예제 #1
0
//////////////////////////////////////////////////////////////////////////////////////////
//
// RESOLVE CONTACT DATA USING BARYCENTRIC COORDINATES
//
////////////////////////////////////////////////////////////////////////////////////////////
Vec3f ResolveContact(Simplex& P){
	/////////////////////////////////////////////////
	// Barycentrics: Use them for A and B.
	///////////////////////////////////////////////
	assert(P.GetSize() > 0);
	Vec3f contactA, contactB;
	if(P.GetSize() == 1){
		contactA = P.atA(0);
		contactB = P.atB(0);
	}else if(P.GetSize() == 2){//linear interpo;
		Vec3f A = P.at(1);
		Vec3f B = P.at(0);
		Vec3f AB = B-A;
		float v = (dot(AB, -A))/(dot(AB, -A)+ dot(-AB, -B));
		contactA = P.atA(1)*(1-v) + P.atA(0)*v;
		contactB = P.atB(1)*(1-v) + P.atB(0)*v;
	}else{//triangle
		Vec3f A = (P.at(2));
		Vec3f B = (P.at(1));
		Vec3f C = (P.at(0));
		Vec3f N = cross(B-A,C-A);
		Vec3f Nab = cross(N, B-A);
		Vec3f Nac = cross(N, C-A);
		float v = (dot(-A, Nac))/(dot(B-A,Nac));
		float w = (dot(-A, Nab))/(dot(C-A, Nab));
		float u = 1 - v - w;
		contactA = P.atA(2)*u + P.atA(1)*v + P.atA(0)*w;
		contactB = P.atB(2)*u + P.atB(1)*v + P.atB(0)*w;
	}

	Vec3f norm = contactB-contactA;
	norm.normalize();

	return contactA;

}
예제 #2
0
///////////////////////////////////////////////////////////////////
// CLOSEST IN
///////////////////////////////////////////////////////////////////
Vec3f ClosestIn(Simplex& P){
	assert(P.GetSize() > 0);
	if(P.GetSize() == 1) return P.at(0);
	else if(P.GetSize() == 2){ //We have a line.
		Vector3f AO(-P.at(1)[0], -P.at(1)[1], -P.at(1)[2]);
		Vector3f AB(P.at(0)[0] - P.at(1)[0], P.at(0)[1] - P.at(1)[1], P.at(0)[2] - P.at(1)[2]);
		Vector3f BO(-P.at(0)[0], -P.at(0)[1], -P.at(0)[2]);
		float v = (AB.dot(AO))/(AB.dot(AO) + (-AB).dot(BO));
		return (P.at(1)*(1-v) + (P.at(0))*v);
	}else{//We have a triangle
		Vector3f A(P.at(2)[0], P.at(2)[1], P.at(2)[2]);
		Vector3f B(P.at(1)[0], P.at(1)[1], P.at(1)[2]);
		Vector3f C (P.at(0)[0], P.at(0)[1], P.at(0)[2]);
		Vector3f AB = B-A;
		Vector3f AC = C-A;
		Vector3f N = AB.cross(AC);
		Vector3f Nab = N.cross(AB);
		Vector3f Nac = N.cross(AC);

		float v = (-A).dot(Nac)/((AB).dot(Nac));
		float w = (-A).dot(Nab)/((AC).dot(Nab));
		float u = 1-v-w;

		return (P.at(2)*u + P.at(1)*v + P.at(0)*w);
	}
}