mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
* 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 Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
609 lines
18 KiB
C#
609 lines
18 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 System.Collections.Generic;
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using System.Diagnostics;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics.Dynamics.Shapes;
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using Robust.Shared.Utility;
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namespace Robust.Shared.Physics.Collision
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{
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/// <summary>
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/// A distance proxy is used by the GJK algorithm.
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/// It encapsulates any shape.
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/// </summary>
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internal sealed class DistanceProxy
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{
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internal float Radius;
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internal List<Vector2> Vertices = new();
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// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
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/// <summary>
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/// Initialize the proxy using the given shape. The shape
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/// must remain in scope while the proxy is in use.
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/// </summary>
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/// <param name="shape">The shape.</param>
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/// <param name="index">The index.</param>
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public void Set(IPhysShape shape, int index)
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{
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Vertices.Clear();
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switch (shape.ShapeType)
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{
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case ShapeType.Aabb:
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var aabb = (PhysShapeAabb) shape;
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var bounds = aabb.LocalBounds;
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Vertices.Add(bounds.BottomRight);
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Vertices.Add(bounds.TopRight);
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Vertices.Add(bounds.TopLeft);
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Vertices.Add(bounds.BottomLeft);
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Radius = aabb.Radius;
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break;
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case ShapeType.Circle:
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PhysShapeCircle circle = (PhysShapeCircle) shape;
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// TODO: Circle's position offset to entity, someday.
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Vertices.Add(Vector2.Zero);
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Radius = circle.Radius;
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break;
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case ShapeType.Polygon:
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// TODO: When manifold building gets fixed replace it back with a cast.
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var polygon = new PolygonShape(shape);
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foreach (var vert in polygon.Vertices)
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{
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Vertices.Add(vert);
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}
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Radius = polygon.Radius;
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break;
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case ShapeType.Chain:
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throw new NotImplementedException();
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/*
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ChainShape chain = (ChainShape) shape;
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Debug.Assert(0 <= index && index < chain.Vertices.Count);
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Vertices.Clear();
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Vertices.Add(chain.Vertices[index]);
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Vertices.Add(index + 1 < chain.Vertices.Count ? chain.Vertices[index + 1] : chain.Vertices[0]);
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Radius = chain.Radius;
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*/
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break;
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case ShapeType.Edge:
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EdgeShape edge = (EdgeShape) shape;
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Vertices.Add(edge.Vertex1);
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Vertices.Add(edge.Vertex2);
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Radius = edge.Radius;
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break;
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case ShapeType.Rectangle:
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var rectangle = (PhysShapeRect) shape;
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var calcedBounds = rectangle.CachedBounds;
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Vertices.Add(calcedBounds.BottomRight);
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Vertices.Add(calcedBounds.TopRight);
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Vertices.Add(calcedBounds.TopLeft);
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Vertices.Add(calcedBounds.BottomLeft);
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Radius = rectangle.Radius;
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break;
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default:
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throw new InvalidOperationException($"Invalid shapetype specified {shape.ShapeType}");
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}
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}
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/// <summary>
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/// Get the supporting vertex index in the given direction.
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/// </summary>
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/// <param name="direction">The direction.</param>
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/// <returns></returns>
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public int GetSupport(Vector2 direction)
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{
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int bestIndex = 0;
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float bestValue = Vector2.Dot(Vertices[0], direction);
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for (int i = 1; i < Vertices.Count; ++i)
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{
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float value = Vector2.Dot(Vertices[i], direction);
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if (value > bestValue)
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{
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bestIndex = i;
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bestValue = value;
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}
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}
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return bestIndex;
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}
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/// <summary>
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/// Get the supporting vertex in the given direction.
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/// </summary>
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/// <param name="direction">The direction.</param>
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/// <returns></returns>
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public Vector2 GetSupportVertex(Vector2 direction)
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{
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int bestIndex = 0;
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float bestValue = Vector2.Dot(Vertices[0], direction);
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for (int i = 1; i < Vertices.Count; ++i)
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{
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float value = Vector2.Dot(Vertices[i], direction);
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if (value > bestValue)
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{
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bestIndex = i;
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bestValue = value;
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}
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}
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return Vertices[bestIndex];
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}
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}
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/// <summary>
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/// Output for Distance.ComputeDistance().
