Exemplo n.º 1
0
// The normal points from 1 to 2
void b2CollidePolygons(b2Manifold* manifold,
					  const b2PolygonShape* polyA, const b2Transform& xfA,
					  const b2PolygonShape* polyB, const b2Transform& xfB)
{
	manifold->m_pointCount = 0;
	float32 totalRadius = polyA->m_radius + polyB->m_radius;

	int32 edgeA = 0;
	float32 separationA = b2FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
	if (separationA > totalRadius)
		return;

	int32 edgeB = 0;
	float32 separationB = b2FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
	if (separationB > totalRadius)
		return;

	const b2PolygonShape* poly1;	// reference polygon
	const b2PolygonShape* poly2;	// incident polygon
	b2Transform xf1, xf2;
	int32 edge1;		// reference edge
	uint8 flip;
	const float32 k_relativeTol = 0.98f;
	const float32 k_absoluteTol = 0.001f;

	if (separationB > k_relativeTol * separationA + k_absoluteTol)
	{
		poly1 = polyB;
		poly2 = polyA;
		xf1 = xfB;
		xf2 = xfA;
		edge1 = edgeB;
		manifold->m_type = b2Manifold::e_faceB;
		flip = 1;
	}
	else
	{
		poly1 = polyA;
		poly2 = polyB;
		xf1 = xfA;
		xf2 = xfB;
		edge1 = edgeA;
		manifold->m_type = b2Manifold::e_faceA;
		flip = 0;
	}

	b2ClipVertex incidentEdge[2];
	b2FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);

	int32 count1 = poly1->m_vertexCount;
	const b2Vec2* vertices1 = poly1->m_vertices;

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

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

	b2Vec2 tangent = b2Mul(xf1.R, localTangent);
	b2Vec2 normal = b2Cross(tangent, 1.0f);
	
	v11 = b2Mul(xf1, v11);
	v12 = b2Mul(xf1, v12);

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

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

	// 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);

	if (np < 2)
		return;

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

	if (np < 2)
	{
		return;
	}

	// Now clipPoints2 contains the clipped points.
	manifold->m_localPlaneNormal = localNormal;
	manifold->m_localPoint = planePoint;

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

		if (separation <= totalRadius)
		{
			b2ManifoldPoint* cp = manifold->m_points + pointCount;
			cp->m_localPoint = b2MulT(xf2, clipPoints2[i].v);
			cp->m_id = clipPoints2[i].id;
			cp->m_id.features.flip = flip;
			++pointCount;
		}
	}

	manifold->m_pointCount = pointCount;
}
Exemplo n.º 2
0
// Collide and 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 b2CollideEdgeAndPolygon(	b2Manifold* manifold,
								const b2EdgeShape* edgeA, const b2Transform& xfA,
								const b2PolygonShape* polygonB_in, const b2Transform& xfB)
{
	manifold->pointCount = 0;

	b2Transform xf = b2MulT(xfA, xfB);

	// Create a polygon for edge shape A
	b2PolygonShape polygonA;
	polygonA.SetAsEdge(edgeA->m_vertex1, edgeA->m_vertex2);

	// Build polygonB in frame A
	b2PolygonShape polygonB;
	polygonB.m_radius = polygonB_in->m_radius;
	polygonB.m_vertexCount = polygonB_in->m_vertexCount;
	polygonB.m_centroid = b2Mul(xf, polygonB_in->m_centroid);
	for (int32 i = 0; i < polygonB.m_vertexCount; ++i)
	{
		polygonB.m_vertices[i] = b2Mul(xf, polygonB_in->m_vertices[i]);
		polygonB.m_normals[i] = b2Mul(xf.R, polygonB_in->m_normals[i]);
	}

	float32 totalRadius = polygonA.m_radius + polygonB.m_radius;

	// Edge geometry
	b2Vec2 v1 = edgeA->m_vertex1;
	b2Vec2 v2 = edgeA->m_vertex2;
	b2Vec2 e = v2 - v1;
	b2Vec2 edgeNormal(e.y, -e.x);
	edgeNormal.Normalize();

	// Determine side
	bool isFrontSide = b2Dot(edgeNormal, polygonB.m_centroid - v1) >= 0.0f;
	if (isFrontSide == false)
	{
		edgeNormal = -edgeNormal;
	}

