| 1 | /* | 
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| 2 | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org | 
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| 3 | * | 
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| 4 | * This software is provided 'as-is', without any express or implied | 
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| 5 | * warranty.  In no event will the authors be held liable for any damages | 
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| 6 | * arising from the use of this software. | 
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| 7 | * Permission is granted to anyone to use this software for any purpose, | 
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| 8 | * including commercial applications, and to alter it and redistribute it | 
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| 9 | * freely, subject to the following restrictions: | 
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| 10 | * 1. The origin of this software must not be misrepresented; you must not | 
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| 11 | * claim that you wrote the original software. If you use this software | 
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| 12 | * in a product, an acknowledgment in the product documentation would be | 
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| 13 | * appreciated but is not required. | 
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| 14 | * 2. Altered source versions must be plainly marked as such, and must not be | 
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| 15 | * misrepresented as being the original software. | 
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| 16 | * 3. This notice may not be removed or altered from any source distribution. | 
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| 17 | */ | 
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| 18 |  | 
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| 19 | #ifndef B2_COLLISION_H | 
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| 20 | #define B2_COLLISION_H | 
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| 21 |  | 
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| 22 | #include <Box2D/Common/b2Math.h> | 
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| 23 | #include <limits.h> | 
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| 24 |  | 
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| 25 | /// @file | 
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| 26 | /// Structures and functions used for computing contact points, distance | 
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| 27 | /// queries, and TOI queries. | 
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| 28 |  | 
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| 29 | class b2Shape; | 
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| 30 | class b2CircleShape; | 
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| 31 | class b2EdgeShape; | 
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| 32 | class b2PolygonShape; | 
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| 33 |  | 
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| 34 | const uint8 b2_nullFeature = UCHAR_MAX; | 
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| 35 |  | 
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| 36 | /// The features that intersect to form the contact point | 
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| 37 | /// This must be 4 bytes or less. | 
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| 38 | struct b2ContactFeature | 
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| 39 | { | 
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| 40 | enum Type | 
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| 41 | { | 
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| 42 | e_vertex = 0, | 
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| 43 | e_face = 1 | 
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| 44 | }; | 
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| 45 |  | 
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| 46 | uint8 indexA;		///< Feature index on shapeA | 
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| 47 | uint8 indexB;		///< Feature index on shapeB | 
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| 48 | uint8 typeA;		///< The feature type on shapeA | 
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| 49 | uint8 typeB;		///< The feature type on shapeB | 
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| 50 | }; | 
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| 51 |  | 
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| 52 | /// Contact ids to facilitate warm starting. | 
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| 53 | union b2ContactID | 
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| 54 | { | 
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| 55 | b2ContactFeature cf; | 
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| 56 | uint32 key;					///< Used to quickly compare contact ids. | 
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| 57 | }; | 
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| 58 |  | 
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| 59 | /// A manifold point is a contact point belonging to a contact | 
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| 60 | /// manifold. It holds details related to the geometry and dynamics | 
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| 61 | /// of the contact points. | 
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| 62 | /// The local point usage depends on the manifold type: | 
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| 63 | /// -e_circles: the local center of circleB | 
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| 64 | /// -e_faceA: the local center of cirlceB or the clip point of polygonB | 
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| 65 | /// -e_faceB: the clip point of polygonA | 
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| 66 | /// This structure is stored across time steps, so we keep it small. | 
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| 67 | /// Note: the impulses are used for internal caching and may not | 
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| 68 | /// provide reliable contact forces, especially for high speed collisions. | 
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| 69 | struct b2ManifoldPoint | 
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| 70 | { | 
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| 71 | b2Vec2 localPoint;		///< usage depends on manifold type | 
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| 72 | float32 normalImpulse;	///< the non-penetration impulse | 
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| 73 | float32 tangentImpulse;	///< the friction impulse | 
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| 74 | b2ContactID id;			///< uniquely identifies a contact point between two shapes | 
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| 75 | }; | 
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| 76 |  | 
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| 77 | /// A manifold for two touching convex shapes. | 
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| 78 | /// Box2D supports multiple types of contact: | 
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| 79 | /// - clip point versus plane with radius | 
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| 80 | /// - point versus point with radius (circles) | 
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| 81 | /// The local point usage depends on the manifold type: | 
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| 82 | /// -e_circles: the local center of circleA | 
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| 83 | /// -e_faceA: the center of faceA | 
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| 84 | /// -e_faceB: the center of faceB | 
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| 85 | /// Similarly the local normal usage: | 
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| 86 | /// -e_circles: not used | 
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| 87 | /// -e_faceA: the normal on polygonA | 
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| 88 | /// -e_faceB: the normal on polygonB | 
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| 89 | /// We store contacts in this way so that position correction can | 
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| 90 | /// account for movement, which is critical for continuous physics. | 
