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- /*
- * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
- *
- * 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.
- */
- #ifndef B2_COLLISION_H
- #define B2_COLLISION_H
- #include "../Common/b2Math.h"
- #include <climits>
- /// @file
- /// Structures and functions used for computing contact points, distance
- /// queries, and TOI queries.
- class b2Shape;
- class b2CircleShape;
- class b2PolygonShape;
- class b2EdgeShape;
- const uint8 b2_nullFeature = UCHAR_MAX;
- /// Contact ids to facilitate warm starting.
- union b2ContactID
- {
- /// The features that intersect to form the contact point
- struct Features
- {
- uint8 referenceEdge; ///< The edge that defines the outward contact normal.
- uint8 incidentEdge; ///< The edge most anti-parallel to the reference edge.
- uint8 incidentVertex; ///< The vertex (0 or 1) on the incident edge that was clipped.
- uint8 flip; ///< A value of 1 indicates that the reference edge is on shape2.
- } features;
- uint32 key; ///< Used to quickly compare contact ids.
- };
- /// A manifold point is a contact point belonging to a contact
- /// manifold. It holds details related to the geometry and dynamics
- /// of the contact points.
- /// The point is stored in local coordinates because CCD
- /// requires sub-stepping in which the separation is stale.
- struct b2ManifoldPoint
- {
- b2Vec2 localPoint1; ///< local position of the contact point in body1
- b2Vec2 localPoint2; ///< local position of the contact point in body2
- float32 separation; ///< the separation of the shapes along the normal vector
- float32 normalImpulse; ///< the non-penetration impulse
- float32 tangentImpulse; ///< the friction impulse
- b2ContactID id; ///< uniquely identifies a contact point between two shapes
- };
- /// A manifold for two touching convex shapes.
- struct b2Manifold
- {
- b2ManifoldPoint points[b2_maxManifoldPoints]; ///< the points of contact
- b2Vec2 normal; ///< the shared unit normal vector
- int32 pointCount; ///< the number of manifold points
- };
- /// A line segment.
- struct b2Segment
- {
- /// Ray cast against this segment with another segment.
- bool TestSegment(float32* lambda, b2Vec2* normal, const b2Segment& segment, float32 maxLambda) const;
- b2Vec2 p1; ///< the starting point
- b2Vec2 p2; ///< the ending point
- };
- /// An axis aligned bounding box.
- struct b2AABB
- {
- /// Verify that the bounds are sorted.
- bool IsValid() const;
- b2Vec2 lowerBound; ///< the lower vertex
- b2Vec2 upperBound; ///< the upper vertex
- };
- /// An oriented bounding box.
- struct b2OBB
- {
- b2Mat22 R; ///< the rotation matrix
- b2Vec2 center; ///< the local centroid
- b2Vec2 extents; ///< the half-widths
- };
- /// Compute the collision manifold between two circles.
- void b2CollideCircles(b2Manifold* manifold,
- const b2CircleShape* circle1, const b2XForm& xf1,
- const b2CircleShape* circle2, const b2XForm& xf2);
- /// Compute the collision manifold between a polygon and a circle.
- void b2CollidePolygonAndCircle(b2Manifold* manifold,
- const b2PolygonShape* polygon, const b2XForm& xf1,
- const b2CircleShape* circle, const b2XForm& xf2);
- /// Compute the collision manifold between two circles.
- void b2CollidePolygons(b2Manifold* manifold,
- const b2PolygonShape* polygon1, const b2XForm& xf1,
- const b2PolygonShape* polygon2, const b2XForm& xf2);
- /// Compute the distance between two shapes and the closest points.
- /// @return the distance between the shapes or zero if they are overlapped/touching.
- float32 b2Distance(b2Vec2* x1, b2Vec2* x2,
- const b2Shape* shape1, const b2XForm& xf1,
- const b2Shape* shape2, const b2XForm& xf2);
- /// Compute the time when two shapes begin to touch or touch at a closer distance.
- /// @warning the sweeps must have the same time interval.
- /// @return the fraction between [0,1] in which the shapes first touch.
- /// fraction=0 means the shapes begin touching/overlapped, and fraction=1 means the shapes don't touch.
- float32 b2TimeOfImpact(const b2Shape* shape1, const b2Sweep& sweep1,
- const b2Shape* shape2, const b2Sweep& sweep2);
- // ---------------- Inline Functions ------------------------------------------
- inline bool b2AABB::IsValid() const
- {
- b2Vec2 d = upperBound - lowerBound;
- bool valid = d.x >= 0.0f && d.y >= 0.0f;
- valid = valid && lowerBound.IsValid() && upperBound.IsValid();
- return valid;
- }
- inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
- {
- b2Vec2 d1, d2;
- d1 = b.lowerBound - a.upperBound;
- d2 = a.lowerBound - b.upperBound;
- if (d1.x > 0.0f || d1.y > 0.0f)
- return false;
- if (d2.x > 0.0f || d2.y > 0.0f)
- return false;
- return true;
- }
- #endif
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