git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@443 92aac97c-a6ce-11dd-a772-7fcde58d38e6
282 lines
13 KiB
C++
282 lines
13 KiB
C++
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2011 Daniel Chappuis *
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*********************************************************************************
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* *
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* Permission is hereby granted, free of charge, to any person obtaining a copy *
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* of this software and associated documentation files (the "Software"), to deal *
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* in the Software without restriction, including without limitation the rights *
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
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* copies of the Software, and to permit persons to whom the Software is *
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* furnished to do so, subject to the following conditions: *
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* *
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* The above copyright notice and this permission notice shall be included in *
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* all copies or substantial portions of the Software. *
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* *
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
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* THE SOFTWARE. *
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********************************************************************************/
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// Libraries
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#include "GJKAlgorithm.h"
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#include "Simplex.h"
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#include "../../constraint/Contact.h"
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#include "../../constants.h"
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#include <algorithm>
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#include <cmath>
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#include <cfloat>
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#include <cassert>
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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GJKAlgorithm::GJKAlgorithm(CollisionDetection& collisionDetection)
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:NarrowPhaseAlgorithm(collisionDetection) {
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}
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// Destructor
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GJKAlgorithm::~GJKAlgorithm() {
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}
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// Return true and compute a contact info if the two bounding volume collide.
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// This method implements the Hybrid Technique for computing the penetration depth by
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// running the GJK algorithm on original objects (without margin).
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// If the objects don't intersect, this method returns false. If they intersect
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// only in the margins, the method compute the penetration depth and contact points
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// (of enlarged objects). If the original objects (without margin) intersect, we
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// call the computePenetrationDepthForEnlargedObjects() method that run the GJK
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// algorithm on the enlarged object to obtain a simplex polytope that contains the
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// origin, they we give that simplex polytope to the EPA algorithm which will compute
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// the correct penetration depth and contact points between the enlarged objects.
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bool GJKAlgorithm::testCollision(const Shape* shape1, const Transform& transform1,
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const Shape* shape2, const Transform& transform2,
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ContactInfo*& contactInfo) {
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assert(shape1 != shape2);
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Vector3 suppA; // Support point of object A
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Vector3 suppB; // Support point of object B
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Vector3 w; // Support point of Minkowski difference A-B
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Vector3 pA; // Closest point of object A
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Vector3 pB; // Closest point of object B
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double vDotw;
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double prevDistSquare;
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Body* const body1 = shape1->getBodyPointer();
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Body* const body2 = shape2->getBodyPointer();
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// Transform a point from body space of shape 2 to body space of shape 1 (the GJK algorithm is done in body space of shape 1)
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Transform shape2ToShape1 = transform1.inverse() * transform2;
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// Matrix that transform a direction from body space of shape 1 into body space of shape 2
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Matrix3x3 rotateToShape2 = transform2.getOrientation().getMatrix().getTranspose() * transform1.getOrientation().getMatrix();
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// Initialize the margin (sum of margins of both objects)
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double margin = 2 * OBJECT_MARGIN;
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double marginSquare = margin * margin;
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assert(margin > 0.0);
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// Create a simplex set
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Simplex simplex;
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// Get the previous point V (last cached separating axis)
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OverlappingPair* overlappingPair = collisionDetection.getOverlappingPair(body1->getID(), body2->getID());
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Vector3 v = (overlappingPair) ? overlappingPair->getCachedSeparatingAxis() : Vector3(1.0, 1.0, 1.0);
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// Initialize the upper bound for the square distance
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double distSquare = DBL_MAX;
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do {
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// Compute the support points for original objects (without margins) A and B
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suppA = shape1->getLocalSupportPoint(-v);
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suppB = shape2ToShape1 * shape2->getLocalSupportPoint(rotateToShape2 * v);
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// Compute the support point for the Minkowski difference A-B
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w = suppA - suppB;
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vDotw = v.dot(w);
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// If the enlarge objects (with margins) do not intersect
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if (vDotw > 0.0 && vDotw * vDotw > distSquare * marginSquare) {
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// No intersection, we return false
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return false;
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}
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// If the objects intersect only in the margins
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if (simplex.isPointInSimplex(w) || distSquare - vDotw <= distSquare * REL_ERROR_SQUARE) {
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// Compute the closet points of both objects (without the margins)
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simplex.computeClosestPointsOfAandB(pA, pB);
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// Project those two points on the margins to have the closest points of both
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// object with the margins
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double dist = sqrt(distSquare);
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assert(dist > 0.0);
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pA = (pA - (OBJECT_MARGIN / dist) * v);
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pB = shape2ToShape1.inverse() * (pB + (OBJECT_MARGIN / dist) * v);
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// Compute the contact info
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Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
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double penetrationDepth = margin - dist;
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contactInfo = new ContactInfo(body1, body2, normal, penetrationDepth, pA, pB, transform1, transform2);
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// There is an intersection, therefore we return true
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return true;
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}
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// Add the new support point to the simplex
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simplex.addPoint(w, suppA, suppB);
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// If the simplex is affinely dependent
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if (simplex.isAffinelyDependent()) {
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// Compute the closet points of both objects (without the margins)
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simplex.computeClosestPointsOfAandB(pA, pB);
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// Project those two points on the margins to have the closest points of both
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// object with the margins
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double dist = sqrt(distSquare);
