reactphysics3d/src/collision/narrowphase/GJK/GJKAlgorithm.cpp
2015-02-15 21:56:45 +01:00

497 lines
21 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 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. *
* *
********************************************************************************/
// Libraries
#include "GJKAlgorithm.h"
#include "Simplex.h"
#include "constraint/ContactPoint.h"
#include "configuration.h"
#include <algorithm>
#include <cmath>
#include <cfloat>
#include <cassert>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
GJKAlgorithm::GJKAlgorithm(MemoryAllocator& memoryAllocator)
:NarrowPhaseAlgorithm(memoryAllocator), mAlgoEPA(memoryAllocator) {
}
// Destructor
GJKAlgorithm::~GJKAlgorithm() {
}
// Return true and compute a contact info if the two collision shapes collide.
/// This method implements the Hybrid Technique for computing the penetration depth by
/// running the GJK algorithm on original objects (without margin).
/// If the objects don't intersect, this method returns false. If they intersect
/// only in the margins, the method compute the penetration depth and contact points
/// (of enlarged objects). If the original objects (without margin) intersect, we
/// call the computePenetrationDepthForEnlargedObjects() method that run the GJK
/// algorithm on the enlarged object to obtain a simplex polytope that contains the
/// origin, they we give that simplex polytope to the EPA algorithm which will compute
/// the correct penetration depth and contact points between the enlarged objects.
bool GJKAlgorithm::testCollision(ProxyShape* collisionShape1, ProxyShape* collisionShape2,
ContactPointInfo*& contactInfo) {
Vector3 suppA; // Support point of object A
Vector3 suppB; // Support point of object B
Vector3 w; // Support point of Minkowski difference A-B
Vector3 pA; // Closest point of object A
Vector3 pB; // Closest point of object B
decimal vDotw;
decimal prevDistSquare;
// Get the local-space to world-space transforms
const Transform transform1 = collisionShape1->getBody()->getTransform() *
collisionShape1->getLocalToBodyTransform();
const Transform transform2 = collisionShape2->getBody()->getTransform() *
collisionShape2->getLocalToBodyTransform();
// Transform a point from local space of body 2 to local
// space of body 1 (the GJK algorithm is done in local space of body 1)
Transform body2Tobody1 = transform1.getInverse() * transform2;
// Matrix that transform a direction from local
// space of body 1 into local space of body 2
Matrix3x3 rotateToBody2 = transform2.getOrientation().getMatrix().getTranspose() *
transform1.getOrientation().getMatrix();
// Initialize the margin (sum of margins of both objects)
decimal margin = collisionShape1->getMargin() + collisionShape2->getMargin();
decimal marginSquare = margin * margin;
assert(margin > 0.0);
// Create a simplex set
Simplex simplex;
// Get the previous point V (last cached separating axis)
Vector3 v = mCurrentOverlappingPair->getCachedSeparatingAxis();
// Initialize the upper bound for the square distance
decimal distSquare = DECIMAL_LARGEST;
do {
// Compute the support points for original objects (without margins) A and B
suppA = collisionShape1->getLocalSupportPointWithoutMargin(-v);
suppB = body2Tobody1 *
collisionShape2->getLocalSupportPointWithoutMargin(rotateToBody2 * v);
// Compute the support point for the Minkowski difference A-B
w = suppA - suppB;
vDotw = v.dot(w);
// If the enlarge objects (with margins) do not intersect
if (vDotw > 0.0 && vDotw * vDotw > distSquare * marginSquare) {
// Cache the current separating axis for frame coherence
mCurrentOverlappingPair->setCachedSeparatingAxis(v);
// No intersection, we return false
return false;
}
// If the objects intersect only in the margins
if (simplex.isPointInSimplex(w) || distSquare - vDotw <= distSquare * REL_ERROR_SQUARE) {
// Compute the closet points of both objects (without the margins)
simplex.computeClosestPointsOfAandB(pA, pB);
// Project those two points on the margins to have the closest points of both
// object with the margins
decimal dist = sqrt(distSquare);
assert(dist > 0.0);
pA = (pA - (collisionShape1->getMargin() / dist) * v);
pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
// Compute the contact info
