1 /*
2 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
3 *
4 * This software is provided 'as-is', without any express or implied
5 * warranty.  In no event will the authors be held liable for any damages
6 * arising from the use of this software.
7 * Permission is granted to anyone to use this software for any purpose,
8 * including commercial applications, and to alter it and redistribute it
9 * freely, subject to the following restrictions:
10 * 1. The origin of this software must not be misrepresented; you must not
11 * claim that you wrote the original software. If you use this software
12 * in a product, an acknowledgment in the product documentation would be
13 * appreciated but is not required.
14 * 2. Altered source versions must be plainly marked as such, and must not be
15 * misrepresented as being the original software.
16 * 3. This notice may not be removed or altered from any source distribution.
17 */
18 
19 #include "b2Collision.h"
20 #include "Shapes/b2PolygonShape.h"
21 
22 struct ClipVertex
23 {
24 	b2Vec2 v;
25 	b2ContactID id;
26 };
27 
ClipSegmentToLine(ClipVertex vOut[2],ClipVertex vIn[2],const b2Vec2 & normal,float32 offset)28 static int32 ClipSegmentToLine(ClipVertex vOut[2], ClipVertex vIn[2],
29 					  const b2Vec2& normal, float32 offset)
30 {
31 	// Start with no output points
32 	int32 numOut = 0;
33 
34 	// Calculate the distance of end points to the line
35 	float32 distance0 = b2Dot(normal, vIn[0].v) - offset;
36 	float32 distance1 = b2Dot(normal, vIn[1].v) - offset;
37 
38 	// If the points are behind the plane
39 	if (distance0 <= 0.0f) vOut[numOut++] = vIn[0];
40 	if (distance1 <= 0.0f) vOut[numOut++] = vIn[1];
41 
42 	// If the points are on different sides of the plane
43 	if (distance0 * distance1 < 0.0f)
44 	{
45 		// Find intersection point of edge and plane
46 		float32 interp = distance0 / (distance0 - distance1);
47 		vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
48 		if (distance0 > 0.0f)
49 		{
50 			vOut[numOut].id = vIn[0].id;
51 		}
52 		else
53 		{
54 			vOut[numOut].id = vIn[1].id;
55 		}
56 		++numOut;
57 	}
58 
59 	return numOut;
60 }
61 
62 // Find the separation between poly1 and poly2 for a give edge normal on poly1.
EdgeSeparation(const b2PolygonShape * poly1,const b2XForm & xf1,int32 edge1,const b2PolygonShape * poly2,const b2XForm & xf2)63 static float32 EdgeSeparation(const b2PolygonShape* poly1, const b2XForm& xf1, int32 edge1,
64 							  const b2PolygonShape* poly2, const b2XForm& xf2)
65 {
66 	int32 count1 = poly1->GetVertexCount();
67 	const b2Vec2* vertices1 = poly1->GetVertices();
68 	const b2Vec2* normals1 = poly1->GetNormals();
69 
70 	int32 count2 = poly2->GetVertexCount();
71 	const b2Vec2* vertices2 = poly2->GetVertices();
72 
73 	b2Assert(0 <= edge1 && edge1 < count1);
74 
75 	// Convert normal from poly1's frame into poly2's frame.
76 	b2Vec2 normal1World = b2Mul(xf1.R, normals1[edge1]);
77 	b2Vec2 normal1 = b2MulT(xf2.R, normal1World);
78 
79 	// Find support vertex on poly2 for -normal.
80 	int32 index = 0;
81 	float32 minDot = B2_FLT_MAX;
82 
83 	for (int32 i = 0; i < count2; ++i)
84 	{
85 		float32 dot = b2Dot(vertices2[i], normal1);
86 		if (dot < minDot)
87 		{
88 			minDot = dot;
89 			index = i;
90 		}
91 	}
92 
93 	b2Vec2 v1 = b2Mul(xf1, vertices1[edge1]);
94 	b2Vec2 v2 = b2Mul(xf2, vertices2[index]);
95 	float32 separation = b2Dot(v2 - v1, normal1World);
96 	return separation;
97 }
98 
99 // Find the max separation between poly1 and poly2 using edge normals from poly1.
FindMaxSeparation(int32 * edgeIndex,const b2PolygonShape * poly1,const b2XForm & xf1,const b2PolygonShape * poly2,const b2XForm & xf2)100 static float32 FindMaxSeparation(int32* edgeIndex,
101 								 const b2PolygonShape* poly1, const b2XForm& xf1,
102 								 const b2PolygonShape* poly2, const b2XForm& xf2)
103 {
104 	int32 count1 = poly1->GetVertexCount();
105 	const b2Vec2* normals1 = poly1->GetNormals();
106 
107 	// Vector pointing from the centroid of poly1 to the centroid of poly2.
