/******************************************************************************* * Copyright (c) 2011, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the <organization> nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ package org.jbox2d.collision; import org.jbox2d.common.Mat22; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Settings; import org.jbox2d.common.Vec2; import org.jbox2d.common.Transform; import org.jbox2d.structs.collision.distance.DistanceInput; import org.jbox2d.structs.collision.distance.DistanceOutput; import org.jbox2d.structs.collision.distance.DistanceProxy; import org.jbox2d.structs.collision.distance.SimplexCache; // updated to rev 100 /** * This is non-static for faster pooling. To get an instance, * use the {@link SingletonPool}, don't construct a distance * object. * * @author Daniel Murphy */ public class Distance { public static int GJK_CALLS = 0; public static int GJK_ITERS = 0; public static int GJK_MAX_ITERS = 20; /** * GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates. */ private class SimplexVertex { public final Vec2 wA = new Vec2(); // support point in shapeA public final Vec2 wB = new Vec2(); // support point in shapeB public final Vec2 w = new Vec2(); // wB - wA public float a; // barycentric coordinate for closest point public int indexA; // wA index public int indexB; // wB index public void set(SimplexVertex sv) { wA.set(sv.wA); wB.set(sv.wB); w.set(sv.w); a = sv.a; indexA = sv.indexA; indexB = sv.indexB; } } private class Simplex { public final SimplexVertex m_v1 = new SimplexVertex(); public final SimplexVertex m_v2 = new SimplexVertex(); public final SimplexVertex m_v3 = new SimplexVertex(); public final SimplexVertex vertices[] = {m_v1, m_v2, m_v3}; public int m_count; public void readCache(SimplexCache cache, DistanceProxy proxyA, Transform transformA, DistanceProxy proxyB, Transform transformB) { assert (cache.count <= 3); // Copy data from cache. m_count = cache.count; for (int i = 0; i < m_count; ++i) { SimplexVertex v = vertices[i]; v.indexA = cache.indexA[i]; v.indexB = cache.indexB[i]; Vec2 wALocal = proxyA.getVertex(v.indexA); Vec2 wBLocal = proxyB.getVertex(v.indexB); Transform.mulToOut(transformA, wALocal, v.wA); Transform.mulToOut(transformB, wBLocal, v.wB); v.w.set(v.wB).subLocal(v.wA); v.a = 0.0f; } // Compute the new simplex metric, if it is substantially different than // old metric then flush the simplex. if (m_count > 1) { float metric1 = cache.metric; float metric2 = getMetric(); if (metric2 < 0.5f * metric1 || 2.0f * metric1 < metric2 || metric2 < Settings.EPSILON) { // Reset the simplex. m_count = 0; } } // If the cache is empty or invalid ... if (m_count == 0) { SimplexVertex v = vertices[0]; v.indexA = 0; v.indexB = 0; Vec2 wALocal = proxyA.getVertex(0); Vec2 wBLocal = proxyB.getVertex(0); Transform.mulToOut(transformA, wALocal, v.wA); Transform.mulToOut(transformB, wBLocal, v.wB); v.w.set(v.wB).subLocal(v.wA); m_count = 1; } } public void writeCache(SimplexCache cache) { cache.metric = getMetric(); cache.count = m_count; for (int i = 0; i < m_count; ++i) { cache.indexA[i] = (vertices[i].indexA); cache.indexB[i] = (vertices[i].indexB); } } private final Vec2 e12 = new Vec2(); public final void getSearchDirection(final Vec2 out) { switch (m_count) { case 1 : out.set(m_v1.w).negateLocal(); return; case 2 : e12.set(m_v2.w).subLocal(m_v1.w); // use out for a temp variable