Vector3 normal = transform1.getOrientation() * (-v.getUnit());
decimal penetrationDepth = margin - dist;
// Reject the contact if the penetration depth is negative (due too numerical errors)
if (penetrationDepth <= 0.0) return false;
// Create the contact info object
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
ContactPointInfo(collisionShape1, collisionShape2, normal,
penetrationDepth, pA, pB);
// There is an intersection, therefore we return true
return true;
}
// Add the new support point to the simplex
simplex.addPoint(w, suppA, suppB);
// If the simplex is affinely dependent
if (simplex.isAffinelyDependent()) {
// Compute the closet points of both objects (without the margins)
simplex.computeClosestPointsOfAandB(pA, pB);
// Project those two points on the margins to have the closest points of both
// object with the margins
decimal dist = sqrt(distSquare);
assert(dist > 0.0);
pA = (pA - (collisionShape1->getMargin() / dist) * v);
pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
// Compute the contact info
Vector3 normal = transform1.getOrientation() * (-v.getUnit());
decimal penetrationDepth = margin - dist;
// Reject the contact if the penetration depth is negative (due too numerical errors)
if (penetrationDepth <= 0.0) return false;
// Create the contact info object
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
ContactPointInfo(collisionShape1, collisionShape2, normal,
penetrationDepth, pA, pB);
// There is an intersection, therefore we return true
return true;
}
// Compute the point of the simplex closest to the origin
// If the computation of the closest point fail
if (!simplex.computeClosestPoint(v)) {
// Compute the closet points of both objects (without the margins)
simplex.computeClosestPointsOfAandB(pA, pB);
// Project those two points on the margins to have the closest points of both
// object with the margins
decimal dist = sqrt(distSquare);
assert(dist > 0.0);
pA = (pA - (collisionShape1->getMargin() / dist) * v);
pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
// Compute the contact info
Vector3 normal = transform1.getOrientation() * (-v.getUnit());
decimal penetrationDepth = margin - dist;
// Reject the contact if the penetration depth is negative (due too numerical errors)
if (penetrationDepth <= 0.0) return false;
// Create the contact info object
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
ContactPointInfo(collisionShape1, collisionShape2, normal,
penetrationDepth, pA, pB);
// There is an intersection, therefore we return true
return true;
}
// Store and update the squared distance of the closest point
prevDistSquare = distSquare;
distSquare = v.lengthSquare();
// If the distance to the closest point doesn't improve a lot
if (prevDistSquare - distSquare <= MACHINE_EPSILON * prevDistSquare) {
simplex.backupClosestPointInSimplex(v);
// Get the new squared distance
distSquare = v.lengthSquare();
// Compute the closet points of both objects (without the margins)
simplex.computeClosestPointsOfAandB(pA, pB);
// Project those two points on the margins to have the closest points of both
// object with the margins
decimal dist = sqrt(distSquare);
assert(dist > 0.0);
pA = (pA - (collisionShape1->getMargin() / dist) * v);
pB = body2Tobody1.getInverse() * (pB + (collisionShape2->getMargin() / dist) * v);
// Compute the contact info
Vector3 normal = transform1.getOrientation() * (-v.getUnit());
decimal penetrationDepth = margin - dist;
// Reject the contact if the penetration depth is negative (due too numerical errors)
if (penetrationDepth <= 0.0) return false;
// Create the contact info object
contactInfo = new (mMemoryAllocator.allocate(sizeof(ContactPointInfo)))
ContactPointInfo(collisionShape1, collisionShape2, normal,
penetrationDepth, pA, pB);
// There is an intersection, therefore we return true
return true;
}
} while(!simplex.isFull() && distSquare > MACHINE_EPSILON *
simplex.getMaxLengthSquareOfAPoint());
// The objects (without margins) intersect. Therefore, we run the GJK algorithm
// again but on the enlarged objects to compute a simplex polytope that contains
// the origin. Then, we give that simplex polytope to the EPA algorithm to compute
// the correct penetration depth and contact points between the enlarged objects.
