planck-js
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2D physics engine for JavaScript/HTML5 game development
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JavaScript
/*
* Copyright (c) 2016 Ali Shakiba http://shakiba.me/planck.js
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
module.exports = Distance;
module.exports.Input = DistanceInput;
module.exports.Output = DistanceOutput;
module.exports.Proxy = DistanceProxy;
module.exports.Cache = SimplexCache;
var Settings = require('../Settings');
var Timer = require('../util/Timer');
var Math = require('../common/Math');
var Vec2 = require('../common/Vec2');
var Vec3 = require('../common/Vec3');
var Mat22 = require('../common/Mat22');
var Mat33 = require('../common/Mat33');
var Rot = require('../common/Rot');
var Sweep = require('../common/Sweep');
var Transform = require('../common/Transform');
var Velocity = require('../common/Velocity');
var Position = require('../common/Position');
/**
* GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
*/
var gjkCalls, gjkIters, gjkMaxIters;
/**
* Input for Distance. You have to option to use the shape radii in the
* computation. Even
*/
function DistanceInput() {
this.proxyA = new DistanceProxy();
this.proxyB = new DistanceProxy();
this.transformA = null; // Transform
this.transformB = null; // Transform
this.useRadii = false;
};
/**
* Output for Distance.
*/
function DistanceOutput() {
this.pointA = Vec2(); // closest point on shapeA
this.pointB = Vec2(); // closest point on shapeB
this.distance;
this.iterations; // number of GJK iterations used
}
/**
* Used to warm start Distance. Set count to zero on first call.
*/
function SimplexCache() {
this.metric; // length or area
this.indexA = []; // vertices on shape A
this.indexB = []; // vertices on shape B
this.count = 0;
};
/**
* Compute the closest points between two shapes. Supports any combination of:
* CircleShape, PolygonShape, EdgeShape. The simplex cache is input/output. On
* the first call set SimplexCache.count to zero.
*/
// (DistanceOutput , SimplexCache , DistanceInput )
function Distance(output, cache, input) {
++gjkCalls;
var proxyA = input.proxyA;
var proxyB = input.proxyB;
var xfA = input.transformA;
var xfB = input.transformB;
// Initialize the simplex.
var simplex = new Simplex();
simplex.ReadCache(cache, proxyA, xfA, proxyB, xfB);
// Get simplex vertices as an array.
var vertices = simplex.m_v;// SimplexVertex
var k_maxIters = 20;
// These store the vertices of the last simplex so that we
// can check for duplicates and prevent cycling.
var saveA = [];
var saveB = []; // int[3]
var saveCount = 0;
var distanceSqr1 = Infinity;
var distanceSqr2 = Infinity;
// Main iteration loop.
var iter = 0;
while (iter < k_maxIters) {
// Copy simplex so we can identify duplicates.
saveCount = simplex.m_count;
for (var i = 0; i < saveCount; ++i) {
saveA[i] = vertices[i].indexA;
saveB[i] = vertices[i].indexB;
}
simplex.Solve();
// If we have 3 points, then the origin is in the corresponding triangle.
if (simplex.m_count == 3) {
break;
}
// Compute closest point.
var p = simplex.GetClosestPoint();
distanceSqr2 = p.LengthSquared();
// Ensure progress
if (distanceSqr2 >= distanceSqr1) {
// break;
}
distanceSqr1 = distanceSqr2;
// Get search direction.
var d = simplex.GetSearchDirection();
// Ensure the search direction is numerically fit.
if (d.LengthSquared() < Math.EPSILON * Math.EPSILON) {
// The origin is probably contained by a line segment
// or triangle. Thus the shapes are overlapped.
// We can't return zero here even though there may be overlap.
// In case the simplex is a point, segment, or triangle it is difficult
// to determine if the origin is contained in the CSO or very close to it.
break;
}
// Compute a tentative new simplex vertex using support points.
var vertex = vertices[simplex.m_count]; // SimplexVertex
vertex.indexA = proxyA.GetSupport(Rot.MulT(xfA.q, Vec2.Neg(d)));
vertex.wA = Transform.Mul(xfA, proxyA.GetVertex(vertex.indexA));
var wBLocal = new Vec2(); // TODO what is this!
vertex.indexB = proxyB.GetSupport(Rot.MulT(xfB.q, d));
vertex.wB = Transform.Mul(xfB, proxyB.GetVertex(vertex.indexB));
vertex.w = Vec2.Sub(vertex.wB, vertex.wA);
// Iteration count is equated to the number of support point calls.