real quick out.set(m_v1.w).negateLocal(); float sgn = Vec2.cross(e12, out); if (sgn > 0f) { // Origin is left of e12. Vec2.crossToOut(1f, e12, out); return; } else { // Origin is right of e12. Vec2.crossToOut(e12, 1f, out); return; } default : assert (false); out.setZero(); return; } } // djm pooled private final Vec2 case2 = new Vec2(); private final Vec2 case22 = new Vec2(); /** * this returns pooled objects. don't keep or modify them * * @return */ public void getClosestPoint(final Vec2 out) { switch (m_count) { case 0 : assert (false); out.setZero(); return; case 1 : out.set(m_v1.w); case 2 : case22.set(m_v2.w).mulLocal(m_v2.a); case2.set(m_v1.w).mulLocal(m_v1.a).addLocal(case22); out.set(case2); return; case 3 : out.setZero(); return; default : assert (false); out.setZero(); return; } } // djm pooled, and from above private final Vec2 case3 = new Vec2(); private final Vec2 case33 = new Vec2(); public void getWitnessPoints(Vec2 pA, Vec2 pB) { switch (m_count) { case 0 : assert (false); break; case 1 : pA.set(m_v1.wA); pB.set(m_v1.wB); break; case 2 : case2.set(m_v1.wA).mulLocal(m_v1.a); pA.set(m_v2.wA).mulLocal(m_v2.a).addLocal(case2); // m_v1.a * m_v1.wA + m_v2.a * m_v2.wA; // *pB = m_v1.a * m_v1.wB + m_v2.a * m_v2.wB; case2.set(m_v1.wB).mulLocal(m_v1.a); pB.set(m_v2.wB).mulLocal(m_v2.a).addLocal(case2); break; case 3 : pA.set(m_v1.wA).mulLocal(m_v1.a); case3.set(m_v2.wA).mulLocal(m_v2.a); case33.set(m_v3.wA).mulLocal(m_v3.a); pA.addLocal(case3).addLocal(case33); pB.set(pA); // *pA = m_v1.a * m_v1.wA + m_v2.a * m_v2.wA + m_v3.a * m_v3.wA; // *pB = *pA; break; default : assert (false); break; } } // djm pooled, from above public float getMetric() { switch (m_count) { case 0 : assert (false); return 0.0f; case 1 : return 0.0f; case 2 : return MathUtils.distance(m_v1.w, m_v2.w); case 3 : case3.set(m_v2.w).subLocal(m_v1.w); case33.set(m_v3.w).subLocal(m_v1.w); // return Vec2.cross(m_v2.w - m_v1.w, m_v3.w - m_v1.w); return Vec2.cross(case3, case33); default : assert (false); return 0.0f; } } // djm pooled from above /** * Solve a line segment using barycentric coordinates. */ public void solve2() { // Solve a line segment using barycentric coordinates. // // p = a1 * w1 + a2 * w2 // a1 + a2 = 1 // // The vector from the origin to the closest point on the line is // perpendicular to the line. // e12 = w2 - w1 // dot(p, e) = 0 // a1 * dot(w1, e) + a2 * dot(w2, e) = 0 // // 2-by-2 linear system // [1 1 ][a1] = [1] // [w1.e12 w2.e12][a2] = [0] // // Define // d12_1 = dot(w2, e12) // d12_2 = -dot(w1, e12) // d12 = d12_1 + d12_2 // // Solution // a1 = d12_1 / d12 // a2 = d12_2 / d12 final Vec2 w1 = m_v1.w; final Vec2 w2 = m_v2.w; e12.set(w2).subLocal(w1); // w1 region float d12_2 = -Vec2.dot(w1, e12); if (d12_2 <= 0.0f) { // a2 <= 0, so we clamp it to 0 m_v1.a = 1.0f; m_count = 1; return; } // w2 region float d12_1 = Vec2.dot(w2, e12); if (d12_1 <= 0.0f) { // a1 <= 0, so we clamp it to 0 m_v2.a = 1.0f; m_count = 1; m_v1.set(m_v2); return; } // Must be in e12 region. float inv_d12 = 1.0f / (d12_1 + d12_2); m_v1.a = d12_1 * inv_d12; m_v2.a = d12_2 * inv_d12; m_count = 2; } // djm pooled, and from above private final Vec2 e13 = new Vec2(); private final Vec2 e23 = new Vec2(); private final Vec2 w1 = new Vec2(); private final Vec2 w2 = new Vec2(); private final Vec2 w3 = new Vec2(); /** * Solve a line segment using barycentric coordinates.