Files
RobustToolbox/Robust.Shared/Physics/Collision/DistanceProxy.cs
metalgearsloth fefcc7cba3 Physics (#1602)
* 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>
2021-03-01 03:09:36 +11:00

609 lines
18 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.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Dynamics.Shapes;
using Robust.Shared.Utility;
namespace Robust.Shared.Physics.Collision
{
/// <summary>
/// A distance proxy is used by the GJK algorithm.
/// It encapsulates any shape.
/// </summary>
internal sealed class DistanceProxy
{
internal float Radius;
internal List<Vector2> Vertices = new();
// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
/// <summary>
/// Initialize the proxy using the given shape. The shape
/// must remain in scope while the proxy is in use.
/// </summary>
/// <param name="shape">The shape.</param>
/// <param name="index">The index.</param>
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:
// TODO: When manifold building gets fixed replace it back with a cast.
var polygon = new 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;
*/
break;
case ShapeType.Edge:
EdgeShape edge = (EdgeShape) shape;
Vertices.Add(edge.Vertex1);
Vertices.Add(edge.Vertex2);
Radius = edge.Radius;
break;
case ShapeType.Rectangle:
var rectangle = (PhysShapeRect) shape;
var calcedBounds = rectangle.CachedBounds;
Vertices.Add(calcedBounds.BottomRight);
Vertices.Add(calcedBounds.TopRight);
Vertices.Add(calcedBounds.TopLeft);
Vertices.Add(calcedBounds.BottomLeft);
Radius = rectangle.Radius;
break;
default:
throw new InvalidOperationException($"Invalid shapetype specified {shape.ShapeType}");
}
}
/// <summary>
/// Get the supporting vertex index in the given direction.
/// </summary>
/// <param name="direction">The direction.</param>
/// <returns></returns>
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;
}
/// <summary>
/// Get the supporting vertex in the given direction.
/// </summary>
/// <param name="direction">The direction.</param>
/// <returns></returns>
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];
}
}
/// <summary>
/// Output for Distance.ComputeDistance().
/// </summary>
public struct DistanceOutput
{
public float Distance;
/// <summary>
/// Number of GJK iterations used
/// </summary>
public int Iterations;
/// <summary>
/// Closest point on shapeA
/// </summary>
public Vector2 PointA;
/// <summary>
/// Closest point on shapeB
/// </summary>
public Vector2 PointB;
}
internal struct SimplexVertex
{
/// <summary>
/// Barycentric coordinate for closest point
/// </summary>
public float A;
/// <summary>
/// wA index
/// </summary>
public int IndexA;
/// <summary>
/// wB index
/// </summary>
public int IndexB;
/// <summary>
/// wB - wA
/// </summary>
public Vector2 W;
/// <summary>
/// Support point in proxyA
/// </summary>
public Vector2 WA;
/// <summary>
/// Support point in proxyB
/// </summary>
public Vector2 WB;
}
internal 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;
}
}
}