reactphysics3d/src/collision/narrowphase/GJK/Simplex.h
2014-08-07 21:38:31 +02:00

190 lines
6.9 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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_SIMPLEX_H
#define REACTPHYSICS3D_SIMPLEX_H
// Libraries
#include "mathematics/mathematics.h"
#include <vector>
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Type definitions
typedef unsigned int Bits;
// Class Simplex
/**
* This class represents a simplex which is a set of 3D points. This
* class is used in the GJK algorithm. This implementation is based on
* the implementation discussed in the book "Collision Detection in 3D
* Environments". This class implements the Johnson's algorithm for
* computing the point of a simplex that is closest to the origin and also
* the smallest simplex needed to represent that closest point.
*/
class Simplex {
private:
// -------------------- Attributes -------------------- //
/// Current points
Vector3 mPoints[4];
/// pointsLengthSquare[i] = (points[i].length)^2
decimal mPointsLengthSquare[4];
/// Maximum length of pointsLengthSquare[i]
decimal mMaxLengthSquare;
/// Support points of object A in local coordinates
Vector3 mSuppPointsA[4];
/// Support points of object B in local coordinates
Vector3 mSuppPointsB[4];
/// diff[i][j] contains points[i] - points[j]
Vector3 mDiffLength[4][4];
/// Cached determinant values
decimal mDet[16][4];
/// norm[i][j] = (diff[i][j].length())^2
decimal mNormSquare[4][4];
/// 4 bits that identify the current points of the simplex
/// For instance, 0101 means that points[1] and points[3] are in the simplex
Bits mBitsCurrentSimplex;
/// Number between 1 and 4 that identify the last found support point
Bits mLastFound;
/// Position of the last found support point (lastFoundBit = 0x1 << lastFound)
Bits mLastFoundBit;
/// allBits = bitsCurrentSimplex | lastFoundBit;
Bits mAllBits;
// -------------------- Methods -------------------- //
/// Private copy-constructor
Simplex(const Simplex& simplex);
/// Private assignment operator
Simplex& operator=(const Simplex& simplex);
/// Return true if some bits of "a" overlap with bits of "b"
bool overlap(Bits a, Bits b) const;
/// Return true if the bits of "b" is a subset of the bits of "a"
bool isSubset(Bits a, Bits b) const;
/// Return true if the subset is a valid one for the closest point computation.
bool isValidSubset(Bits subset) const;
/// Return true if the subset is a proper subset.
bool isProperSubset(Bits subset) const;
/// Update the cached values used during the GJK algorithm
void updateCache();
/// Compute the cached determinant values
void computeDeterminants();
/// Return the closest point "v" in the convex hull of a subset of points
Vector3 computeClosestPointForSubset(Bits subset);
public:
// -------------------- Methods -------------------- //
/// Constructor
Simplex();
/// Destructor
~Simplex();
/// Return true if the simplex contains 4 points
bool isFull() const;
/// Return true if the simple is empty
bool isEmpty() const;
/// Return the points of the simplex
unsigned int getSimplex(Vector3* mSuppPointsA, Vector3* mSuppPointsB,
Vector3* mPoints) const;
/// Return the maximum squared length of a point
decimal getMaxLengthSquareOfAPoint() const;
/// Add a new support point of (A-B) into the simplex.
void addPoint(const Vector3& point, const Vector3& suppPointA, const Vector3& suppPointB);
/// Return true if the point is in the simplex
bool isPointInSimplex(const Vector3& point) const;
/// Return true if the set is affinely dependent
bool isAffinelyDependent() const;
/// Backup the closest point
void backupClosestPointInSimplex(Vector3& point);
/// Compute the closest points "pA" and "pB" of object A and B.
void computeClosestPointsOfAandB(Vector3& pA, Vector3& pB) const;
/// Compute the closest point to the origin of the current simplex.
bool computeClosestPoint(Vector3& v);
};
// Return true if some bits of "a" overlap with bits of "b"
inline bool Simplex::overlap(Bits a, Bits b) const {
return ((a & b) != 0x0);
}
// Return true if the bits of "b" is a subset of the bits of "a"
inline bool Simplex::isSubset(Bits a, Bits b) const {
return ((a & b) == a);
}
// Return true if the simplex contains 4 points
inline bool Simplex::isFull() const {
return (mBitsCurrentSimplex == 0xf);
}
// Return true if the simple is empty
inline bool Simplex::isEmpty() const {
return (mBitsCurrentSimplex == 0x0);
}
// Return the maximum squared length of a point
inline decimal Simplex::getMaxLengthSquareOfAPoint() const {
return mMaxLengthSquare;
}
}
#endif