예제 #1
0
// The normal points from 1 to 2
void b2CollidePolygons(b2Manifold* manifold,
					  const b2PolygonShape* polyA, const b2XForm& xfA,
					  const b2PolygonShape* polyB, const b2XForm& xfB)
{
	manifold->pointCount = 0;

	int32 edgeA = 0;
	float32 separationA = FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
	if (separationA > 0.0f)
		return;

	int32 edgeB = 0;
	float32 separationB = FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
	if (separationB > 0.0f)
		return;

	const b2PolygonShape* poly1;	// reference poly
	const b2PolygonShape* poly2;	// incident poly
	b2XForm xf1, xf2;
	int32 edge1;		// reference edge
	uint8 flip;
	const float32 k_relativeTol = 0.98f;
	const float32 k_absoluteTol = 0.001f;

	// TODO_ERIN use "radius" of poly for absolute tolerance.
	if (separationB > k_relativeTol * separationA + k_absoluteTol)
	{
		poly1 = polyB;
		poly2 = polyA;
		xf1 = xfB;
		xf2 = xfA;
		edge1 = edgeB;
		flip = 1;
	}
	else
	{
		poly1 = polyA;
		poly2 = polyB;
		xf1 = xfA;
		xf2 = xfB;
		edge1 = edgeA;
		flip = 0;
	}

	ClipVertex incidentEdge[2];
	FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);

	int32 count1 = poly1->GetVertexCount();
	const b2Vec2* vertices1 = poly1->GetVertices();

	b2Vec2 v11 = vertices1[edge1];
	b2Vec2 v12 = edge1 + 1 < count1 ? vertices1[edge1+1] : vertices1[0];

	b2Vec2 dv = v12 - v11;
	b2Vec2 sideNormal = b2Mul(xf1.R, v12 - v11);
	sideNormal.Normalize();
	b2Vec2 frontNormal = b2Cross(sideNormal, 1.0f);
	
	v11 = b2Mul(xf1, v11);
	v12 = b2Mul(xf1, v12);

	float32 frontOffset = b2Dot(frontNormal, v11);
	float32 sideOffset1 = -b2Dot(sideNormal, v11);
	float32 sideOffset2 = b2Dot(sideNormal, v12);

	// Clip incident edge against extruded edge1 side edges.
	ClipVertex clipPoints1[2];
	ClipVertex clipPoints2[2];
	int np;

	// Clip to box side 1
	np = ClipSegmentToLine(clipPoints1, incidentEdge, -sideNormal, sideOffset1);

	if (np < 2)
		return;

	// Clip to negative box side 1
	np = ClipSegmentToLine(clipPoints2, clipPoints1,  sideNormal, sideOffset2);

	if (np < 2)
	{
		return;
	}

	// Now clipPoints2 contains the clipped points.
	manifold->normal = flip ? -frontNormal : frontNormal;

	int32 pointCount = 0;
	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
	{
		float32 separation = b2Dot(frontNormal, clipPoints2[i].v) - frontOffset;

		if (separation <= 0.0f)
		{
			b2ManifoldPoint* cp = manifold->points + pointCount;
			cp->separation = separation;
			cp->localPoint1 = b2MulT(xfA, clipPoints2[i].v);
			cp->localPoint2 = b2MulT(xfB, clipPoints2[i].v);
			cp->id = clipPoints2[i].id;
			cp->id.features.flip = flip;
			++pointCount;
		}
	}

	manifold->pointCount = pointCount;}
// The normal points from 1 to 2
void b2CollidePolygons(btManifoldResult* manifold,
					  const btBox2dShape* polyA, const btTransform& xfA,
					  const btBox2dShape* polyB, const btTransform& xfB)
{

	int edgeA = 0;
	btScalar separationA = FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
	if (separationA > 0.0f)
		return;

	int edgeB = 0;
	btScalar separationB = FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
	if (separationB > 0.0f)
		return;

	const btBox2dShape* poly1;	// reference poly
	const btBox2dShape* poly2;	// incident poly
	btTransform xf1, xf2;
	int edge1;		// reference edge
	unsigned char flip;
	const btScalar k_relativeTol = 0.98f;
	const btScalar k_absoluteTol = 0.001f;