++iter;
++gjkIters;
// Check for duplicate support points. This is the main termination
// criteria.
var duplicate = false;
for (var i = 0; i < saveCount; ++i) {
if (vertex.indexA == saveA[i] && vertex.indexB == saveB[i]) {
duplicate = true;
break;
}
}
// If we found a duplicate support point we must exit to avoid cycling.
if (duplicate) {
break;
}
// New vertex is ok and needed.
++simplex.m_count;
}
gjkMaxIters = Math.max(gjkMaxIters, iter);
// Prepare output.
simplex.GetWitnessPoints(output.pointA, output.pointB);
output.distance = Vec2.Distance(output.pointA, output.pointB);
output.iterations = iter;
// Cache the simplex.
simplex.WriteCache(cache);
// Apply radii if requested.
if (input.useRadii) {
var rA = proxyA.m_radius;
var rB = proxyB.m_radius;
if (output.distance > rA + rB && output.distance > Math.EPSILON) {
// Shapes are still no overlapped.
// Move the witness points to the outer surface.
output.distance -= rA + rB;
var normal = Vec2.Sub(output.pointB, output.pointA);
normal.Normalize();
output.pointA.WAdd(rA, normal);
output.pointB.WSub(rB, normal);
} else {
// Shapes are overlapped when radii are considered.
// Move the witness points to the middle.
var p = Vec2.Mid(output.pointA, output.pointB);
output.pointA = p;
output.pointB = p;
output.distance = 0.0;
}
}
}
/**
* A distance proxy is used by the GJK algorithm. It encapsulates any shape.
*/
function DistanceProxy() {
this.m_buffer = []; // Vec2[2]
this.m_vertices = []; // Vec2[]
this.m_count = 0;
this.m_radius = 0;
};
/**
* Get the vertex count.
*/
DistanceProxy.prototype.GetVertexCount = function() {
return this.m_count;
}
/**
* Get a vertex by index. Used by Distance.
*/
DistanceProxy.prototype.GetVertex = function(index) {
Assert(0 <= index && index < this.m_count);
return this.m_vertices[index];
}
/**
* Get the supporting vertex index in the given direction.
*/
DistanceProxy.prototype.GetSupport = function(d) {
var bestIndex = -1;
var bestValue = -Infinity;
for (var i = 0; i < this.m_count; ++i) {
var value = Vec2.Dot(this.m_vertices[i], d);
if (value > bestValue) {
bestIndex = i;
bestValue = value;
}
}
return bestIndex;
}
/**
* Get the supporting vertex in the given direction.
*/
DistanceProxy.prototype.GetSupportVertex = function(d) {
return this.m_vertices[this.GetSupport(d)];
}
/**
* Initialize the proxy using the given shape. The shape must remain in scope
* while the proxy is in use.
*/
DistanceProxy.prototype.Set = function(shape, index) {
// TODO remove, use shape instead
Assert(typeof shape.ComputeDistanceProxy === 'function');
shape.ComputeDistanceProxy(this, index);
}
function SimplexVertex() {
this.indexA; // wA index
this.indexB; // wB index
this.wA = new Vec2(); // support point in proxyA
this.wB = new Vec2(); // support point in proxyB
this.w = new Vec2(); // wB - wA
this.a; // barycentric coordinate for closest point
};
function Simplex() {
this.m_v1 = new SimplexVertex();
this.m_v2 = new SimplexVertex();
this.m_v3 = new SimplexVertex();
this.m_v = [ this.m_v1, this.m_v2, this.m_v3 ];
this.m_count;
};
// (SimplexCache, DistanceProxy, ...)
Simplex.prototype.ReadCache = function(cache, proxyA, transformA, proxyB,
transformB) {
Assert(cache.count <= 3);
// Copy data from cache.
this.m_count = cache.count;
for (var i = 0; i < this.m_count; ++i) {
var v = this.m_v[i];
v.indexA = cache.indexA[i];
v.indexB = cache.indexB[i];
var wALocal = proxyA.GetVertex(v.indexA);
var wBLocal = proxyB.GetVertex(v.indexB);
v.wA = Transform.Mul(transformA, wALocal);
v.wB = Transform.Mul(transformB, wBLocal);
v.w = Vec2.Sub(v.wB, v.wA);
v.a = 0.0;
}
// Compute the new simplex metric, if it is substantially different than
// old metric then flush the simplex.
if (this.m_count > 1) {
var metric1 = cache.metric;
var metric2 = this.GetMetric();
if (metric2 < 0.5 * metric1 || 2.0 * metric1 < metric2
|| metric2 < Math.EPSILON) {
// Reset the simplex.
