/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 Daniel Chappuis * ********************************************************************************* * * * 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. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_GJK_ALGORITHM_H #define REACTPHYSICS3D_GJK_ALGORITHM_H // Libraries #include "collision/ContactManifoldInfo.h" #include "collision/NarrowPhaseInfo.h" #include "collision/shapes/ConvexShape.h" #include "VoronoiSimplex.h" /// ReactPhysics3D namespace namespace reactphysics3d { // Constants constexpr decimal REL_ERROR = decimal(1.0e-3); constexpr decimal REL_ERROR_SQUARE = REL_ERROR * REL_ERROR; constexpr int MAX_ITERATIONS_GJK_RAYCAST = 32; // Class GJKAlgorithm /** * This class implements a narrow-phase collision detection algorithm. This * algorithm uses the ISA-GJK algorithm and the EPA algorithm. This * implementation is based on the implementation discussed in the book * "Collision Detection in Interactive 3D Environments" by Gino van den Bergen. * This method implements the Hybrid Technique for calculating the * penetration depth. The two objects are enlarged with a small margin. If * the object intersects in their margins, the penetration depth is quickly * computed using the GJK algorithm on the original objects (without margin). * If the original objects (without margin) intersect, we run again the GJK * algorithm on the enlarged objects (with margin) to compute simplex * polytope that contains the origin and give it to the EPA (Expanding * Polytope Algorithm) to compute the correct penetration depth between the * enlarged objects. */ class GJKAlgorithm { private : // -------------------- Attributes -------------------- // #ifdef IS_PROFILING_ACTIVE /// Pointer to the profiler Profiler* mProfiler; #endif // -------------------- Methods -------------------- // public : enum class GJKResult { SEPARATED, // The two shapes are separated outside the margin COLLIDE_IN_MARGIN, // The two shapes overlap only in the margin (shallow penetration) INTERPENETRATE // The two shapes overlap event without the margin (deep penetration) }; // -------------------- Methods -------------------- // /// Constructor GJKAlgorithm() = default; /// Destructor ~GJKAlgorithm() = default; /// Deleted copy-constructor GJKAlgorithm(const GJKAlgorithm& algorithm) = delete; /// Deleted assignment operator GJKAlgorithm& operator=(const GJKAlgorithm& algorithm) = delete; /// Compute a contact info if the two bounding volumes collide. GJKResult testCollision(NarrowPhaseInfo* narrowPhaseInfo, bool reportContacts); #ifdef IS_PROFILING_ACTIVE /// Set the profiler void setProfiler(Profiler* profiler); #endif }; #ifdef IS_PROFILING_ACTIVE // Set the profiler inline void GJKAlgorithm::setProfiler(Profiler* profiler) { mProfiler = profiler; } #endif } #endif