	// TODO_ERIN use "radius" of poly for absolute tolerance.
	if (separationB > k_relativeTol * separationA + k_absoluteTol)
	{
		poly1 = polyB;
		poly2 = polyA;
		xf1 = xfB;
		xf2 = xfA;
		edge1 = edgeB;
		flip = 1;
	}
	else
	{
		poly1 = polyA;
		poly2 = polyB;
		xf1 = xfA;
		xf2 = xfB;
		edge1 = edgeA;
		flip = 0;
	}

	ClipVertex incidentEdge[2];
	FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);

	int count1 = poly1->getVertexCount();
	const btVector3* vertices1 = poly1->getVertices();

	btVector3 v11 = vertices1[edge1];
	btVector3 v12 = edge1 + 1 < count1 ? vertices1[edge1+1] : vertices1[0];

	//btVector3 dv = v12 - v11;
	btVector3 sideNormal = b2Mul(xf1.getBasis(), v12 - v11);
	sideNormal.normalize();
	btVector3 frontNormal = btCrossS(sideNormal, 1.0f);


	v11 = b2Mul(xf1, v11);
	v12 = b2Mul(xf1, v12);

	btScalar frontOffset = b2Dot(frontNormal, v11);
	btScalar sideOffset1 = -b2Dot(sideNormal, v11);
	btScalar sideOffset2 = b2Dot(sideNormal, v12);

	// Clip incident edge against extruded edge1 side edges.
	ClipVertex clipPoints1[2];
	clipPoints1[0].v.setValue(0,0,0);
	clipPoints1[1].v.setValue(0,0,0);

	ClipVertex clipPoints2[2];
	clipPoints2[0].v.setValue(0,0,0);
	clipPoints2[1].v.setValue(0,0,0);


	int np;

	// Clip to box side 1
	np = ClipSegmentToLine(clipPoints1, incidentEdge, -sideNormal, sideOffset1);

	if (np < 2)
		return;

	// Clip to negative box side 1
	np = ClipSegmentToLine(clipPoints2, clipPoints1,  sideNormal, sideOffset2);

	if (np < 2)
	{
		return;
	}

	// Now clipPoints2 contains the clipped points.
	btVector3 manifoldNormal = flip ? -frontNormal : frontNormal;

	int pointCount = 0;
	for (int i = 0; i < b2_maxManifoldPoints; ++i)
	{
		btScalar separation = b2Dot(frontNormal, clipPoints2[i].v) - frontOffset;

		if (separation <= 0.0f)
		{

			//b2ManifoldPoint* cp = manifold->points + pointCount;
			//btScalar separation = separation;
			//cp->localPoint1 = b2MulT(xfA, clipPoints2[i].v);
			//cp->localPoint2 = b2MulT(xfB, clipPoints2[i].v);

			manifold->addContactPoint(-manifoldNormal,clipPoints2[i].v,separation);

//			cp->id = clipPoints2[i].id;
//			cp->id.features.flip = flip;
			++pointCount;
		}
	}

//	manifold->pointCount = pointCount;}
}
예제 #3
0
// Collide an edge and polygon. This uses the SAT and clipping to produce up to 2 contact points.
// Edge adjacency is handle to produce locally valid contact points and normals. This is intended
// to allow the polygon to slide smoothly over an edge chain.
//
// Algorithm
// 1. Classify front-side or back-side collision with edge.
// 2. Compute separation
// 3. Process adjacent edges
// 4. Classify adjacent edge as convex, flat, null, or concave
// 5. Skip null or concave edges. Concave edges get a separate manifold.
// 6. If the edge is flat, compute contact points as normal. Discard boundary points.
// 7. If the edge is convex, compute it's separation.
// 8. Use the minimum separation of up to three edges. If the minimum separation
//    is not the primary edge, return.
// 9. If the minimum separation is the primary edge, compute the contact points and return.
void b2EPCollider::Collide(b2Manifold* manifold)
{
	manifold->pointCount = 0;

	ComputeAdjacency();

	b2EPAxis edgeAxis = ComputeEdgeSeparation();