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assert(dist > 0.0);
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pA = (pA - (OBJECT_MARGIN / dist) * v);
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pB = shape2ToShape1.inverse() * (pB + (OBJECT_MARGIN / dist) * v);
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// Compute the contact info
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Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
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double penetrationDepth = margin - dist;
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contactInfo = new ContactInfo(body1, body2, normal, penetrationDepth, pA, pB, transform1, transform2);
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// There is an intersection, therefore we return true
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return true;
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}
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// Compute the point of the simplex closest to the origin
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// If the computation of the closest point fail
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if (!simplex.computeClosestPoint(v)) {
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// Compute the closet points of both objects (without the margins)
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simplex.computeClosestPointsOfAandB(pA, pB);
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// Project those two points on the margins to have the closest points of both
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// object with the margins
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double dist = sqrt(distSquare);
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assert(dist > 0.0);
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pA = (pA - (OBJECT_MARGIN / dist) * v);
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pB = shape2ToShape1.inverse() * (pB + (OBJECT_MARGIN / dist) * v);
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// Compute the contact info
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Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
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double penetrationDepth = margin - dist;
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contactInfo = new ContactInfo(body1, body2, normal, penetrationDepth, pA, pB, transform1, transform2);
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// There is an intersection, therefore we return true
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return true;
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}
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// Store and update the squared distance of the closest point
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prevDistSquare = distSquare;
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distSquare = v.lengthSquare();
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// If the distance to the closest point doesn't improve a lot
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if (prevDistSquare - distSquare <= MACHINE_EPSILON * prevDistSquare) {
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simplex.backupClosestPointInSimplex(v);
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// Get the new squared distance
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distSquare = v.lengthSquare();
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// Compute the closet points of both objects (without the margins)
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simplex.computeClosestPointsOfAandB(pA, pB);
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// Project those two points on the margins to have the closest points of both
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// object with the margins
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double dist = sqrt(distSquare);
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assert(dist > 0.0);
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pA = (pA - (OBJECT_MARGIN / dist) * v);
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pB = shape2ToShape1.inverse() * (pB + (OBJECT_MARGIN / dist) * v);
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// Compute the contact info
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Vector3 normal = transform1.getOrientation().getMatrix() * (-v.getUnit());
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double penetrationDepth = margin - dist;
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contactInfo = new ContactInfo(body1, body2, normal, penetrationDepth, pA, pB, transform1, transform2);
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// There is an intersection, therefore we return true
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return true;
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}
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} while(!simplex.isFull() && distSquare > MACHINE_EPSILON * simplex.getMaxLengthSquareOfAPoint());
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// The objects (without margins) intersect. Therefore, we run the GJK algorithm again but on the
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// enlarged objects to compute a simplex polytope that contains the origin. Then, we give that simplex
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// polytope to the EPA algorithm to compute the correct penetration depth and contact points between
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// the enlarged objects.
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return computePenetrationDepthForEnlargedObjects(shape1, transform1, shape2, transform2, contactInfo, v);
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}
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// This method runs the GJK algorithm on the two enlarged objects (with margin)
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// to compute a simplex polytope that contains the origin. The two objects are
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// assumed to intersect in the original objects (without margin). Therefore such
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// a polytope must exist. Then, we give that polytope to the EPA algorithm to
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// compute the correct penetration depth and contact points of the enlarged objects.
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bool GJKAlgorithm::computePenetrationDepthForEnlargedObjects(const Shape* const shape1, const Transform& transform1,
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const Shape* const shape2, const Transform& transform2,
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ContactInfo*& contactInfo, Vector3& v) {
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Simplex simplex;
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Vector3 suppA;
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Vector3 suppB;
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Vector3 w;
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double vDotw;
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double distSquare = DBL_MAX;
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double prevDistSquare;
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// Transform a point from body space of shape 2 to body space of shape 1 (the GJK algorithm is done in body space of shape 1)
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Transform shape2ToShape1 = transform1.inverse() * transform2;
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// Matrix that transform a direction from body space of shape 1 into body space of shape 2
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Matrix3x3 rotateToShape2 = transform2.getOrientation().getMatrix().getTranspose() * transform1.getOrientation().getMatrix();
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do {
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// Compute the support points for the enlarged object A and B
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suppA = shape1->getLocalSupportPoint(-v, OBJECT_MARGIN);
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suppB = shape2ToShape1 * shape2->getLocalSupportPoint(rotateToShape2 * v, OBJECT_MARGIN);
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// Compute the support point for the Minkowski difference A-B
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w = suppA - suppB;
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vDotw = v.dot(w);
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// If the enlarge objects do not intersect
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if (vDotw > 0.0) {
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// No intersection, we return false
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return false;
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}
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// Add the new support point to the simplex
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simplex.addPoint(w, suppA, suppB);
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if (simplex.isAffinelyDependent()) {
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return false;
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}
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if (!simplex.computeClosestPoint(v)) {
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return false;
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}
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// Store and update the square distance
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prevDistSquare = distSquare;
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distSquare = v.lengthSquare();
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if (prevDistSquare - distSquare <= MACHINE_EPSILON * prevDistSquare) {
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return false;
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}
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} while(!simplex.isFull() && distSquare > MACHINE_EPSILON * simplex.getMaxLengthSquareOfAPoint());
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// Give the simplex computed with GJK algorithm to the EPA algorithm which will compute the correct
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// penetration depth and contact points between the two enlarged objects
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return algoEPA.computePenetrationDepthAndContactPoints(simplex, shape1, transform1, shape2, transform2, v, contactInfo);
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}
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