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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.
- */
- #include "b2PolyAndEdgeContact.h"
- #include "../b2Body.h"
- #include "../b2WorldCallbacks.h"
- #include "../../Common/b2BlockAllocator.h"
- #include "../../Collision/Shapes/b2EdgeShape.h"
- #include "../../Collision/Shapes/b2PolygonShape.h"
- #include <new>
- #include <cstring>
- b2Contact* b2PolyAndEdgeContact::Create(b2Shape* shape1, b2Shape* shape2, b2BlockAllocator* allocator)
- {
- void* mem = allocator->Allocate(sizeof(b2PolyAndEdgeContact));
- return new (mem) b2PolyAndEdgeContact(shape1, shape2);
- }
- void b2PolyAndEdgeContact::Destroy(b2Contact* contact, b2BlockAllocator* allocator)
- {
- ((b2PolyAndEdgeContact*)contact)->~b2PolyAndEdgeContact();
- allocator->Free(contact, sizeof(b2PolyAndEdgeContact));
- }
- b2PolyAndEdgeContact::b2PolyAndEdgeContact(b2Shape* s1, b2Shape* s2)
- : b2Contact(s1, s2)
- {
- b2Assert(m_shape1->GetType() == e_polygonShape);
- b2Assert(m_shape2->GetType() == e_edgeShape);
- m_manifold.pointCount = 0;
- }
- void b2PolyAndEdgeContact::Evaluate(b2ContactListener* listener)
- {
- b2Body* b1 = m_shape1->GetBody();
- b2Body* b2 = m_shape2->GetBody();
- b2Manifold m0;
- memcpy(&m0, &m_manifold, sizeof(b2Manifold));
- b2CollidePolyAndEdge(&m_manifold, (b2PolygonShape*)m_shape1, b1->GetXForm(), (b2EdgeShape*)m_shape2, b2->GetXForm());
- bool persisted[b2_maxManifoldPoints] = {false, false};
- b2ContactPoint cp;
- cp.shape1 = m_shape1;
- cp.shape2 = m_shape2;
- cp.friction = b2MixFriction(m_shape1->GetFriction(), m_shape2->GetFriction());
- cp.restitution = b2MixRestitution(m_shape1->GetRestitution(), m_shape2->GetRestitution());
- // Match contact ids to facilitate warm starting.
- if (m_manifold.pointCount > 0)
- {
- // Match old contact ids to new contact ids and copy the
- // stored impulses to warm start the solver.
- for (int32 i = 0; i < m_manifold.pointCount; ++i)
- {
- b2ManifoldPoint* mp = m_manifold.points + i;
- mp->normalImpulse = 0.0f;
- mp->tangentImpulse = 0.0f;
- bool found = false;
- b2ContactID id = mp->id;
- for (int32 j = 0; j < m0.pointCount; ++j)
- {
- if (persisted[j] == true)
- {
- continue;
- }
- b2ManifoldPoint* mp0 = m0.points + j;
- if (mp0->id.key == id.key)
- {
- persisted[j] = true;
- mp->normalImpulse = mp0->normalImpulse;
- mp->tangentImpulse = mp0->tangentImpulse;
- // A persistent point.
- found = true;
- // Report persistent point.
- if (listener != NULL)
- {
- cp.position = b1->GetWorldPoint(mp->localPoint1);
- b2Vec2 v1 = b1->GetLinearVelocityFromLocalPoint(mp->localPoint1);
- b2Vec2 v2 = b2->GetLinearVelocityFromLocalPoint(mp->localPoint2);
- cp.velocity = v2 - v1;
- cp.normal = m_manifold.normal;
- cp.separation = mp->separation;
- cp.id = id;
- listener->Persist(&cp);
- }
- break;
- }
- }
- // Report added point.
- if (found == false && listener != NULL)
- {
- cp.position = b1->GetWorldPoint(mp->localPoint1);
- b2Vec2 v1 = b1->GetLinearVelocityFromLocalPoint(mp->localPoint1);
- b2Vec2 v2 = b2->GetLinearVelocityFromLocalPoint(mp->localPoint2);
- cp.velocity = v2 - v1;
- cp.normal = m_manifold.normal;
- cp.separation = mp->separation;
- cp.id = id;
- listener->Add(&cp);
- }
- }
- m_manifoldCount = 1;
- }
- else
- {
- m_manifoldCount = 0;
- }
- if (listener == NULL)
- {
- return;
- }
- // Report removed points.