	// Compute primary separating axis
	b2EPAxis edgeAxis = b2EPEdgeSeparation(v1, v2, edgeNormal, &polygonB, totalRadius);
	if (edgeAxis.separation > totalRadius)
	{
		// Shapes are separated
		return;
	}

	// Classify adjacent edges
	b2EdgeType types[2] = {b2_isolated, b2_isolated};
	if (edgeA->m_hasVertex0)
	{
		b2Vec2 v0 = edgeA->m_vertex0;
		float32 s = b2Dot(edgeNormal, v0 - v1);

		if (s > 0.1f * b2_linearSlop)
		{
			types[0] = b2_concave;
		}
		else if (s >= -0.1f * b2_linearSlop)
		{
			types[0] = b2_flat;
		}
		else
		{
			types[0] = b2_convex;
		}
	}

	if (edgeA->m_hasVertex3)
	{
		b2Vec2 v3 = edgeA->m_vertex3;
		float32 s = b2Dot(edgeNormal, v3 - v2);
		if (s > 0.1f * b2_linearSlop)
		{
			types[1] = b2_concave;
		}
		else if (s >= -0.1f * b2_linearSlop)
		{
			types[1] = b2_flat;
		}
		else
		{
			types[1] = b2_convex;
		}
	}

	if (types[0] == b2_convex)
	{
		// Check separation on previous edge.
		b2Vec2 v0 = edgeA->m_vertex0;
		b2Vec2 e0 = v1 - v0;

		b2Vec2 n0(e0.y, -e0.x);
		n0.Normalize();
		if (isFrontSide == false)
		{
			n0 = -n0;
		}

		b2EPAxis axis1 = b2EPEdgeSeparation(v0, v1, n0, &polygonB, totalRadius);
		if (axis1.separation > edgeAxis.separation)
		{
			// The polygon should collide with previous edge
			return;
		}
	}

	if (types[1] == b2_convex)
	{
		// Check separation on next edge.
		b2Vec2 v3 = edgeA->m_vertex3;
		b2Vec2 e2 = v3 - v2;

		b2Vec2 n2(e2.y, -e2.x);
		n2.Normalize();
		if (isFrontSide == false)
		{
			n2 = -n2;
		}

		b2EPAxis axis2 = b2EPEdgeSeparation(v2, v3, n2, &polygonB, totalRadius);
		if (axis2.separation > edgeAxis.separation)
		{
			// The polygon should collide with the next edge
			return;
		}
	}

	b2EPAxis polygonAxis = b2EPPolygonSeparation(v1, v2, edgeNormal, &polygonB, totalRadius);
	if (polygonAxis.separation > totalRadius)
	{
		return;
	}

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

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

	b2PolygonShape* poly1;
	b2PolygonShape* poly2;
	b2ClipVertex incidentEdge[2];
	if (primaryAxis.type == b2EPAxis::e_edgeA)
	{
		poly1 = &polygonA;
		poly2 = &polygonB;
		if (isFrontSide == false)
		{
			primaryAxis.index = 1;
		}
		manifold->type = b2Manifold::e_faceA;
	}
	else
	{
		poly1 = &polygonB;
		poly2 = &polygonA;
		manifold->type = b2Manifold::e_faceB;
	}

	int32 edge1 = primaryAxis.index;

	b2FindIncidentEdge(incidentEdge, poly1, primaryAxis.index, poly2);
	int32 count1 = poly1->m_vertexCount;
	const b2Vec2* vertices1 = poly1->m_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) + totalRadius;
	float32 sideOffset2 = b2Dot(tangent, v12) + totalRadius;

	// 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(xf.R, normal);
		manifold->localPoint = b2MulT(xf, planePoint);
	}

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

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

			if (primaryAxis.type == b2EPAxis::e_edgeA)
			{
				cp->localPoint = b2MulT(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;
			}

			if (cp->id.cf.typeA == b2ContactFeature::e_vertex && types[cp->id.cf.indexA] == b2_flat)
			{
				continue;
			}

			++pointCount;
		}
	}

	manifold->pointCount = pointCount;
}