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GJK, Part XX: Distance to Polygon


// GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.



void b2Distance(b2DistanceOutput* output,

b2SimplexCache* cache,

const b2DistanceInput* input)

{

++b2_gjkCalls;

const b2DistanceProxy* proxyA = &input->proxyA;

const b2DistanceProxy* proxyB = &input->proxyB;

b2Transform transformA = input->transformA;

b2Transform transformB = input->transformB;

// Initialize the simplex.

b2Simplex simplex;

simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB);

// Get simplex vertices as an array.

b2SimplexVertex* vertices = &simplex.m_v1;

const int32 k_maxIters = 20;

// These store the vertices of the last simplex so that we

// can check for duplicates and prevent cycling.

int32 saveA[3], saveB[3];

int32 saveCount = 0;

float32 distanceSqr1 = b2_maxFloat;

// Main iteration loop.

int32 iter = 0;

while (iter < k_maxIters)

{

// Copy simplex so we can identify duplicates.

saveCount = simplex.m_count;

for (int32 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:

b2Assert(false);

}

// If we have 3 points, then the origin is in the corresponding triangle.

if (simplex.m_count == 3)

{

break;

}

// Compute closest point.

b2Vec2 p = simplex.GetClosestPoint();

float32 distanceSqr2 = p.LengthSquared();

// Ensure progress

if (distanceSqr2 >= distanceSqr1)

{

//break;

}

distanceSqr1 = distanceSqr2;

// Get search direction.

b2Vec2 d = simplex.GetSearchDirection();

// Ensure the search direction is numerically fit.

if (d.LengthSquared() < b2_epsilon * b2_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;

}

// Compute a tentative new simplex vertex using support points.

b2SimplexVertex* vertex = vertices + simplex.m_count;

vertex->indexA = proxyA->GetSupport(b2MulT(transformA.q, -d));

vertex->wA = b2Mul(transformA, proxyA->GetVertex(vertex->indexA));

b2Vec2 wBLocal;

vertex->indexB = proxyB->GetSupport(b2MulT(transformB.q, d));

vertex->wB = b2Mul(transformB, proxyB->GetVertex(vertex->indexB));

vertex->w = vertex->wB - vertex->wA;

// Iteration count is equated to the number of support point calls.

++iter;

++b2_gjkIters;

// Check for duplicate support points. This is the main termination criteria.

bool duplicate = false;

for (int32 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;

}

b2_gjkMaxIters = b2Max(b2_gjkMaxIters, iter);

// Prepare output.

simplex.GetWitnessPoints(&output->pointA, &output->pointB);

output->distance = b2Distance(output->pointA, output->pointB);

output->iterations = iter;

// Cache the simplex.

simplex.WriteCache(cache);

// Apply radii if requested.

if (input->useRadii)

{

float32 rA = proxyA->m_radius;

float32 rB = proxyB->m_radius;

if (output->distance > rA + rB && output->distance > b2_epsilon)

{

// Shapes are still no overlapped.

// Move the witness points to the outer surface.

output->distance -= rA + rB;

b2Vec2 normal = output->pointB - output->pointA;

normal.Normalize();

output->pointA += rA * normal;

output->pointB -= rB * normal;

}

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 = p;

output->pointB = p;

output->distance = 0.0f;

}

}

}


================================


// 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

void b2Simplex::Solve2()

{

b2Vec2 w1 = m_v1.w;

b2Vec2 w2 = m_v2.w;

b2Vec2 e12 = w2 - w1;

// w1 region

float32 d12_2 = -b2Dot(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

float32 d12_1 = b2Dot(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 = m_v2;

return;

}

// Must be in e12 region.

float32 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;

}

// Possible regions:

// - points[2]

// - edge points[0]-points[2]

// - edge points[1]-points[2]

// - inside the triangle

void b2Simplex::Solve3()