<br/> * Possible regions:<br/> * - points[2]<br/> * - edge points[0]-points[2]<br/> * - edge points[1]-points[2]<br/> * - inside the triangle */ public void solve3() { w1.set(m_v1.w); w2.set(m_v2.w); w3.set(m_v3.w); // Edge12 // [1 1 ][a1] = [1] // [w1.e12 w2.e12][a2] = [0] // a3 = 0 e12.set(w2).subLocal(w1); float w1e12 = Vec2.dot(w1, e12); float w2e12 = Vec2.dot(w2, e12); float d12_1 = w2e12; float d12_2 = -w1e12; // Edge13 // [1 1 ][a1] = [1] // [w1.e13 w3.e13][a3] = [0] // a2 = 0 e13.set(w3).subLocal(w1); float w1e13 = Vec2.dot(w1, e13); float w3e13 = Vec2.dot(w3, e13); float d13_1 = w3e13; float d13_2 = -w1e13; // Edge23 // [1 1 ][a2] = [1] // [w2.e23 w3.e23][a3] = [0] // a1 = 0 e23.set(w3).subLocal(w2); float w2e23 = Vec2.dot(w2, e23); float w3e23 = Vec2.dot(w3, e23); float d23_1 = w3e23; float d23_2 = -w2e23; // Triangle123 float n123 = Vec2.cross(e12, e13); float d123_1 = n123 * Vec2.cross(w2, w3); float d123_2 = n123 * Vec2.cross(w3, w1); float d123_3 = n123 * Vec2.cross(w1, w2); // w1 region if (d12_2 <= 0.0f && d13_2 <= 0.0f) { m_v1.a = 1.0f; m_count = 1; return; } // e12 if (d12_1 > 0.0f && d12_2 > 0.0f && d123_3 <= 0.0f) { float inv_d12 = 1.0f / (d12_1 + d12_2); m_v1.a = d12_1 * inv_d12; m_v2.a = d12_2 * inv_d12; m_count = 2; return; } // e13 if (d13_1 > 0.0f && d13_2 > 0.0f && d123_2 <= 0.0f) { float inv_d13 = 1.0f / (d13_1 + d13_2); m_v1.a = d13_1 * inv_d13; m_v3.a = d13_2 * inv_d13; m_count = 2; m_v2.set(m_v3); return; } // w2 region if (d12_1 <= 0.0f && d23_2 <= 0.0f) { m_v2.a = 1.0f; m_count = 1; m_v1.set(m_v2); return; } // w3 region if (d13_1 <= 0.0f && d23_1 <= 0.0f) { m_v3.a = 1.0f; m_count = 1; m_v1.set(m_v3); return; } // e23 if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f) { float inv_d23 = 1.0f / (d23_1 + d23_2); m_v2.a = d23_1 * inv_d23; m_v3.a = d23_2 * inv_d23; m_count = 2; m_v1.set(m_v3); return; } // Must be in triangle123 float inv_d123 = 1.0f / (d123_1 + d123_2 + d123_3); m_v1.a = d123_1 * inv_d123; m_v2.a = d123_2 * inv_d123; m_v3.a = d123_3 * inv_d123; m_count = 3; } } private Simplex simplex = new Simplex(); private int[] saveA = new int[3]; private int[] saveB = new int[3]; private Vec2 closestPoint = new Vec2(); private Vec2 d = new Vec2(); private Vec2 temp = new Vec2(); private Vec2 normal = new Vec2(); /** * Compute the closest points between two shapes. Supports any combination of: * CircleShape and PolygonShape. The simplex cache is input/output. * On the first call set SimplexCache.count to zero. * * @param output * @param cache * @param input */ public final void distance(final DistanceOutput output, final SimplexCache cache, final DistanceInput input) { GJK_CALLS++; final DistanceProxy proxyA = input.proxyA; final DistanceProxy proxyB = input.proxyB; Transform transformA = input.transformA; Transform transformB = input.transformB; // Initialize the simplex. simplex.readCache(cache, proxyA, transformA, proxyB, transformB); // Get simplex vertices as an array. SimplexVertex[] vertices = simplex.vertices; // These store the vertices of the last simplex so that we // can check for duplicates and prevent cycling. // (pooled above) int saveCount = 0; simplex.getClosestPoint(closestPoint); float distanceSqr1 = closestPoint.lengthSquared(); float distanceSqr2 = distanceSqr1; // Main iteration loop int iter = 0; while (iter < GJK_MAX_ITERS) { // Copy simplex so we can identify duplicates. saveCount = simplex.m_count; for (int i = 0; i < saveCount; i++) { saveA[i] = vertices[i].indexA; saveB[i] = vertices[i].indexB; } switch (simplex.m_count) { case 1 : break; case 2 : simplex.solve2(); break; case 3 : simplex.solve3(); break; default : assert (false); } // If we have 3 points, then the origin is in the corresponding triangle. if (simplex.m_count == 3) { break; } // Compute closest point. simplex.getClosestPoint(closestPoint); distanceSqr2 = closestPoint.lengthSquared(); // ensure progress if (distanceSqr2 >= distanceSqr1) { // break; } distanceSqr1 = distanceSqr2; // get search direction; simplex.getSearchDirection(d); // Ensure the search direction is numerically fit. if (d.lengthSquared() < Settings.EPSILON * Settings.EPSILON) { // The origin is probably contained by a line segment // or triangle. Thus the shapes are overlapped. // We can't return zero here even though there may be overlap. // In case the simplex is a point, segment, or triangle it is difficult // to determine if the origin is contained in the CSO or very close to it. break; } /* * b2SimplexVertex* vertex = vertices + simplex.m_count; * vertex.indexA = proxyA.GetSupport(b2MulT(transformA.R, -d)); * vertex.wA = b2Mul(transformA, proxyA.GetVertex(vertex.indexA)); * b2Vec2 wBLocal; * vertex.indexB = proxyB.GetSupport(b2MulT(transformB.R, d)); * vertex.wB = b2Mul(transformB, proxyB.GetVertex(vertex.indexB)); * vertex.w = vertex.wB - vertex.wA; */ // Compute a tentative new simplex vertex using support points. SimplexVertex vertex = vertices[simplex.m_count]; Mat22.mulTransToOut(transformA.R, d.negateLocal(), temp); vertex.indexA = proxyA.getSupport(temp); Transform.mulToOut(transformA, proxyA.getVertex(vertex.indexA), vertex.wA); // Vec2 wBLocal; Mat22.mulTransToOut(transformB.R, d.negateLocal(), temp); vertex.indexB = proxyB.getSupport(temp); Transform.mulToOut(transformB, proxyB.getVertex(vertex.indexB), vertex.wB); vertex.w.set(vertex.wB).subLocal(vertex.wA); // Iteration count is equated to the number of support point calls. ++iter; ++GJK_ITERS; // Check for duplicate support points. This is the main termination criteria. boolean duplicate = false; for (int i = 0; i < saveCount; ++i) { if (vertex.indexA == saveA[i] && vertex.indexB == saveB[i]) { duplicate = true; break; } } // If we found a duplicate support point we must exit to avoid cycling. if (duplicate) { break; } // New vertex is ok and needed. ++simplex.m_count; } GJK_MAX_ITERS = MathUtils.max(GJK_MAX_ITERS, iter); // Prepare output. simplex.getWitnessPoints(output.pointA, output.pointB); output.distance = MathUtils.distance(output.pointA, output.pointB); output.iterations = iter; // Cache the simplex. simplex.writeCache(cache); // Apply radii if requested. if (input.useRadii) { float rA = proxyA.m_radius; float rB = proxyB.m_radius; if (output.distance > rA + rB && output.distance > Settings.EPSILON) { // Shapes are still no overlapped. // Move the witness points to the outer surface. output.distance -= rA + rB; normal.set(output.pointB).subLocal(output.pointA); normal.normalize(); temp.set(normal).mulLocal(rA); output.pointA.addLocal(temp); temp.set(normal).mulLocal(rB); output.pointB.subLocal(temp); } else { // Shapes are overlapped when radii are considered. // Move the witness points to the middle. // b2Vec2 p = 0.5f * (output.pointA + output.pointB); output.pointA.addLocal(output.pointB).mulLocal(.5f); output.pointB.set(output.pointA); output.distance = 0.0f; } } } }