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- // 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.
- #ifndef B2_COLLISION_H
- #define B2_COLLISION_H
- #include <limits.h>
- #include "b2_api.h"
- #include "b2_math.h"
- /// @file
- /// Structures and functions used for computing contact points, distance
- /// queries, and TOI queries.
- class b2Shape;
- class b2CircleShape;
- class b2EdgeShape;
- class b2PolygonShape;
- const uint8 b2_nullFeature = UCHAR_MAX;
- /// The features that intersect to form the contact point
- /// This must be 4 bytes or less.
- struct B2_API b2ContactFeature
- {
- enum Type
- {
- e_vertex = 0,
- e_face = 1
- };
- uint8 indexA; ///< Feature index on shapeA
- uint8 indexB; ///< Feature index on shapeB
- uint8 typeA; ///< The feature type on shapeA
- uint8 typeB; ///< The feature type on shapeB
- };
- /// Contact ids to facilitate warm starting.
- union B2_API b2ContactID
- {
- b2ContactFeature cf;
- 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 local point usage depends on the manifold type:
- /// -e_circles: the local center of circleB
- /// -e_faceA: the local center of cirlceB or the clip point of polygonB
- /// -e_faceB: the clip point of polygonA
- /// This structure is stored across time steps, so we keep it small.
- /// Note: the impulses are used for internal caching and may not
- /// provide reliable contact forces, especially for high speed collisions.
- struct B2_API b2ManifoldPoint
- {
- b2Vec2 localPoint; ///< usage depends on manifold type
- float normalImpulse; ///< the non-penetration impulse
- float tangentImpulse; ///< the friction impulse
- b2ContactID id; ///< uniquely identifies a contact point between two shapes
- };
- /// A manifold for two touching convex shapes.
- /// Box2D supports multiple types of contact:
- /// - clip point versus plane with radius
- /// - point versus point with radius (circles)
- /// The local point usage depends on the manifold type:
- /// -e_circles: the local center of circleA
- /// -e_faceA: the center of faceA
- /// -e_faceB: the center of faceB
- /// Similarly the local normal usage:
- /// -e_circles: not used
- /// -e_faceA: the normal on polygonA
- /// -e_faceB: the normal on polygonB
- /// We store contacts in this way so that position correction can
- /// account for movement, which is critical for continuous physics.
- /// All contact scenarios must be expressed in one of these types.
- /// This structure is stored across time steps, so we keep it small.
- struct B2_API b2Manifold
- {
- enum Type
- {
- e_circles,
- e_faceA,
- e_faceB
- };
- b2ManifoldPoint points[b2_maxManifoldPoints]; ///< the points of contact
- b2Vec2 localNormal; ///< not use for Type::e_points
- b2Vec2 localPoint; ///< usage depends on manifold type
- Type type;
- int32 pointCount; ///< the number of manifold points
- };
- /// This is used to compute the current state of a contact manifold.
- struct B2_API b2WorldManifold
- {
- /// Evaluate the manifold with supplied transforms. This assumes
- /// modest motion from the original state. This does not change the
- /// point count, impulses, etc. The radii must come from the shapes
- /// that generated the manifold.
- void Initialize(const b2Manifold* manifold,
- const b2Transform& xfA, float radiusA,
- const b2Transform& xfB, float radiusB);
- b2Vec2 normal; ///< world vector pointing from A to B
- b2Vec2 points[b2_maxManifoldPoints]; ///< world contact point (point of intersection)
- float separations[b2_maxManifoldPoints]; ///< a negative value indicates overlap, in meters
- };
- /// This is used for determining the state of contact points.
- enum b2PointState
- {
- b2_nullState, ///< point does not exist
- b2_addState, ///< point was added in the update
- b2_persistState, ///< point persisted across the update
- b2_removeState ///< point was removed in the update
- };
- /// Compute the point states given two manifolds. The states pertain to the transition from manifold1
- /// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
- B2_API void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
- const b2Manifold* manifold1, const b2Manifold* manifold2);
- /// Used for computing contact manifolds.
- struct B2_API b2ClipVertex
- {
- b2Vec2 v;
- b2ContactID id;
- };
- /// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
- struct B2_API b2RayCastInput
- {
- b2Vec2 p1, p2;
- float maxFraction;
- };
- /// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
- /// come from b2RayCastInput.
- struct B2_API b2RayCastOutput
- {
- b2Vec2 normal;
- float fraction;
- };
- /// An axis aligned bounding box.
- struct B2_API b2AABB
- {
- /// Verify that the bounds are sorted.
- bool IsValid() const;
- /// Get the center of the AABB.
- b2Vec2 GetCenter() const
- {
- return 0.5f * (lowerBound + upperBound);
- }
- /// Get the extents of the AABB (half-widths).
- b2Vec2 GetExtents() const
- {
- return 0.5f * (upperBound - lowerBound);
- }
- /// Get the perimeter length
- float GetPerimeter() const
- {
- float wx = upperBound.x - lowerBound.x;
- float wy = upperBound.y - lowerBound.y;
- return 2.0f * (wx + wy);
- }
- /// Combine an AABB into this one.
- void Combine(const b2AABB& aabb)
- {
- lowerBound = b2Min(lowerBound, aabb.lowerBound);
- upperBound = b2Max(upperBound, aabb.upperBound);
- }
- /// Combine two AABBs into this one.
- void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
- {
- lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound);
- upperBound = b2Max(aabb1.upperBound, aabb2.upperBound);
- }
- /// Does this aabb contain the provided AABB.
- bool Contains(const b2AABB& aabb) const
- {
- bool result = true;
- result = result && lowerBound.x <= aabb.lowerBound.x;
- result = result && lowerBound.y <= aabb.lowerBound.y;
- result = result && aabb.upperBound.x <= upperBound.x;
- result = result && aabb.upperBound.y <= upperBound.y;
- return result;
- }
- bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
- b2Vec2 lowerBound; ///< the lower vertex
- b2Vec2 upperBound; ///< the upper vertex
- };
- /// Compute the collision manifold between two circles.
- B2_API void b2CollideCircles(b2Manifold* manifold,
- const b2CircleShape* circleA, const b2Transform& xfA,
- const b2CircleShape* circleB, const b2Transform& xfB);
- /// Compute the collision manifold between a polygon and a circle.
- B2_API void b2CollidePolygonAndCircle(b2Manifold* manifold,
- const b2PolygonShape* polygonA, const b2Transform& xfA,
- const b2CircleShape* circleB, const b2Transform& xfB);
- /// Compute the collision manifold between two polygons.
- B2_API void b2CollidePolygons(b2Manifold* manifold,
- const b2PolygonShape* polygonA, const b2Transform& xfA,
- const b2PolygonShape* polygonB, const b2Transform& xfB);
- /// Compute the collision manifold between an edge and a circle.
- B2_API void b2CollideEdgeAndCircle(b2Manifold* manifold,
- const b2EdgeShape* polygonA, const b2Transform& xfA,
- const b2CircleShape* circleB, const b2Transform& xfB);
- /// Compute the collision manifold between an edge and a polygon.
- B2_API void b2CollideEdgeAndPolygon(b2Manifold* manifold,
- const b2EdgeShape* edgeA, const b2Transform& xfA,
- const b2PolygonShape* circleB, const b2Transform& xfB);
- /// Clipping for contact manifolds.
- B2_API int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
- const b2Vec2& normal, float offset, int32 vertexIndexA);
- /// Determine if two generic shapes overlap.
- B2_API bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
- const b2Shape* shapeB, int32 indexB,
- const b2Transform& xfA, const b2Transform& xfB);
- // ---------------- 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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