reactphysics3d/src/collision/narrowphase/GJK/GJKAlgorithm.cpp
2020-09-05 15:06:51 +02:00

238 lines
11 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2020 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 <reactphysics3d/collision/narrowphase/GJK/GJKAlgorithm.h>
#include <reactphysics3d/constraint/ContactPoint.h>
#include <reactphysics3d/engine/OverlappingPairs.h>
#include <reactphysics3d/collision/shapes/TriangleShape.h>
#include <reactphysics3d/configuration.h>
#include <reactphysics3d/utils/Profiler.h>
#include <reactphysics3d/containers/Array.h>
#include <reactphysics3d/collision/narrowphase/NarrowPhaseInfoBatch.h>
#include <reactphysics3d/collision/narrowphase/GJK/VoronoiSimplex.h>
#include <cassert>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// 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 shapes 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.
void GJKAlgorithm::testCollision(NarrowPhaseInfoBatch& narrowPhaseInfoBatch, uint batchStartIndex,
uint batchNbItems, Array<GJKResult>& gjkResults) {
RP3D_PROFILE("GJKAlgorithm::testCollision()", mProfiler);
// For each item in the batch
for (uint batchIndex = batchStartIndex; batchIndex < batchStartIndex + batchNbItems; batchIndex++) {
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;
bool contactFound = false;
assert(narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].collisionShape1->isConvex());
assert(narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].collisionShape2->isConvex());
const ConvexShape* shape1 = static_cast<const ConvexShape*>(narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].collisionShape1);
const ConvexShape* shape2 = static_cast<const ConvexShape*>(narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].collisionShape2);
// Get the local-space to world-space transforms
const Transform& transform1 = narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].shape1ToWorldTransform;
const Transform& transform2 = narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].shape2ToWorldTransform;
// 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 transform1Inverse = transform1.getInverse();
Transform body2Tobody1 = transform1Inverse * transform2;
// Quaternion that transform a direction from local
// space of body 1 into local space of body 2
Quaternion rotateToBody2 = transform2.getOrientation().getInverse() * transform1.getOrientation();
// Initialize the margin (sum of margins of both objects)
decimal margin = shape1->getMargin() + shape2->getMargin();
decimal marginSquare = margin * margin;
assert(margin > decimal(0.0));
// Create a simplex set
VoronoiSimplex simplex;
// Get the last collision frame info
LastFrameCollisionInfo* lastFrameCollisionInfo = narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].lastFrameCollisionInfo;
// Get the previous point V (last cached separating axis)
Vector3 v;
if (lastFrameCollisionInfo->isValid && lastFrameCollisionInfo->wasUsingGJK) {
v = lastFrameCollisionInfo->gjkSeparatingAxis;
assert(v.lengthSquare() > decimal(0.000001));
}
else {
v.setAllValues(0, 1, 0);
}
// Initialize the upper bound for the square distance
decimal distSquare = DECIMAL_LARGEST;
bool noIntersection = false;
do {
// Compute the support points for original objects (without margins) A and B
suppA = shape1->getLocalSupportPointWithoutMargin(-v);
suppB = body2Tobody1 * shape2->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 > decimal(0.0) && vDotw * vDotw > distSquare * marginSquare) {
// Cache the current separating axis for frame coherence
lastFrameCollisionInfo->gjkSeparatingAxis = v;
// No intersection, we return
assert(gjkResults.size() == batchIndex);
gjkResults.add(GJKResult::SEPARATED);
noIntersection = true;
break;
}
// If the objects intersect only in the margins
if (simplex.isPointInSimplex(w) || distSquare - vDotw <= distSquare * REL_ERROR_SQUARE) {
// Contact point has been found
contactFound = true;
break;
}
// Add the new support point to the simplex
simplex.addPoint(w, suppA, suppB);
// If the simplex is affinely dependent
if (simplex.isAffinelyDependent()) {
// Contact point has been found
contactFound = true;
break;
}
// Compute the point of the simplex closest to the origin
// If the computation of the closest point fails
if (!simplex.computeClosestPoint(v)) {
// Contact point has been found
contactFound = true;
break;
}
// 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();
// Contact point has been found
contactFound = true;
break;
}
} while(!simplex.isFull() && distSquare > MACHINE_EPSILON * simplex.getMaxLengthSquareOfAPoint());
if (noIntersection) {
continue;
}
if (contactFound && distSquare > MACHINE_EPSILON) {
// 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 = std::sqrt(distSquare);
assert(dist > decimal(0.0));
pA = (pA - (shape1->getMargin() / dist) * v);
pB = body2Tobody1.getInverse() * (pB + (shape2->getMargin() / dist) * v);
// Compute the contact info
Vector3 normal = transform1.getOrientation() * (-v.getUnit());
decimal penetrationDepth = margin - dist;
// If the penetration depth is negative (due too numerical errors), there is no contact
if (penetrationDepth <= decimal(0.0)) {
assert(gjkResults.size() == batchIndex);
gjkResults.add(GJKResult::SEPARATED);
continue;
}
// Do not generate a contact point with zero normal length
if (normal.lengthSquare() < MACHINE_EPSILON) {
assert(gjkResults.size() == batchIndex);
gjkResults.add(GJKResult::SEPARATED);
continue;
}
// If we need to report contacts
if (narrowPhaseInfoBatch.narrowPhaseInfos[batchIndex].reportContacts) {
// Compute smooth triangle mesh contact if one of the two collision shapes is a triangle
TriangleShape::computeSmoothTriangleMeshContact(shape1, shape2, pA, pB, transform1, transform2,
penetrationDepth, normal);
// Add a new contact point
narrowPhaseInfoBatch.addContactPoint(batchIndex, normal, penetrationDepth, pA, pB);
}
assert(gjkResults.size() == batchIndex);
gjkResults.add(GJKResult::COLLIDE_IN_MARGIN);
continue;
}
assert(gjkResults.size() == batchIndex);
gjkResults.add(GJKResult::INTERPENETRATE);
}
}