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/// </summary>
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public struct DistanceOutput
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{
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public float Distance;
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/// <summary>
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/// Number of GJK iterations used
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/// </summary>
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public int Iterations;
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/// <summary>
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/// Closest point on shapeA
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/// </summary>
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public Vector2 PointA;
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/// <summary>
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/// Closest point on shapeB
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/// </summary>
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public Vector2 PointB;
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}
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internal struct SimplexVertex
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{
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/// <summary>
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/// Barycentric coordinate for closest point
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/// </summary>
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public float A;
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/// <summary>
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/// wA index
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/// </summary>
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public int IndexA;
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/// <summary>
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/// wB index
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/// </summary>
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public int IndexB;
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/// <summary>
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/// wB - wA
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/// </summary>
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public Vector2 W;
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/// <summary>
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/// Support point in proxyA
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/// </summary>
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public Vector2 WA;
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/// <summary>
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/// Support point in proxyB
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/// </summary>
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public Vector2 WB;
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}
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internal class Simplex
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{
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// Made it a class from a struct as it seemed silly to be a struct considering it's being mutated constantly.
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internal int Count;
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internal readonly SimplexVertex[] V = new SimplexVertex[3];
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internal void ReadCache(ref SimplexCache cache, DistanceProxy proxyA, ref Transform transformA, DistanceProxy proxyB, ref Transform transformB)
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{
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DebugTools.Assert(cache.Count <= 3);
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// Copy data from cache.
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Count = cache.Count;
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for (int i = 0; i < Count; ++i)
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{
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SimplexVertex v = V[i];
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unsafe
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{
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v.IndexA = cache.IndexA[i];
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v.IndexB = cache.IndexB[i];
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}
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Vector2 wALocal = proxyA.Vertices[v.IndexA];
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Vector2 wBLocal = proxyB.Vertices[v.IndexB];
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v.WA = Transform.Mul(transformA, wALocal);
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v.WB = Transform.Mul(transformB, wBLocal);
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v.W = v.WB - v.WA;
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v.A = 0.0f;
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V[i] = v;
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}
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// Compute the new simplex metric, if it is substantially different than
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// old metric then flush the simplex.
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if (Count > 1)
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{
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float metric1 = cache.Metric;
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float metric2 = GetMetric();
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if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < float.Epsilon)
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{
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// Reset the simplex.
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Count = 0;
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}
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}
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// If the cache is empty or invalid ...
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if (Count == 0)
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{
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SimplexVertex v = V[0];
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v.IndexA = 0;
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v.IndexB = 0;
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Vector2 wALocal = proxyA.Vertices[0];
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Vector2 wBLocal = proxyB.Vertices[0];
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v.WA = Transform.Mul(transformA, wALocal);
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v.WB = Transform.Mul(transformB, wBLocal);
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v.W = v.WB - v.WA;
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v.A = 1.0f;
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V[0] = v;
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Count = 1;
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}
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}
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internal void WriteCache(ref SimplexCache cache)
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{
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cache.Metric = GetMetric();
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cache.Count = (UInt16)Count;
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for (var i = 0; i < Count; ++i)
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{
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unsafe
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{
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cache.IndexA[i] = (byte) (V[i].IndexA);
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cache.IndexB[i] = (byte) (V[i].IndexB);
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}
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}
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}
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internal Vector2 GetSearchDirection()
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{
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switch (Count)
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{
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case 1:
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return -V[0].W;
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case 2:
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{
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Vector2 e12 = V[1].W - V[0].W;
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float sgn = Vector2.Cross(e12, -V[0].W);
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if (sgn > 0.0f)
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{
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// Origin is left of e12.
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return new Vector2(-e12.Y, e12.X);
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}
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else
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{
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// Origin is right of e12.
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return new Vector2(e12.Y, -e12.X);
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}
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}
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default:
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Debug.Assert(false);
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return Vector2.Zero;
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}
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}
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internal Vector2 GetClosestPoint()
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{
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switch (Count)
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{
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case 0:
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Debug.Assert(false);
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return Vector2.Zero;
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case 1:
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return V[0].W;
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case 2:
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return V[0].W * V[0].A + V[1].W * V[1].A;
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case 3:
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return Vector2.Zero;
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default:
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Debug.Assert(false);
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return Vector2.Zero;
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}
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}
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internal void GetWitnessPoints(out Vector2 pA, out Vector2 pB)
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{
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switch (Count)
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{
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case 0:
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pA = Vector2.Zero;
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pB = Vector2.Zero;
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Debug.Assert(false);
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break;
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case 1:
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pA = V[0].WA;
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pB = V[0].WB;
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break;
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case 2:
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pA = V[0].WA * V[0].A + V[1].WA * V[1].A;
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pB = V[0].WB * V[0].A + V[1].WB * V[1].A;
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break;
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case 3:
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pA = V[0].WA * V[0].A + V[1].WA * V[1].A + V[2].WA * V[2].A;
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pB = pA;
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break;
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default:
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throw new Exception();
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}
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}
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internal float GetMetric()
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{
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switch (Count)
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{
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case 0:
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Debug.Assert(false);
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return 0.0f;
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case 1:
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return 0.0f;
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case 2:
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return (V[0].W - V[1].W).Length;
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case 3:
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return Vector2.Cross(V[1].W - V[0].W, V[2].W - V[0].W);
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default:
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Debug.Assert(false);
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return 0.0f;
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}
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}
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// Solve a line segment using barycentric coordinates.