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| 91 | /// All contact scenarios must be expressed in one of these types. | 
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| 92 | /// This structure is stored across time steps, so we keep it small. | 
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| 93 | struct b2Manifold | 
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| 94 | { | 
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| 95 | enum Type | 
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| 96 | { | 
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| 97 | e_circles, | 
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| 98 | e_faceA, | 
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| 99 | e_faceB | 
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| 100 | }; | 
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| 101 |  | 
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| 102 | b2ManifoldPoint points[b2_maxManifoldPoints];	///< the points of contact | 
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| 103 | b2Vec2 localNormal;								///< not use for Type::e_points | 
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| 104 | b2Vec2 localPoint;								///< usage depends on manifold type | 
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| 105 | Type type; | 
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| 106 | int32 pointCount;								///< the number of manifold points | 
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| 107 | }; | 
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| 108 |  | 
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| 109 | /// This is used to compute the current state of a contact manifold. | 
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| 110 | struct b2WorldManifold | 
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| 111 | { | 
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| 112 | /// Evaluate the manifold with supplied transforms. This assumes | 
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| 113 | /// modest motion from the original state. This does not change the | 
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| 114 | /// point count, impulses, etc. The radii must come from the shapes | 
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| 115 | /// that generated the manifold. | 
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| 116 | void Initialize(const b2Manifold* manifold, | 
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| 117 | const b2Transform& xfA, float32 radiusA, | 
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| 118 | const b2Transform& xfB, float32 radiusB); | 
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| 119 |  | 
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| 120 | b2Vec2 normal;								///< world vector pointing from A to B | 
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| 121 | b2Vec2 points[b2_maxManifoldPoints];		///< world contact point (point of intersection) | 
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| 122 | float32 separations[b2_maxManifoldPoints];	///< a negative value indicates overlap, in meters | 
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| 123 | }; | 
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| 124 |  | 
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| 125 | /// This is used for determining the state of contact points. | 
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| 126 | enum b2PointState | 
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| 127 | { | 
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| 128 | b2_nullState,		///< point does not exist | 
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| 129 | b2_addState,		///< point was added in the update | 
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| 130 | b2_persistState,	///< point persisted across the update | 
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| 131 | b2_removeState		///< point was removed in the update | 
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| 132 | }; | 
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| 133 |  | 
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| 134 | /// Compute the point states given two manifolds. The states pertain to the transition from manifold1 | 
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| 135 | /// to manifold2. So state1 is either persist or remove while state2 is either add or persist. | 
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| 136 | void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints], | 
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| 137 | const b2Manifold* manifold1, const b2Manifold* manifold2); | 
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| 138 |  | 
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| 139 | /// Used for computing contact manifolds. | 
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| 140 | struct b2ClipVertex | 
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| 141 | { | 
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| 142 | b2Vec2 v; | 
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| 143 | b2ContactID id; | 
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| 144 | }; | 
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| 145 |  | 
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| 146 | /// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1). | 
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| 147 | struct b2RayCastInput | 
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| 148 | { | 
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| 149 | b2Vec2 p1, p2; | 
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| 150 | float32 maxFraction; | 
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| 151 | }; | 
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| 152 |  | 
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| 153 | /// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2 | 
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| 154 | /// come from b2RayCastInput. | 
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| 155 | struct b2RayCastOutput | 
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| 156 | { | 
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| 157 | b2Vec2 normal; | 
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| 158 | float32 fraction; | 
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| 159 | }; | 
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| 160 |  | 
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| 161 | /// An axis aligned bounding box. | 
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| 162 | struct b2AABB | 
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| 163 | { | 
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| 164 | /// Verify that the bounds are sorted. | 
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| 165 | bool IsValid() const; | 
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| 166 |  | 
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| 167 | /// Get the center of the AABB. | 
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| 168 | b2Vec2 GetCenter() const | 
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| 169 | { | 
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| 170 | return 0.5f * (lowerBound + upperBound); | 
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| 171 | } | 
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| 172 |  | 
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| 173 | /// Get the extents of the AABB (half-widths). | 
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| 174 | b2Vec2 GetExtents() const | 
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| 175 | { | 
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| 176 | return 0.5f * (upperBound - lowerBound); | 
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| 177 | } | 
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| 178 |  | 
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| 179 | /// Get the perimeter length | 
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| 180 | float32 GetPerimeter() const | 
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| 181 | { | 
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| 182 | float32 wx = upperBound.x - lowerBound.x; | 
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| 183 | float32 wy = upperBound.y - lowerBound.y; | 
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| 184 | return 2.0f * (wx + wy); | 
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| 185 | } | 
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| 186 |  | 