this.m_count = 0;
}
}
// If the cache is empty or invalid...
if (this.m_count == 0) {
var v = this.m_v[0];// SimplexVertex
v.indexA = 0;
v.indexB = 0;
var wALocal = proxyA.GetVertex(0);
var wBLocal = proxyB.GetVertex(0);
v.wA = Transform.Mul(transformA, wALocal);
v.wB = Transform.Mul(transformB, wBLocal);
v.w = Vec2.Sub(v.wB, v.wA);
v.a = 1.0;
this.m_count = 1;
}
}
// (SimplexCache)
Simplex.prototype.WriteCache = function(cache) {
cache.metric = this.GetMetric();
cache.count = this.m_count;
for (var i = 0; i < this.m_count; ++i) {
cache.indexA[i] = this.m_v[i].indexA;
cache.indexB[i] = this.m_v[i].indexB;
}
}
Simplex.prototype.GetSearchDirection = function() {
switch (this.m_count) {
case 1:
return Vec2.Neg(this.m_v1.w);
case 2: {
var e12 = Vec2.Sub(this.m_v2.w, this.m_v1.w);
var sgn = Vec2.Cross(e12, Vec2.Neg(this.m_v1.w));
if (sgn > 0.0) {
// Origin is left of e12.
return Vec2.Cross(1.0, e12);
} else {
// Origin is right of e12.
return Vec2.Cross(e12, 1.0);
}
}
default:
Assert(false);
return Vec2();
}
}
Simplex.prototype.GetClosestPoint = function() {
switch (this.m_count) {
case 0:
Assert(false);
return Vec2();
case 1:
return this.m_v1.w;
case 2:
return Vec2.WAdd(this.m_v1.a, this.m_v1.w, this.m_v2.a, this.m_v2.w);
case 3:
return Vec2();
default:
Assert(false);
return Vec2();
}
}
Simplex.prototype.GetWitnessPoints = function(pA, pB) {
switch (this.m_count) {
case 0:
Assert(false);
break;
case 1:
pA.Set(this.m_v1.wA);
pB.Set(this.m_v1.wB);
break;
case 2:
pA.WSet(this.m_v1.a, this.m_v1.wA, this.m_v2.a, this.m_v2.wA);
pB.WSet(this.m_v1.a, this.m_v1.wB, this.m_v2.a, this.m_v2.wB);
break;
case 3:
pA.WSet(this.m_v1.a, this.m_v1.wA, this.m_v2.a, this.m_v2.wA);
pA.WAdd(this.m_v3.a, this.m_v3.wA);
pB.Set(pA);
break;
default:
Assert(false);
break;
}
}
Simplex.prototype.GetMetric = function() {
switch (this.m_count) {
case 0:
Assert(false);
return 0.0;
case 1:
return 0.0;
case 2:
return Vec2.Distance(this.m_v1.w, this.m_v2.w);
case 3:
return Vec2.Cross(Vec2.Sub(this.m_v2.w, this.m_v1.w), Vec2.Sub(this.m_v3.w,
this.m_v1.w));
default:
Assert(false);
return 0.0;
}
}
Simplex.prototype.Solve = function() {
switch (this.m_count) {
case 1:
break;
case 2:
this.Solve2();
break;
case 3:
this.Solve3();
break;
default:
Assert(false);
}
}
// Solve a line segment using barycentric coordinates.
//
// p = a1 * w1 + a2 * w2
// a1 + a2 = 1
//
// The vector from the origin to the closest point on the line is
// perpendicular to the line.
// e12 = w2 - w1
// dot(p, e) = 0
// a1 * dot(w1, e) + a2 * dot(w2, e) = 0
//
// 2-by-2 linear system
// [1 1 ][a1] = [1]
// [w1.e12 w2.e12][a2] = [0]
//
// Define
// d12_1 = dot(w2, e12)
// d12_2 = -dot(w1, e12)
// d12 = d12_1 + d12_2
//
// Solution
// a1 = d12_1 / d12
// a2 = d12_2 / d12
Simplex.prototype.Solve2 = function() {
var w1 = this.m_v1.w;
var w2 = this.m_v2.w;
var e12 = Vec2.Sub(w2, w1);
// w1 region
var d12_2 = -Vec2.Dot(w1, e12);
if (d12_2 <= 0.0) {
// a2 <= 0, so we clamp it to 0
this.m_v1.a = 1.0;
this.m_count = 1;
return;
}
// w2 region
var d12_1 = Vec2.Dot(w2, e12);
if (d12_1 <= 0.0) {
// a1 <= 0, so we clamp it to 0
this.m_v2.a = 1.0;
this.m_count = 1;
this.m_v1 = this.m_v2;
return;
}
// Must be in e12 region.