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//
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// p = a1 * w1 + a2 * w2
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// a1 + a2 = 1
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//
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// The vector from the origin to the closest point on the line is
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// perpendicular to the line.
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// e12 = w2 - w1
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// dot(p, e) = 0
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// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
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//
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// 2-by-2 linear system
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// [1 1 ][a1] = [1]
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// [w1.e12 w2.e12][a2] = [0]
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//
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// Define
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// d12_1 = dot(w2, e12)
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// d12_2 = -dot(w1, e12)
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// d12 = d12_1 + d12_2
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//
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// Solution
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// a1 = d12_1 / d12
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// a2 = d12_2 / d12
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internal void Solve2()
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{
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Vector2 w1 = V[0].W;
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Vector2 w2 = V[1].W;
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Vector2 e12 = w2 - w1;
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// w1 region
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float d12_2 = -Vector2.Dot(w1, e12);
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if (d12_2 <= 0.0f)
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{
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// a2 <= 0, so we clamp it to 0
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SimplexVertex v0 = V[0];
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v0.A = 1.0f;
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V[0] = v0;
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Count = 1;
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return;
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}
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// w2 region
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float d12_1 = Vector2.Dot(w2, e12);
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if (d12_1 <= 0.0f)
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{
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// a1 <= 0, so we clamp it to 0
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SimplexVertex v1 = V[1];
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v1.A = 1.0f;
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V[1] = v1;
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Count = 1;
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V[0] = V[1];
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return;
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}
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// Must be in e12 region.
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float inv_d12 = 1.0f / (d12_1 + d12_2);
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SimplexVertex v0_2 = V[0];
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SimplexVertex v1_2 = V[1];
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v0_2.A = d12_1 * inv_d12;
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v1_2.A = d12_2 * inv_d12;
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V[0] = v0_2;
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V[1] = v1_2;
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Count = 2;
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}
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// Possible regions:
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// - points[2]
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// - edge points[0]-points[2]
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// - edge points[1]-points[2]
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// - inside the triangle
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internal void Solve3()
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{
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Vector2 w1 = V[0].W;
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Vector2 w2 = V[1].W;
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Vector2 w3 = V[2].W;
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// Edge12
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// [1 1 ][a1] = [1]
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// [w1.e12 w2.e12][a2] = [0]
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// a3 = 0
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Vector2 e12 = w2 - w1;
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float w1e12 = Vector2.Dot(w1, e12);
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float w2e12 = Vector2.Dot(w2, e12);
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float d12_1 = w2e12;
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float d12_2 = -w1e12;
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// Edge13
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// [1 1 ][a1] = [1]
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// [w1.e13 w3.e13][a3] = [0]
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// a2 = 0
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Vector2 e13 = w3 - w1;
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float w1e13 = Vector2.Dot(w1, e13);
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float w3e13 = Vector2.Dot(w3, e13);
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float d13_1 = w3e13;
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float d13_2 = -w1e13;
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// Edge23
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// [1 1 ][a2] = [1]
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// [w2.e23 w3.e23][a3] = [0]
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// a1 = 0
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Vector2 e23 = w3 - w2;
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float w2e23 = Vector2.Dot(w2, e23);
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float w3e23 = Vector2.Dot(w3, e23);
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float d23_1 = w3e23;
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float d23_2 = -w2e23;
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// Triangle123
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float n123 = Vector2.Cross(e12, e13);
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float d123_1 = n123 * Vector2.Cross(w2, w3);
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float d123_2 = n123 * Vector2.Cross(w3, w1);
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float d123_3 = n123 * Vector2.Cross(w1, w2);
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// w1 region
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if (d12_2 <= 0.0f && d13_2 <= 0.0f)
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{
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SimplexVertex v0_1 = V[0];
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v0_1.A = 1.0f;
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V[0] = v0_1;
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Count = 1;
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return;
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}
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// e12
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if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f)
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{
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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;
|
|
}
|
|
}
|
|
}
|