	// If no valid normal can be found than this edge should not collide.
	// This can happen on the middle edge of a 3-edge zig-zag chain.
	if (edgeAxis.type == b2EPAxis::e_unknown)
	{
		return;
	}

	if (edgeAxis.separation > m_radius)
	{
		return;
	}

	b2EPAxis polygonAxis = ComputePolygonSeparation();
	if (polygonAxis.type != b2EPAxis::e_unknown && polygonAxis.separation > m_radius)
	{
		return;
	}

	// Use hysteresis for jitter reduction.
	const float32 k_relativeTol = 0.98f;
	const float32 k_absoluteTol = 0.001f;

	b2EPAxis primaryAxis;
	if (polygonAxis.type == b2EPAxis::e_unknown)
	{
		primaryAxis = edgeAxis;
	}
	else if (polygonAxis.separation > k_relativeTol * edgeAxis.separation + k_absoluteTol)
	{
		primaryAxis = polygonAxis;
	}
	else
	{
		primaryAxis = edgeAxis;
	}

	b2EPProxy* proxy1;
	b2EPProxy* proxy2;
	b2ClipVertex incidentEdge[2];
	if (primaryAxis.type == b2EPAxis::e_edgeA)
	{
		proxy1 = &m_proxyA;
		proxy2 = &m_proxyB;
		manifold->type = b2Manifold::e_faceA;
	}
	else
	{
		proxy1 = &m_proxyB;
		proxy2 = &m_proxyA;
		manifold->type = b2Manifold::e_faceB;
	}

	int32 edge1 = primaryAxis.index;

	FindIncidentEdge(incidentEdge, proxy1, primaryAxis.index, proxy2);
	int32 count1 = proxy1->count;
	const b2Vec2* vertices1 = proxy1->vertices;

	int32 iv1 = edge1;
	int32 iv2 = edge1 + 1 < count1 ? edge1 + 1 : 0;

	b2Vec2 v11 = vertices1[iv1];
	b2Vec2 v12 = vertices1[iv2];

	b2Vec2 tangent = v12 - v11;
	tangent.Normalize();
	
	b2Vec2 normal = b2Cross(tangent, 1.0f);
	b2Vec2 planePoint = 0.5f * (v11 + v12);

	// Face offset.
	float32 frontOffset = b2Dot(normal, v11);

	// Side offsets, extended by polytope skin thickness.
	float32 sideOffset1 = -b2Dot(tangent, v11) + m_radius;
	float32 sideOffset2 = b2Dot(tangent, v12) + m_radius;

	// Clip incident edge against extruded edge1 side edges.
	b2ClipVertex clipPoints1[2];
	b2ClipVertex clipPoints2[2];
	int np;

	// Clip to box side 1
	np = b2ClipSegmentToLine(clipPoints1, incidentEdge, -tangent, sideOffset1, iv1);

	if (np < b2_maxManifoldPoints)
	{
		return;
	}

	// Clip to negative box side 1
	np = b2ClipSegmentToLine(clipPoints2, clipPoints1,  tangent, sideOffset2, iv2);

	if (np < b2_maxManifoldPoints)
	{
		return;
	}

	// Now clipPoints2 contains the clipped points.
	if (primaryAxis.type == b2EPAxis::e_edgeA)
	{
		manifold->localNormal = normal;
		manifold->localPoint = planePoint;
	}
	else
	{
		manifold->localNormal = b2MulT(m_xf.R, normal);
		manifold->localPoint = b2MulT(m_xf, planePoint);
	}

	int32 pointCount = 0;
	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
	{
		float32 separation;
		
		separation = b2Dot(normal, clipPoints2[i].v) - frontOffset;

		if (separation <= m_radius)
		{
			b2ManifoldPoint* cp = manifold->points + pointCount;

			if (primaryAxis.type == b2EPAxis::e_edgeA)
			{
				cp->localPoint = b2MulT(m_xf, clipPoints2[i].v);
				cp->id = clipPoints2[i].id;
			}
			else
			{
				cp->localPoint = clipPoints2[i].v;
				cp->id.cf.typeA = clipPoints2[i].id.cf.typeB;
				cp->id.cf.typeB = clipPoints2[i].id.cf.typeA;
				cp->id.cf.indexA = clipPoints2[i].id.cf.indexB;
				cp->id.cf.indexB = clipPoints2[i].id.cf.indexA;
			}

			++pointCount;
		}
	}

	manifold->pointCount = pointCount;
}