/******************************************************************************** * 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. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_GJK_ALGORITHM_H #define REACTPHYSICS3D_GJK_ALGORITHM_H // Libraries #include "collision/narrowphase/NarrowPhaseAlgorithm.h" #include "constraint/ContactPoint.h" #include "collision/shapes/CollisionShape.h" #include "collision/narrowphase/EPA/EPAAlgorithm.h" /// ReactPhysics3D namespace namespace reactphysics3d { // Constants const decimal REL_ERROR = decimal(1.0e-3); const decimal REL_ERROR_SQUARE = REL_ERROR * REL_ERROR; const 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 : public NarrowPhaseAlgorithm { private : // -------------------- Attributes -------------------- // /// EPA Algorithm EPAAlgorithm mAlgoEPA; // -------------------- Methods -------------------- // /// Private copy-constructor GJKAlgorithm(const GJKAlgorithm& algorithm); /// Private assignment operator GJKAlgorithm& operator=(const GJKAlgorithm& algorithm); /// Compute the penetration depth for enlarged objects. bool computePenetrationDepthForEnlargedObjects(ProxyShape* collisionShape1, const Transform& transform1, ProxyShape* collisionShape2, const Transform& transform2, ContactPointInfo*& contactInfo, Vector3& v); public : // -------------------- Methods -------------------- // /// Constructor GJKAlgorithm(MemoryAllocator& memoryAllocator); /// Destructor ~GJKAlgorithm(); /// Return true and compute a contact info if the two bounding volumes collide. virtual bool testCollision(ProxyShape* collisionShape1, ProxyShape* collisionShape2, ContactPointInfo*& contactInfo); /// Use the GJK Algorithm to find if a point is inside a convex collision shape bool testPointInside(const Vector3& localPoint, ProxyShape* collisionShape); /// Ray casting algorithm agains a convex collision shape using the GJK Algorithm bool raycast(const Ray& ray, ProxyShape* collisionShape, RaycastInfo& raycastInfo); }; } #endif