return computePenetrationDepthForEnlargedObjects(collisionShape1, transform1, collisionShape2,
transform2, contactInfo, v);
}
/// This method runs the GJK algorithm on the two enlarged objects (with margin)
/// to compute a simplex polytope that contains the origin. The two objects are
/// assumed to intersect in the original objects (without margin). Therefore such
/// a polytope must exist. Then, we give that polytope to the EPA algorithm to
/// compute the correct penetration depth and contact points of the enlarged objects.
bool GJKAlgorithm::computePenetrationDepthForEnlargedObjects(ProxyShape* collisionShape1,
const Transform& transform1,
ProxyShape* collisionShape2,
const Transform& transform2,
ContactPointInfo*& contactInfo,
Vector3& v) {
Simplex simplex;
Vector3 suppA;
Vector3 suppB;
Vector3 w;
decimal vDotw;
decimal distSquare = DECIMAL_LARGEST;
decimal prevDistSquare;
// Transform a point from local space of body 2 to local space
// of body 1 (the GJK algorithm is done in local space of body 1)
Transform body2ToBody1 = transform1.getInverse() * transform2;
// Matrix that transform a direction from local space of body 1 into local space of body 2
Matrix3x3 rotateToBody2 = transform2.getOrientation().getMatrix().getTranspose() *
transform1.getOrientation().getMatrix();
do {
// Compute the support points for the enlarged object A and B
suppA = collisionShape1->getLocalSupportPointWithMargin(-v);
suppB = body2ToBody1 * collisionShape2->getLocalSupportPointWithMargin(rotateToBody2 * v);
// Compute the support point for the Minkowski difference A-B
w = suppA - suppB;
vDotw = v.dot(w);
// If the enlarge objects do not intersect
if (vDotw > 0.0) {
// No intersection, we return false
return false;
}
// Add the new support point to the simplex
simplex.addPoint(w, suppA, suppB);
if (simplex.isAffinelyDependent()) {
return false;
}
if (!simplex.computeClosestPoint(v)) {
return false;
}
// Store and update the square distance
prevDistSquare = distSquare;
distSquare = v.lengthSquare();
if (prevDistSquare - distSquare <= MACHINE_EPSILON * prevDistSquare) {
return false;
}
} while(!simplex.isFull() && distSquare > MACHINE_EPSILON *
simplex.getMaxLengthSquareOfAPoint());
// Give the simplex computed with GJK algorithm to the EPA algorithm
// which will compute the correct penetration depth and contact points
// between the two enlarged objects
return mAlgoEPA.computePenetrationDepthAndContactPoints(simplex, collisionShape1,
transform1, collisionShape2, transform2,
v, contactInfo);
}
// Use the GJK Algorithm to find if a point is inside a convex collision shape
bool GJKAlgorithm::testPointInside(const Vector3& localPoint, ProxyShape* collisionShape) {
Vector3 suppA; // Support point of object A
Vector3 w; // Support point of Minkowski difference A-B
decimal prevDistSquare;
// Support point of object B (object B is a single point)
const Vector3 suppB(localPoint);
// Create a simplex set
Simplex simplex;
// Initial supporting direction
Vector3 v(1, 1, 1);
// Initialize the upper bound for the square distance
decimal distSquare = DECIMAL_LARGEST;
do {
// Compute the support points for original objects (without margins) A and B
suppA = collisionShape->getLocalSupportPointWithoutMargin(-v);
// Compute the support point for the Minkowski difference A-B
w = suppA - suppB;
// Add the new support point to the simplex
simplex.addPoint(w, suppA, suppB);
// If the simplex is affinely dependent
if (simplex.isAffinelyDependent()) {
return false;
}
// Compute the point of the simplex closest to the origin
// If the computation of the closest point fail
if (!simplex.computeClosestPoint(v)) {
return false;
}
// Store and update the squared distance of the closest point
prevDistSquare = distSquare;
distSquare = v.lengthSquare();
// If the distance to the closest point doesn't improve a lot
if (prevDistSquare - distSquare <= MACHINE_EPSILON * prevDistSquare) {
return false;
}
} while(!simplex.isFull() && distSquare > MACHINE_EPSILON *
simplex.getMaxLengthSquareOfAPoint());
// The point is inside the collision shape
return true;
}
// Ray casting algorithm agains a convex collision shape using the GJK Algorithm
/// This method implements the GJK ray casting algorithm described by Gino Van Den Bergen in
/// "Ray Casting against General Convex Objects with Application to Continuous Collision Detection".
