reactphysics3d/src/collision/narrowphase/GJK/Simplex.h

116 lines
7.1 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2012 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 SIMPLEX_H
#define 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:
Vector3 points[4]; // Current points
decimal pointsLengthSquare[4]; // pointsLengthSquare[i] = (points[i].length)^2
decimal maxLengthSquare; // Maximum length of pointsLengthSquare[i]
Vector3 suppPointsA[4]; // Support points of object A in local coordinates
Vector3 suppPointsB[4]; // Support points of object B in local coordinates
Vector3 diffLength[4][4]; // diff[i][j] contains points[i] - points[j]
decimal det[16][4]; // Cached determinant values
decimal normSquare[4][4]; // norm[i][j] = (diff[i][j].length())^2
Bits bitsCurrentSimplex; // 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 lastFound; // Number between 1 and 4 that identify the last found support point
Bits lastFoundBit; // Position of the last found support point (lastFoundBit = 0x1 << lastFound)
Bits allBits; // allBits = bitsCurrentSimplex | lastFoundBit;
bool overlap(Bits a, Bits b) const; // Return true if some bits of "a" overlap with bits of "b"
bool isSubset(Bits a, Bits b) const; // Return true if the bits of "b" is a subset of the bits of "a"
bool isValidSubset(Bits subset) const; // Return true if the subset is a valid one for the closest point computation
bool isProperSubset(Bits subset) const; // Return true if the subset is a proper subset
void updateCache(); // Update the cached values used during the GJK algorithm
void computeDeterminants(); // Compute the cached determinant values
Vector3 computeClosestPointForSubset(Bits subset); // Return the closest point "v" in the convex hull of a subset of points
public:
Simplex(); // Constructor
~Simplex(); // Destructor
bool isFull() const; // Return true if the simplex contains 4 points
bool isEmpty() const; // Return true if the simple is empty
unsigned int getSimplex(Vector3* suppPointsA, Vector3* suppPointsB, Vector3* points) const; // Return the points of the simplex
decimal getMaxLengthSquareOfAPoint() const; // Return the maximum squared length of a point
void addPoint(const Vector3& point, const Vector3& suppPointA, const Vector3& suppPointB); // Addd a point to the simplex
bool isPointInSimplex(const Vector3& point) const; // Return true if the point is in the simplex
bool isAffinelyDependent() const; // Return true if the set is affinely dependent
void backupClosestPointInSimplex(Vector3& point); // Backup the closest point
void computeClosestPointsOfAandB(Vector3& pA, Vector3& pB) const; // Compute the closest points of object A and B
bool computeClosestPoint(Vector3& v); // Compute the closest point to the origin of the current simplex
};
// 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 (bitsCurrentSimplex == 0xf);
}
// Return true if the simple is empty
inline bool Simplex::isEmpty() const {
return (bitsCurrentSimplex == 0x0);
}
// Return the maximum squared length of a point
inline decimal Simplex::getMaxLengthSquareOfAPoint() const {
return maxLengthSquare;
}
} // End of the ReactPhysics3D namespace
#endif