/* * Copyright (c) 2007-2009 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 #include void b2WorldManifold::Initialize(const b2Manifold* manifold, const b2Transform& xfA, float32 radiusA, const b2Transform& xfB, float32 radiusB) { if (manifold->pointCount == 0) { return; } switch (manifold->type) { case b2Manifold::e_circles: { normal.Set(1.0f, 0.0f); b2Vec2 pointA = b2Mul(xfA, manifold->localPoint); b2Vec2 pointB = b2Mul(xfB, manifold->points[0].localPoint); if (b2DistanceSquared(pointA, pointB) > b2_epsilon * b2_epsilon) { normal = pointB - pointA; normal.Normalize(); } b2Vec2 cA = pointA + radiusA * normal; b2Vec2 cB = pointB - radiusB * normal; points[0] = 0.5f * (cA + cB); } break; case b2Manifold::e_faceA: { normal = b2Mul(xfA.R, manifold->localNormal); b2Vec2 planePoint = b2Mul(xfA, manifold->localPoint); for (int32 i = 0; i < manifold->pointCount; ++i) { b2Vec2 clipPoint = b2Mul(xfB, manifold->points[i].localPoint); b2Vec2 cA = clipPoint + (radiusA - b2Dot(clipPoint - planePoint, normal)) * normal; b2Vec2 cB = clipPoint - radiusB * normal; points[i] = 0.5f * (cA + cB); } } break; case b2Manifold::e_faceB: { normal = b2Mul(xfB.R, manifold->localNormal); b2Vec2 planePoint = b2Mul(xfB, manifold->localPoint); for (int32 i = 0; i < manifold->pointCount; ++i) { b2Vec2 clipPoint = b2Mul(xfA, manifold->points[i].localPoint); b2Vec2 cB = clipPoint + (radiusB - b2Dot(clipPoint - planePoint, normal)) * normal; b2Vec2 cA = clipPoint - radiusA * normal; points[i] = 0.5f * (cA + cB); } // Ensure normal points from A to B. normal = -normal; } break; } } void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints], const b2Manifold* manifold1, const b2Manifold* manifold2) { for (int32 i = 0; i < b2_maxManifoldPoints; ++i) { state1[i] = b2_nullState; state2[i] = b2_nullState; } // Detect persists and removes. for (int32 i = 0; i < manifold1->pointCount; ++i) { b2ContactID id = manifold1->points[i].id; state1[i] = b2_removeState; for (int32 j = 0; j < manifold2->pointCount; ++j) { if (manifold2->points[j].id.key == id.key) { state1[i] = b2_persistState; break; } } } // Detect persists and adds. for (int32 i = 0; i < manifold2->pointCount; ++i) { b2ContactID id = manifold2->points[i].id; state2[i] = b2_addState; for (int32 j = 0; j < manifold1->pointCount; ++j) { if (manifold1->points[j].id.key == id.key) { state2[i] = b2_persistState; break; } } } } // From Real-time Collision Detection, p179. bool b2AABB::RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const { float32 tmin = -b2_maxFloat; float32 tmax = b2_maxFloat; b2Vec2 p = input.p1; b2Vec2 d = input.p2 - input.p1; b2Vec2 absD = b2Abs(d); b2Vec2 normal; for (int32 i = 0; i < 2; ++i) { if (absD(i) < b2_epsilon) { // Parallel. if (p(i) < lowerBound(i) || upperBound(i) < p(i)) { return false; } } else { float32 inv_d = 1.0f / d(i); float32 t1 = (lowerBound(i) - p(i)) * inv_d; float32 t2 = (upperBound(i) - p(i)) * inv_d; // Sign of the normal vector. float32 s = -1.0f; if (t1 > t2) { b2Swap(t1, t2); s = 1.0f; } // Push the min up if (t1 > tmin) { normal.SetZero(); normal(i) = s; tmin = t1; } // Pull the max down tmax = b2Min(tmax, t2); if (tmin > tmax) { return false; } } } // Does the ray start inside the box? // Does the ray intersect beyond the max fraction? if (tmin < 0.0f || input.maxFraction < tmin) { return false; } // Intersection. output->fraction = tmin; output->normal = normal; return true; } // Sutherland-Hodgman clipping. int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2], const b2Vec2& normal, float32 offset) { // Start with no output points int32 numOut = 0; // Calculate the distance of end points to the line float32 distance0 = b2Dot(normal, vIn[0].v) - offset; float32 distance1 = b2Dot(normal, vIn[1].v) - offset; // If the points are behind the plane if (distance0 <= 0.0f) vOut[numOut++] = vIn[0]; if (distance1 <= 0.0f) vOut[numOut++] = vIn[1]; // If the points are on different sides of the plane if (distance0 * distance1 < 0.0f) { // Find intersection point of edge and plane float32 interp = distance0 / (distance0 - distance1); vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v); if (distance0 > 0.0f) { vOut[numOut].id = vIn[0].id; } else { vOut[numOut].id = vIn[1].id; } ++numOut; } return numOut; } bool b2TestOverlap(const b2Shape* shapeA, const b2Shape* shapeB, const b2Transform& xfA, const b2Transform& xfB) { b2DistanceInput input; input.proxyA.Set(shapeA); input.proxyB.Set(shapeB); input.transformA = xfA; input.transformB = xfB; input.useRadii = true; b2SimplexCache cache; cache.count = 0; b2DistanceOutput output; b2Distance(&output, &cache, &input); return output.distance < 10.0f * b2_epsilon; }