bool GJKAlgorithm::raycast(const Ray& ray, ProxyShape* collisionShape, RaycastInfo& raycastInfo) {
Vector3 suppA; // Current lower bound point on the ray (starting at ray's origin)
Vector3 suppB; // Support point on the collision shape
const decimal machineEpsilonSquare = MACHINE_EPSILON * MACHINE_EPSILON;
const decimal epsilon = decimal(0.0001);
// Convert the ray origin and direction into the local-space of the collision shape
const Transform localToWorldTransform = collisionShape->getLocalToWorldTransform();
const Transform worldToLocalTransform = localToWorldTransform.getInverse();
Vector3 point1 = worldToLocalTransform * ray.point1;
Vector3 point2 = worldToLocalTransform * ray.point2;
Vector3 rayDirection = point2 - point1;
// If the points of the segment are two close, return no hit
if (rayDirection.lengthSquare() < machineEpsilonSquare) return false;
Vector3 w;
// Create a simplex set
Simplex simplex;
Vector3 n(decimal(0.0), decimal(0.0), decimal(0.0));
decimal lambda = decimal(0.0);
suppA = point1; // Current lower bound point on the ray (starting at ray's origin)
suppB = collisionShape->getLocalSupportPointWithoutMargin(rayDirection);
Vector3 v = suppA - suppB;
decimal vDotW, vDotR;
decimal distSquare = v.lengthSquare();
int nbIterations = 0;
// GJK Algorithm loop
while (distSquare > epsilon && nbIterations < MAX_ITERATIONS_GJK_RAYCAST) {
// Compute the support points
suppB = collisionShape->getLocalSupportPointWithoutMargin(v);
w = suppA - suppB;
vDotW = v.dot(w);
if (vDotW > decimal(0)) {
vDotR = v.dot(rayDirection);
if (vDotR >= -machineEpsilonSquare) {
return false;
}
else {
// We have found a better lower bound for the hit point along the ray
lambda = lambda - vDotW / vDotR;
suppA = point1 + lambda * rayDirection;
w = suppA - suppB;
n = v;
}
}
// Add the new support point to the simplex
if (!simplex.isPointInSimplex(w)) {
simplex.addPoint(w, suppA, suppB);
}
// Compute the closest point
if (simplex.computeClosestPoint(v)) {
distSquare = v.lengthSquare();
}
else {
distSquare = decimal(0.0);
}
// If the current lower bound distance is larger than the maximum raycasting distance
if (lambda > ray.maxFraction) return false;
nbIterations++;
}
// If the origin was inside the shape, we return no hit
if (lambda < MACHINE_EPSILON) return false;
// Compute the closet points of both objects (without the margins)
Vector3 pointA;
Vector3 pointB;
simplex.computeClosestPointsOfAandB(pointA, pointB);
// A raycast hit has been found, we fill in the raycast info
raycastInfo.hitFraction = lambda;
raycastInfo.worldPoint = localToWorldTransform * pointB;
raycastInfo.body = collisionShape->getBody();
raycastInfo.proxyShape = collisionShape;
if (n.lengthSquare() >= machineEpsilonSquare) { // The normal vector is valid
raycastInfo.worldNormal = localToWorldTransform.getOrientation() * n.getUnit();
}
else { // Degenerated normal vector, we return a zero normal vector
raycastInfo.worldNormal = Vector3(decimal(0), decimal(0), decimal(0));
}
return true;
}