- for (int32 i = 0; i < m0.pointCount; ++i)
- {
- if (persisted[i])
- {
- continue;
- }
- b2ManifoldPoint* mp0 = m0.points + i;
- cp.position = b1->GetWorldPoint(mp0->localPoint1);
- b2Vec2 v1 = b1->GetLinearVelocityFromLocalPoint(mp0->localPoint1);
- b2Vec2 v2 = b2->GetLinearVelocityFromLocalPoint(mp0->localPoint2);
- cp.velocity = v2 - v1;
- cp.normal = m0.normal;
- cp.separation = mp0->separation;
- cp.id = mp0->id;
- listener->Remove(&cp);
- }
- }
- void b2PolyAndEdgeContact::b2CollidePolyAndEdge(b2Manifold* manifold,
- const b2PolygonShape* polygon,
- const b2XForm& xf1,
- const b2EdgeShape* edge,
- const b2XForm& xf2)
- {
- manifold->pointCount = 0;
- b2Vec2 v1 = b2Mul(xf2, edge->GetVertex1());
- b2Vec2 v2 = b2Mul(xf2, edge->GetVertex2());
- b2Vec2 n = b2Mul(xf2.R, edge->GetNormalVector());
- b2Vec2 v1Local = b2MulT(xf1, v1);
- b2Vec2 v2Local = b2MulT(xf1, v2);
- b2Vec2 nLocal = b2MulT(xf1.R, n);
-
- float32 separation1;
- int32 separationIndex1 = -1; // which normal on the poly found the shallowest depth?
- float32 separationMax1 = -B2_FLT_MAX; // the shallowest depth of edge in poly
- float32 separation2;
- int32 separationIndex2 = -1; // which normal on the poly found the shallowest depth?
- float32 separationMax2 = -B2_FLT_MAX; // the shallowest depth of edge in poly
- float32 separationMax = -B2_FLT_MAX; // the shallowest depth of edge in poly
- bool separationV1 = false; // is the shallowest depth from edge's v1 or v2 vertex?
- int32 separationIndex = -1; // which normal on the poly found the shallowest depth?
-
- int32 vertexCount = polygon->GetVertexCount();
- const b2Vec2* vertices = polygon->GetVertices();
- const b2Vec2* normals = polygon->GetNormals();
-
- int32 enterStartIndex = -1; // the last poly vertex above the edge
- int32 enterEndIndex = -1; // the first poly vertex below the edge
- int32 exitStartIndex = -1; // the last poly vertex below the edge
- int32 exitEndIndex = -1; // the first poly vertex above the edge
- //int32 deepestIndex;
-
- // the "N" in the following variables refers to the edge's normal.
- // these are projections of poly vertices along the edge's normal,
- // a.k.a. they are the separation of the poly from the edge.
- float32 prevSepN = 0.0f;
- float32 nextSepN = 0.0f;
- float32 enterSepN = 0.0f; // the depth of enterEndIndex under the edge (stored as a separation, so it's negative)
- float32 exitSepN = 0.0f; // the depth of exitStartIndex under the edge (stored as a separation, so it's negative)
- float32 deepestSepN = B2_FLT_MAX; // the depth of the deepest poly vertex under the end (stored as a separation, so it's negative)
-
-
- // for each poly normal, get the edge's depth into the poly.
- // for each poly vertex, get the vertex's depth into the edge.
- // use these calculations to define the remaining variables declared above.
- prevSepN = b2Dot(vertices[vertexCount-1] - v1Local, nLocal);
- for (int32 i = 0; i < vertexCount; i++)
- {
- separation1 = b2Dot(v1Local - vertices[i], normals[i]);
- separation2 = b2Dot(v2Local - vertices[i], normals[i]);
- if (separation2 < separation1) {
- if (separation2 > separationMax) {
- separationMax = separation2;
- separationV1 = false;
- separationIndex = i;
- }
- } else {
- if (separation1 > separationMax) {
- separationMax = separation1;
- separationV1 = true;
- separationIndex = i;
- }
- }
- if (separation1 > separationMax1) {
- separationMax1 = separation1;
- separationIndex1 = i;
- }
- if (separation2 > separationMax2) {
- separationMax2 = separation2;
- separationIndex2 = i;
- }
-
- nextSepN = b2Dot(vertices[i] - v1Local, nLocal);
- if (nextSepN >= 0.0f && prevSepN < 0.0f) {
- exitStartIndex = (i == 0) ? vertexCount-1 : i-1;
- exitEndIndex = i;
- exitSepN = prevSepN;
- } else if (nextSepN < 0.0f && prevSepN >= 0.0f) {
- enterStartIndex = (i == 0) ? vertexCount-1 : i-1;
- enterEndIndex = i;
- enterSepN = nextSepN;
- }
- if (nextSepN < deepestSepN) {
- deepestSepN = nextSepN;
- //deepestIndex = i;
- }
- prevSepN = nextSepN;
- }
-
- if (enterStartIndex == -1) {
- // poly is entirely below or entirely above edge, return with no contact:
- return;
- }
- if (separationMax > 0.0f) {
- // poly is laterally disjoint with edge, return with no contact:
- return;
- }
-
- // if the poly is near a convex corner on the edge
- if ((separationV1 && edge->Corner1IsConvex()) || (!separationV1 && edge->Corner2IsConvex())) {
- // if shallowest depth was from edge into poly,
- // use the edge's vertex as the contact point:
- if (separationMax > deepestSepN + b2_linearSlop) {
- // if -normal angle is closer to adjacent edge than this edge,
- // let the adjacent edge handle it and return with no contact:
- if (separationV1) {
- if (b2Dot(normals[separationIndex1], b2MulT(xf1.R, b2Mul(xf2.R, edge->GetCorner1Vector()))) >= 0.0f) {
- return;
- }
- } else {
- if (b2Dot(normals[separationIndex2], b2MulT(xf1.R, b2Mul(xf2.R, edge->GetCorner2Vector()))) <= 0.0f) {
- return;
- }
- }
-
- manifold->pointCount = 1;
- manifold->normal = b2Mul(xf1.R, normals[separationIndex]);
- manifold->points[0].separation = separationMax;
- manifold->points[0].id.features.incidentEdge = (uint8)separationIndex;
- manifold->points[0].id.features.incidentVertex = b2_nullFeature;
- manifold->points[0].id.features.referenceEdge = 0;
- manifold->points[0].id.features.flip = 0;
- if (separationV1) {
- manifold->points[0].localPoint1 = v1Local;
- manifold->points[0].localPoint2 = edge->GetVertex1();
- } else {
- manifold->points[0].localPoint1 = v2Local;
- manifold->points[0].localPoint2 = edge->GetVertex2();
- }
- return;
- }
- }
-
- // We're going to use the edge's normal now.