108 	b2Vec2 d = b2Mul(xf2, poly2->GetCentroid()) - b2Mul(xf1, poly1->GetCentroid());
109 	b2Vec2 dLocal1 = b2MulT(xf1.R, d);
110 
111 	// Find edge normal on poly1 that has the largest projection onto d.
112 	int32 edge = 0;
113 	float32 maxDot = -B2_FLT_MAX;
114 	for (int32 i = 0; i < count1; ++i)
115 	{
116 		float32 dot = b2Dot(normals1[i], dLocal1);
117 		if (dot > maxDot)
118 		{
119 			maxDot = dot;
120 			edge = i;
121 		}
122 	}
123 
124 	// Get the separation for the edge normal.
125 	float32 s = EdgeSeparation(poly1, xf1, edge, poly2, xf2);
126 	if (s > 0.0f)
127 	{
128 		return s;
129 	}
130 
131 	// Check the separation for the previous edge normal.
132 	int32 prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
133 	float32 sPrev = EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);
134 	if (sPrev > 0.0f)
135 	{
136 		return sPrev;
137 	}
138 
139 	// Check the separation for the next edge normal.
140 	int32 nextEdge = edge + 1 < count1 ? edge + 1 : 0;
141 	float32 sNext = EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);
142 	if (sNext > 0.0f)
143 	{
144 		return sNext;
145 	}
146 
147 	// Find the best edge and the search direction.
148 	int32 bestEdge;
149 	float32 bestSeparation;
150 	int32 increment;
151 	if (sPrev > s && sPrev > sNext)
152 	{
153 		increment = -1;
154 		bestEdge = prevEdge;
155 		bestSeparation = sPrev;
156 	}
157 	else if (sNext > s)
158 	{
159 		increment = 1;
160 		bestEdge = nextEdge;
161 		bestSeparation = sNext;
162 	}
163 	else
164 	{
165 		*edgeIndex = edge;
166 		return s;
167 	}
168 
169 	// Perform a local search for the best edge normal.
170 	for ( ; ; )
171 	{
172 		if (increment == -1)
173 			edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
174 		else
175 			edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
176 
177 		s = EdgeSeparation(poly1, xf1, edge, poly2, xf2);
178 		if (s > 0.0f)
179 		{
180 			return s;
181 		}
182 
183 		if (s > bestSeparation)
184 		{
185 			bestEdge = edge;
186 			bestSeparation = s;
187 		}
188 		else
189 		{
190 			break;
191 		}
192 	}
193 
194 	*edgeIndex = bestEdge;
195 	return bestSeparation;
196 }
197 
FindIncidentEdge(ClipVertex c[2],const b2PolygonShape * poly1,const b2XForm & xf1,int32 edge1,const b2PolygonShape * poly2,const b2XForm & xf2)198 static void FindIncidentEdge(ClipVertex c[2],
199 							 const b2PolygonShape* poly1, const b2XForm& xf1, int32 edge1,
200 							 const b2PolygonShape* poly2, const b2XForm& xf2)
201 {
202 	int32 count1 = poly1->GetVertexCount();
203 	const b2Vec2* normals1 = poly1->GetNormals();
204 
205 	int32 count2 = poly2->GetVertexCount();
206 	const b2Vec2* vertices2 = poly2->GetVertices();
207 	const b2Vec2* normals2 = poly2->GetNormals();
208 
209 	b2Assert(0 <= edge1 && edge1 < count1);
210 
211 	// Get the normal of the reference edge in poly2's frame.
212 	b2Vec2 normal1 = b2MulT(xf2.R, b2Mul(xf1.R, normals1[edge1]));
213 
214 	// Find the incident edge on poly2.
215 	int32 index = 0;
216 	float32 minDot = B2_FLT_MAX;
217 	for (int32 i = 0; i < count2; ++i)
218 	{
219 		float32 dot = b2Dot(normal1, normals2[i]);
220 		if (dot < minDot)
221 		{
222 			minDot = dot;
223 			index = i;
224 		}
225 	}
226 
227 	// Build the clip vertices for the incident edge.