var inv_d12 = 1.0 / (d12_1 + d12_2);
this.m_v1.a = d12_1 * inv_d12;
this.m_v2.a = d12_2 * inv_d12;
this.m_count = 2;
}
// Possible regions:
// - points[2]
// - edge points[0]-points[2]
// - edge points[1]-points[2]
// - inside the triangle
Simplex.prototype.Solve3 = function() {
var w1 = this.m_v1.w;
var w2 = this.m_v2.w;
var w3 = this.m_v3.w;
// Edge12
// [1 1 ][a1] = [1]
// [w1.e12 w2.e12][a2] = [0]
// a3 = 0
var e12 = Vec2.Sub(w2, w1);
var w1e12 = Vec2.Dot(w1, e12);
var w2e12 = Vec2.Dot(w2, e12);
var d12_1 = w2e12;
var d12_2 = -w1e12;
// Edge13
// [1 1 ][a1] = [1]
// [w1.e13 w3.e13][a3] = [0]
// a2 = 0
var e13 = Vec2.Sub(w3, w1);
var w1e13 = Vec2.Dot(w1, e13);
var w3e13 = Vec2.Dot(w3, e13);
var d13_1 = w3e13;
var d13_2 = -w1e13;
// Edge23
// [1 1 ][a2] = [1]
// [w2.e23 w3.e23][a3] = [0]
// a1 = 0
var e23 = Vec2.Sub(w3, w2);// Vec2
var w2e23 = Vec2.Dot(w2, e23);
var w3e23 = Vec2.Dot(w3, e23);
var d23_1 = w3e23;
var d23_2 = -w2e23;
// Triangle123
var n123 = Vec2.Cross(e12, e13);
var d123_1 = n123 * Vec2.Cross(w2, w3);
var d123_2 = n123 * Vec2.Cross(w3, w1);
var d123_3 = n123 * Vec2.Cross(w1, w2);
// w1 region
if (d12_2 <= 0.0 && d13_2 <= 0.0) {
this.m_v1.a = 1.0;
this.m_count = 1;
return;
}
// e12
if (d12_1 > 0.0 && d12_2 > 0.0 && d123_3 <= 0.0) {
var inv_d12 = 1.0 / (d12_1 + d12_2);
this.m_v1.a = d12_1 * inv_d12;
this.m_v2.a = d12_2 * inv_d12;
this.m_count = 2;
return;
}
// e13
if (d13_1 > 0.0 && d13_2 > 0.0 && d123_2 <= 0.0) {
var inv_d13 = 1.0 / (d13_1 + d13_2);
this.m_v1.a = d13_1 * inv_d13;
this.m_v3.a = d13_2 * inv_d13;
this.m_count = 2;
this.m_v2 = this.m_v3;
return;
}
// w2 region
if (d12_1 <= 0.0 && d23_2 <= 0.0) {
this.m_v2.a = 1.0;
this.m_count = 1;
this.m_v1 = this.m_v2;
return;
}
// w3 region
if (d13_1 <= 0.0 && d23_1 <= 0.0) {
this.m_v3.a = 1.0;
this.m_count = 1;
this.m_v1 = this.m_v3;
return;
}
// e23
if (d23_1 > 0.0 && d23_2 > 0.0 && d123_1 <= 0.0) {
var inv_d23 = 1.0 / (d23_1 + d23_2);
this.m_v2.a = d23_1 * inv_d23;
this.m_v3.a = d23_2 * inv_d23;
this.m_count = 2;
this.m_v1 = this.m_v3;
return;
}
// Must be in triangle123
var inv_d123 = 1.0 / (d123_1 + d123_2 + d123_3);
this.m_v1.a = d123_1 * inv_d123;
this.m_v2.a = d123_2 * inv_d123;
this.m_v3.a = d123_3 * inv_d123;
this.m_count = 3;
}
/**
* Determine if two generic shapes overlap.
*/
Distance.TestOverlap = function(shapeA, indexA, shapeB, indexB, xfA, xfB) {
var input = new DistanceInput();
input.proxyA.Set(shapeA, indexA);
input.proxyB.Set(shapeB, indexB);
input.transformA = xfA;
input.transformB = xfB;
input.useRadii = true;
var cache = new SimplexCache();
var output = new DistanceOutput();
Distance(output, cache, input);
return output.distance < 10.0 * Math.EPSILON;
}