{

b2Vec2 w1 = m_v1.w;

b2Vec2 w2 = m_v2.w;

b2Vec2 w3 = m_v3.w;

// Edge12

// [1 1 ][a1] = [1]

// [w1.e12 w2.e12][a2] = [0]

// a3 = 0

b2Vec2 e12 = w2 - w1;

float32 w1e12 = b2Dot(w1, e12);

float32 w2e12 = b2Dot(w2, e12);

float32 d12_1 = w2e12;

float32 d12_2 = -w1e12;

// Edge13

// [1 1 ][a1] = [1]

// [w1.e13 w3.e13][a3] = [0]

// a2 = 0

b2Vec2 e13 = w3 - w1;

float32 w1e13 = b2Dot(w1, e13);

float32 w3e13 = b2Dot(w3, e13);

float32 d13_1 = w3e13;

float32 d13_2 = -w1e13;

// Edge23

// [1 1 ][a2] = [1]

// [w2.e23 w3.e23][a3] = [0]

// a1 = 0

b2Vec2 e23 = w3 - w2;

float32 w2e23 = b2Dot(w2, e23);

float32 w3e23 = b2Dot(w3, e23);

float32 d23_1 = w3e23;

float32 d23_2 = -w2e23;

// Triangle123

float32 n123 = b2Cross(e12, e13);

float32 d123_1 = n123 * b2Cross(w2, w3);

float32 d123_2 = n123 * b2Cross(w3, w1);

float32 d123_3 = n123 * b2Cross(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)

{

float32 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)

{

float32 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 = m_v3;

return;

}

// w2 region

if (d12_1 <= 0.0f && d23_2 <= 0.0f)

{

m_v2.a = 1.0f;

m_count = 1;

m_v1 = m_v2;

return;

}

// w3 region

if (d13_1 <= 0.0f && d23_1 <= 0.0f)

{

m_v3.a = 1.0f;

m_count = 1;

m_v1 = m_v3;

return;

}

// e23

if (d23_1 > 0.0f && d23_2 > 0.0f && d123_1 <= 0.0f)

{

float32 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 = m_v3;

return;

}

// Must be in triangle123

float32 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;

}


==============================


void GetWitnessPoints(b2Vec2* pA, b2Vec2* pB) const

{

switch (m_count)

{

case 0:

b2Assert(false);

break;

case 1:

*pA = m_v1.wA;

*pB = m_v1.wB;

break;

case 2:

pA = 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;

break;

case 3:

pA = m_v1.a  m_v1.wA + m_v2.a  m_v2.wA + m_v3.a  m_v3.wA;

pB = pA;

break;

default:

b2Assert(false);

break;

}

}

float32 GetMetric() const

{

switch (m_count)

{

case 0:

b2Assert(false);

return 0.0f;

case 1:

return 0.0f;

case 2:

return b2Distance(m_v1.w, m_v2.w);

case 3:

return b2Cross(m_v2.w - m_v1.w, m_v3.w - m_v1.w);

default:

b2Assert(false);

return 0.0f;

}

}

void Solve2();

void Solve3();

b2SimplexVertex m_v1, m_v2, m_v3;

int32 m_count;

};


===================================================






int32 b2_gjkCalls, b2_gjkIters, b2_gjkMaxIters;

void b2DistanceProxy::Set(const b2Shape* shape, int32 index)

{

switch (shape->GetType())

{

case b2Shape::e_circle:

{

const b2CircleShape* circle = static_cast<const b2CircleShape*>(shape);

m_vertices = &circle->m_p;

m_count = 1;

m_radius = circle->m_radius;

}

break;

case b2Shape::e_polygon:

{

const b2PolygonShape* polygon = static_cast<const b2PolygonShape*>(shape);

m_vertices = polygon->m_vertices;

m_count = polygon->m_count;

m_radius = polygon->m_radius;

}

break;

case b2Shape::e_chain:

{

const b2ChainShape* chain = static_cast<const b2ChainShape*>(shape);

b2Assert(0 <= index && index < chain->m_count);

m_buffer[0] = chain->m_vertices[index];

if (index + 1 < chain->m_count)

{

m_buffer[1] = chain->m_vertices[index + 1];

}

else

{

m_buffer[1] = chain->m_vertices[0];

}

m_vertices = m_buffer;

m_count = 2;

m_radius = chain->m_radius;

}

break;

case b2Shape::e_edge:

{

const b2EdgeShape* edge = static_cast<const b2EdgeShape*>(shape);

m_vertices = &edge->m_vertex1;

m_count = 2;

m_radius = edge->m_radius;

}

break;

default:

b2Assert(false);

}

}

struct b2SimplexVertex

{

b2Vec2 wA; // support point in proxyA

b2Vec2 wB; // support point in proxyB

b2Vec2 w; // wB - wA

float32 a; // barycentric coordinate for closest point

int32 indexA; // wA index

int32 indexB; // wB index

};

struct b2Simplex

{

void ReadCache( const b2SimplexCache* cache,

const b2DistanceProxy* proxyA, const b2Transform& transformA,

const b2DistanceProxy* proxyB, const b2Transform& transformB)

{

b2Assert(cache->count <= 3);

// Copy data from cache.

m_count = cache->count;

b2SimplexVertex* vertices = &m_v1;

for (int32 i = 0; i < m_count; ++i)

{

b2SimplexVertex* v = vertices + i;

v->indexA = cache->indexA[i];

v->indexB = cache->indexB[i];

b2Vec2 wALocal = proxyA->GetVertex(v->indexA);

b2Vec2 wBLocal = proxyB->GetVertex(v->indexB);

v->wA = b2Mul(transformA, wALocal);

v->wB = b2Mul(transformB, wBLocal);

v->w = v->wB - 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)

{

float32 metric1 = cache->metric;

float32 metric2 = GetMetric();

if (metric2 < 0.5f metric1 || 2.0f metric1 < metric2 || metric2 < b2_epsilon)

{

// Reset the simplex.

m_count = 0;

}

}

// If the cache is empty or invalid ...

if (m_count == 0)

{

b2SimplexVertex* v = vertices + 0;

v->indexA = 0;

v->indexB = 0;

b2Vec2 wALocal = proxyA->GetVertex(0);

b2Vec2 wBLocal = proxyB->GetVertex(0);

v->wA = b2Mul(transformA, wALocal);

v->wB = b2Mul(transformB, wBLocal);

v->w = v->wB - v->wA;

v->a = 1.0f;

m_count = 1;

}

}

void WriteCache(b2SimplexCache* cache) const

{

cache->metric = GetMetric();

cache->count = uint16(m_count);

const b2SimplexVertex* vertices = &m_v1;

for (int32 i = 0; i < m_count; ++i)

{

cache->indexA[i] = uint8(vertices[i].indexA);

cache->indexB[i] = uint8(vertices[i].indexB);

}

}

b2Vec2 GetSearchDirection() const

{

switch (m_count)

{

case 1:

return -m_v1.w;

case 2:

{

b2Vec2 e12 = m_v2.w - m_v1.w;

float32 sgn = b2Cross(e12, -m_v1.w);

if (sgn > 0.0f)

{

// Origin is left of e12.

return b2Cross(1.0f, e12);

}

else

{

// Origin is right of e12.

return b2Cross(e12, 1.0f);

}

}

default:

b2Assert(false);

return b2Vec2_zero;

}

}

b2Vec2 GetClosestPoint() const

{

switch (m_count)

{

case 0:

b2Assert(false);

return b2Vec2_zero;

case 1:

return m_v1.w;

case 2:

return m_v1.a m_v1.w + m_v2.a m_v2.w;

case 3:

return b2Vec2_zero;

default:

b2Assert(false);

return b2Vec2_zero;

}

}


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