- manifold->normal = (-1.0f) * n;
-
- // Check whether we only need one contact point.
- if (enterEndIndex == exitStartIndex) {
- manifold->pointCount = 1;
- manifold->points[0].id.features.incidentEdge = (uint8)enterEndIndex;
- manifold->points[0].id.features.incidentVertex = b2_nullFeature;
- manifold->points[0].id.features.referenceEdge = 0;
- manifold->points[0].id.features.flip = 0;
- manifold->points[0].localPoint1 = vertices[enterEndIndex];
- manifold->points[0].localPoint2 = b2MulT(xf2, b2Mul(xf1, vertices[enterEndIndex]));
- manifold->points[0].separation = enterSepN;
- return;
- }
-
- manifold->pointCount = 2;
-
- // dirLocal should be the edge's direction vector, but in the frame of the polygon.
- b2Vec2 dirLocal = b2Cross(nLocal, -1.0f); // TODO: figure out why this optimization didn't work
- //b2Vec2 dirLocal = b2MulT(xf1.R, b2Mul(xf2.R, edge->GetDirectionVector()));
-
- float32 dirProj1 = b2Dot(dirLocal, vertices[enterEndIndex] - v1Local);
- float32 dirProj2;
-
- // The contact resolution is more robust if the two manifold points are
- // adjacent to each other on the polygon. So pick the first two poly
- // vertices that are under the edge:
- exitEndIndex = (enterEndIndex == vertexCount - 1) ? 0 : enterEndIndex + 1;
- if (exitEndIndex != exitStartIndex) {
- exitStartIndex = exitEndIndex;
- exitSepN = b2Dot(nLocal, vertices[exitStartIndex] - v1Local);
- }
- dirProj2 = b2Dot(dirLocal, vertices[exitStartIndex] - v1Local);
-
- manifold->points[0].id.features.incidentEdge = (uint8)enterEndIndex;
- manifold->points[0].id.features.incidentVertex = b2_nullFeature;
- manifold->points[0].id.features.referenceEdge = 0;
- manifold->points[0].id.features.flip = 0;
-
- if (dirProj1 > edge->GetLength()) {
- manifold->points[0].localPoint1 = v2Local;
- manifold->points[0].localPoint2 = edge->GetVertex2();
- float32 ratio = (edge->GetLength() - dirProj2) / (dirProj1 - dirProj2);
- if (ratio > 100.0f * B2_FLT_EPSILON && ratio < 1.0f) {
- manifold->points[0].separation = exitSepN * (1.0f - ratio) + enterSepN * ratio;
- } else {
- manifold->points[0].separation = enterSepN;
- }
- } else {
- manifold->points[0].localPoint1 = vertices[enterEndIndex];
- manifold->points[0].localPoint2 = b2MulT(xf2, b2Mul(xf1, vertices[enterEndIndex]));
- manifold->points[0].separation = enterSepN;
- }
-
- manifold->points[1].id.features.incidentEdge = (uint8)exitStartIndex;
- manifold->points[1].id.features.incidentVertex = b2_nullFeature;
- manifold->points[1].id.features.referenceEdge = 0;
- manifold->points[1].id.features.flip = 0;
-
- if (dirProj2 < 0.0f) {
- manifold->points[1].localPoint1 = v1Local;
- manifold->points[1].localPoint2 = edge->GetVertex1();
- float32 ratio = (-dirProj1) / (dirProj2 - dirProj1);
- if (ratio > 100.0f * B2_FLT_EPSILON && ratio < 1.0f) {
- manifold->points[1].separation = enterSepN * (1.0f - ratio) + exitSepN * ratio;
- } else {
- manifold->points[1].separation = exitSepN;
- }
- } else {
- manifold->points[1].localPoint1 = vertices[exitStartIndex];
- manifold->points[1].localPoint2 = b2MulT(xf2, b2Mul(xf1, vertices[exitStartIndex]));
- manifold->points[1].separation = exitSepN;
- }
- }
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