal i.
var si = float.MaxValue;
for (var j = 0; j < count2; ++j)
{
var sij = Vector2.Dot(n, v2s[j] - v1);
if (sij < si)
{
si = sij;
}
}
if (si > maxSeparation)
{
maxSeparation = si;
bestIndex = i;
}
}
edgeIndex = bestIndex;
return maxSeparation;
}
private static void FindIncidentEdge(Span<ClipVertex> c, PolygonShape poly1, in Transform xf1, int edge1, PolygonShape poly2, in Transform xf2)
{
List<Vector2> normals1 = poly1.Normals;
var count2 = poly2.Vertices.Count;
List<Vector2> vertices2 = poly2.Vertices;
List<Vector2> normals2 = poly2.Normals;
Debug.Assert(0 <= edge1 && edge1 < poly1.Vertices.Count);
// Get the normal of the reference edge in poly2's frame.
var normal1 = Transform.MulT(xf2.Quaternion2D, Transform.Mul(xf1.Quaternion2D, normals1[edge1]));
// Find the incident edge on poly2.
var index = 0;
var minDot = float.MaxValue;
for (int i = 0; i < count2; ++i)
{
var dot = Vector2.Dot(normal1, normals2[i]);
if (dot < minDot)
{
minDot = dot;
index = i;
}
}
// Build the clip vertices for the incident edge.
var i1 = index;
var i2 = i1 + 1 < count2 ? i1 + 1 : 0;
ref var cv0 = ref c[0];
cv0.V = Transform.Mul(xf2, vertices2[i1]);
cv0.ID.Features.IndexA = (byte) edge1;
cv0.ID.Features.IndexB = (byte) i1;
cv0.ID.Features.TypeA = (byte) ContactFeatureType.Face;
cv0.ID.Features.TypeB = (byte) ContactFeatureType.Vertex;
ref var cv1 = ref c[1];
cv1.V = Transform.Mul(xf2, vertices2[i2]);
cv1.ID.Features.IndexA = (byte) edge1;
cv1.ID.Features.IndexB = (byte) i2;
cv1.ID.Features.TypeA = (byte) ContactFeatureType.Face;
cv1.ID.Features.TypeB = (byte) ContactFeatureType.Vertex;
}
}
/// <summary>
/// This holds polygon B expressed in frame A.
/// </summary>
public class TempPolygon
{
public Vector2[] Vertices;
public Vector2[] Normals;
public int Count;
public TempPolygon(IConfigurationManager configManager)
{
var maxVerts = configManager.GetCVar(CVars.MaxPolygonVertices);
Vertices = new Vector2[maxVerts];
Normals = new Vector2[maxVerts];
}
}
/// <summary>
/// This structure is used to keep track of the best separating axis.
/// </summary>
public struct EPAxis
{
public int Index;
public float Separation;
public EPAxisType Type;
}
/// <summary>
/// Reference face used for clipping
/// </summary>
public struct ReferenceFace
{
public int i1, i2;
public Vector2 v1, v2;
public Vector2 normal;
public Vector2 sideNormal1;
public float sideOffset1;
public Vector2 sideNormal2;
public float sideOffset2;
}
public enum EPAxisType : byte
{
Unknown,
EdgeA,
EdgeB,
}
}