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| 187 | /// Combine an AABB into this one. | 
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| 188 | void Combine(const b2AABB& aabb) | 
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| 189 | { | 
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| 190 | lowerBound = b2Min(lowerBound, aabb.lowerBound); | 
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| 191 | upperBound = b2Max(upperBound, aabb.upperBound); | 
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| 192 | } | 
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| 193 |  | 
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| 194 | /// Combine two AABBs into this one. | 
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| 195 | void Combine(const b2AABB& aabb1, const b2AABB& aabb2) | 
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| 196 | { | 
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| 197 | lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound); | 
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| 198 | upperBound = b2Max(aabb1.upperBound, aabb2.upperBound); | 
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| 199 | } | 
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| 200 |  | 
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| 201 | /// Does this aabb contain the provided AABB. | 
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| 202 | bool Contains(const b2AABB& aabb) const | 
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| 203 | { | 
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| 204 | bool result = true; | 
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| 205 | result = result && lowerBound.x <= aabb.lowerBound.x; | 
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| 206 | result = result && lowerBound.y <= aabb.lowerBound.y; | 
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| 207 | result = result && aabb.upperBound.x <= upperBound.x; | 
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| 208 | result = result && aabb.upperBound.y <= upperBound.y; | 
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| 209 | return result; | 
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| 210 | } | 
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| 211 |  | 
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| 212 | bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const; | 
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| 213 |  | 
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| 214 | b2Vec2 lowerBound;	///< the lower vertex | 
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| 215 | b2Vec2 upperBound;	///< the upper vertex | 
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| 216 | }; | 
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| 217 |  | 
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| 218 | /// Compute the collision manifold between two circles. | 
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| 219 | void b2CollideCircles(b2Manifold* manifold, | 
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| 220 | const b2CircleShape* circleA, const b2Transform& xfA, | 
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| 221 | const b2CircleShape* circleB, const b2Transform& xfB); | 
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| 222 |  | 
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| 223 | /// Compute the collision manifold between a polygon and a circle. | 
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| 224 | void b2CollidePolygonAndCircle(b2Manifold* manifold, | 
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| 225 | const b2PolygonShape* polygonA, const b2Transform& xfA, | 
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| 226 | const b2CircleShape* circleB, const b2Transform& xfB); | 
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| 227 |  | 
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| 228 | /// Compute the collision manifold between two polygons. | 
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| 229 | void b2CollidePolygons(b2Manifold* manifold, | 
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| 230 | const b2PolygonShape* polygonA, const b2Transform& xfA, | 
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| 231 | const b2PolygonShape* polygonB, const b2Transform& xfB); | 
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| 232 |  | 
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| 233 | /// Compute the collision manifold between an edge and a circle. | 
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| 234 | void b2CollideEdgeAndCircle(b2Manifold* manifold, | 
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| 235 | const b2EdgeShape* polygonA, const b2Transform& xfA, | 
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| 236 | const b2CircleShape* circleB, const b2Transform& xfB); | 
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| 237 |  | 
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| 238 | /// Compute the collision manifold between an edge and a circle. | 
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| 239 | void b2CollideEdgeAndPolygon(b2Manifold* manifold, | 
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| 240 | const b2EdgeShape* edgeA, const b2Transform& xfA, | 
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| 241 | const b2PolygonShape* circleB, const b2Transform& xfB); | 
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| 242 |  | 
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| 243 | /// Clipping for contact manifolds. | 
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| 244 | int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2], | 
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| 245 | const b2Vec2& normal, float32 offset, int32 vertexIndexA); | 
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| 246 |  | 
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| 247 | /// Determine if two generic shapes overlap. | 
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| 248 | bool b2TestOverlap(	const b2Shape* shapeA, int32 indexA, | 
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| 249 | const b2Shape* shapeB, int32 indexB, | 
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| 250 | const b2Transform& xfA, const b2Transform& xfB); | 
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| 251 |  | 
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| 252 | // ---------------- Inline Functions ------------------------------------------ | 
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| 253 |  | 
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| 254 | inline bool b2AABB::IsValid() const | 
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| 255 | { | 
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| 256 | b2Vec2 d = upperBound - lowerBound; | 
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| 257 | bool valid = d.x >= 0.0f && d.y >= 0.0f; | 
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| 258 | valid = valid && lowerBound.IsValid() && upperBound.IsValid(); | 
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| 259 | return valid; | 
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| 260 | } | 
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| 261 |  | 
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| 262 | inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b) | 
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| 263 | { | 
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| 264 | b2Vec2 d1, d2; | 
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| 265 | d1 = b.lowerBound - a.upperBound; | 
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| 266 | d2 = a.lowerBound - b.upperBound; | 
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| 267 |  | 
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| 268 | if (d1.x > 0.0f || d1.y > 0.0f) | 
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| 269 | return false; | 
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| 270 |  | 
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| 271 | if (d2.x > 0.0f || d2.y > 0.0f) | 
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| 272 | return false; | 
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| 273 |  | 
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| 274 | return true; | 
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| 275 | } | 
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| 276 |  | 
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| 277 | #endif | 
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| 278 |  | 
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