228 	int32 i1 = index;
229 	int32 i2 = i1 + 1 < count2 ? i1 + 1 : 0;
230 
231 	c[0].v = b2Mul(xf2, vertices2[i1]);
232 	c[0].id.features.referenceEdge = (uint8)edge1;
233 	c[0].id.features.incidentEdge = (uint8)i1;
234 	c[0].id.features.incidentVertex = 0;
235 
236 	c[1].v = b2Mul(xf2, vertices2[i2]);
237 	c[1].id.features.referenceEdge = (uint8)edge1;
238 	c[1].id.features.incidentEdge = (uint8)i2;
239 	c[1].id.features.incidentVertex = 1;
240 }
241 
242 // Find edge normal of max separation on A - return if separating axis is found
243 // Find edge normal of max separation on B - return if separation axis is found
244 // Choose reference edge as min(minA, minB)
245 // Find incident edge
246 // Clip
247 
248 // The normal points from 1 to 2
b2CollidePolygons(b2Manifold * manifold,const b2PolygonShape * polyA,const b2XForm & xfA,const b2PolygonShape * polyB,const b2XForm & xfB)249 void b2CollidePolygons(b2Manifold* manifold,
250 					  const b2PolygonShape* polyA, const b2XForm& xfA,
251 					  const b2PolygonShape* polyB, const b2XForm& xfB)
252 {
253 	manifold->pointCount = 0;
254 
255 	int32 edgeA = 0;
256 	float32 separationA = FindMaxSeparation(&edgeA, polyA, xfA, polyB, xfB);
257 	if (separationA > 0.0f)
258 		return;
259 
260 	int32 edgeB = 0;
261 	float32 separationB = FindMaxSeparation(&edgeB, polyB, xfB, polyA, xfA);
262 	if (separationB > 0.0f)
263 		return;
264 
265 	const b2PolygonShape* poly1;	// reference poly
266 	const b2PolygonShape* poly2;	// incident poly
267 	b2XForm xf1, xf2;
268 	int32 edge1;		// reference edge
269 	uint8 flip;
270 	const float32 k_relativeTol = 0.98f;
271 	const float32 k_absoluteTol = 0.001f;
272 
273 	// TODO_ERIN use "radius" of poly for absolute tolerance.
274 	if (separationB > k_relativeTol * separationA + k_absoluteTol)
275 	{
276 		poly1 = polyB;
277 		poly2 = polyA;
278 		xf1 = xfB;
279 		xf2 = xfA;
280 		edge1 = edgeB;
281 		flip = 1;
282 	}
283 	else
284 	{
285 		poly1 = polyA;
286 		poly2 = polyB;
287 		xf1 = xfA;
288 		xf2 = xfB;
289 		edge1 = edgeA;
290 		flip = 0;
291 	}
292 
293 	ClipVertex incidentEdge[2];
294 	FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
295 
296 	int32 count1 = poly1->GetVertexCount();
297 	const b2Vec2* vertices1 = poly1->GetVertices();
298 
299 	b2Vec2 v11 = vertices1[edge1];
300 	b2Vec2 v12 = edge1 + 1 < count1 ? vertices1[edge1+1] : vertices1[0];
301 
302 	b2Vec2 dv = v12 - v11;
303 	b2Vec2 sideNormal = b2Mul(xf1.R, v12 - v11);
304 	sideNormal.Normalize();
305 	b2Vec2 frontNormal = b2Cross(sideNormal, 1.0f);
306 
307 	v11 = b2Mul(xf1, v11);
308 	v12 = b2Mul(xf1, v12);
309 
310 	float32 frontOffset = b2Dot(frontNormal, v11);
311 	float32 sideOffset1 = -b2Dot(sideNormal, v11);
312 	float32 sideOffset2 = b2Dot(sideNormal, v12);
313 
314 	// Clip incident edge against extruded edge1 side edges.
315 	ClipVertex clipPoints1[2];
316 	ClipVertex clipPoints2[2];
317 	int np;
318 
319 	// Clip to box side 1
320 	np = ClipSegmentToLine(clipPoints1, incidentEdge, -sideNormal, sideOffset1);
321 
322 	if (np < 2)
323 		return;
324 
325 	// Clip to negative box side 1
326 	np = ClipSegmentToLine(clipPoints2, clipPoints1,  sideNormal, sideOffset2);
327 
328 	if (np < 2)
329 		return;
330 
331 	// Now clipPoints2 contains the clipped points.
332 	manifold->normal = flip ? -frontNormal : frontNormal;
333 
334 	int32 pointCount = 0;
335 	for (int32 i = 0; i < b2_maxManifoldPoints; ++i)
336 	{
337 		float32 separation = b2Dot(frontNormal, clipPoints2[i].v) - frontOffset;
338 
339 		if (separation <= 0.0f)
340 		{
341 			b2ManifoldPoint* cp = manifold->points + pointCount;
342 			cp->separation = separation;
343 			cp->localPoint1 = b2MulT(xfA, clipPoints2[i].v);
344 			cp->localPoint2 = b2MulT(xfB, clipPoints2[i].v);
345 			cp->id = clipPoints2[i].id;
346 			cp->id.features.flip = flip;
347 			++pointCount;
348 		}
349 	}
350 
351 	manifold->pointCount = pointCount;
352 }
353