planck
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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development
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text/typescript
/*
* Planck.js
*
* Copyright (c) Erin Catto, Ali Shakiba
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
import * as matrix from "../common/Matrix";
import { SettingsInternal as Settings } from "../Settings";
import { stats } from "../util/stats";
import { Shape } from "./Shape";
import { EPSILON } from "../common/Math";
import { Vec2, Vec2Value } from "../common/Vec2";
import { Rot } from "../common/Rot";
import { Transform, TransformValue } from "../common/Transform";
/** @internal */ const _ASSERT = typeof ASSERT === "undefined" ? false : ASSERT;
/** @internal */ const math_max = Math.max;
/** @internal */ const temp = matrix.vec2(0, 0);
/** @internal */ const normal = matrix.vec2(0, 0);
/** @internal */ const e12 = matrix.vec2(0, 0);
/** @internal */ const e13 = matrix.vec2(0, 0);
/** @internal */ const e23 = matrix.vec2(0, 0);
/** @internal */ const temp1 = matrix.vec2(0, 0);
/** @internal */ const temp2 = matrix.vec2(0, 0);
/**
* GJK using Voronoi regions (Christer Ericson) and Barycentric coordinates.
*/
stats.gjkCalls = 0;
stats.gjkIters = 0;
stats.gjkMaxIters = 0;
/**
* Input for Distance. You have to option to use the shape radii in the
* computation. Even
*/
export class DistanceInput {
readonly proxyA = new DistanceProxy();
readonly proxyB = new DistanceProxy();
readonly transformA = Transform.identity();
readonly transformB = Transform.identity();
useRadii = false;
recycle() {
this.proxyA.recycle();
this.proxyB.recycle();
this.transformA.setIdentity();
this.transformB.setIdentity();
this.useRadii = false;
}
}
/**
* Output for Distance.
*/
export class DistanceOutput {
/** closest point on shapeA */
pointA = matrix.vec2(0, 0);
/** closest point on shapeB */
pointB = matrix.vec2(0, 0);
distance = 0;
/** iterations number of GJK iterations used */
iterations = 0;
recycle() {
matrix.zeroVec2(this.pointA);
matrix.zeroVec2(this.pointB);
this.distance = 0;
this.iterations = 0;
}
}
/**
* Used to warm start Distance. Set count to zero on first call.
*/
export class SimplexCache {
/** length or area */
metric: number = 0;
/** vertices on shape A */
indexA: number[] = [];
/** vertices on shape B */
indexB: number[] = [];
count: number = 0;
recycle() {
this.metric = 0;
this.indexA.length = 0;
this.indexB.length = 0;
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.
*/
export const Distance = function (output: DistanceOutput, cache: SimplexCache, input: DistanceInput): void {
++stats.gjkCalls;
const proxyA = input.proxyA;
const proxyB = input.proxyB;
const xfA = input.transformA;
const xfB = input.transformB;
// Initialize the simplex.
// const simplex = new Simplex();
simplex.recycle();
simplex.readCache(cache, proxyA, xfA, proxyB, xfB);
// Get simplex vertices as an array.
const vertices = simplex.m_v;
const k_maxIters = Settings.maxDistanceIterations;
// These store the vertices of the last simplex so that we
// can check for duplicates and prevent cycling.
const saveA = [];
const saveB = []; // int[3]
let saveCount = 0;
// Main iteration loop.
let iter = 0;
while (iter < k_maxIters) {
// Copy simplex so we can identify duplicates.
saveCount = simplex.m_count;
for (let 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;
}
// Get search direction.
const d = simplex.getSearchDirection();
// Ensure the search direction is numerically fit.
if (matrix.lengthSqrVec2(d) < EPSILON * 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.
const vertex = vertices[simplex.m_count]; // SimplexVertex
vertex.indexA = proxyA.getSupport(matrix.derotVec2(temp, xfA.q, matrix.scaleVec2(temp, -1, d)));
matrix.transformVec2(vertex.wA, xfA, proxyA.getVertex(vertex.indexA));
vertex.indexB = proxyB.getSupport(matrix.derotVec2(temp, xfB.q, d));
matrix.transformVec2(vertex.wB, xfB, proxyB.getVertex(vertex.indexB));
matrix.subVec2(vertex.w, vertex.wB, vertex.wA);
// Iteration count is equated to the number of support point calls.
++iter;
++stats.gjkIters;
// Check for duplicate support points. This is the main termination
// criteria.
let duplicate = false;
for (let 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;
}
stats.gjkMaxIters = math_max(stats.gjkMaxIters, iter);
// Prepare output.
simplex.getWitnessPoints(output.pointA, output.pointB);
output.distance = matrix.distVec2(output.pointA, output.pointB);
output.iterations = iter;
// Cache the simplex.
simplex.writeCache(cache);
// Apply radii if requested.
if (input.useRadii) {
const rA = proxyA.m_radius;
const rB = proxyB.m_radius;
if (output.distance > rA + rB && output.distance > EPSILON) {
// Shapes are still no overlapped.
// Move the witness points to the outer surface.
output.distance -= rA + rB;
matrix.subVec2(normal, output.pointB, output.pointA);
matrix.normalizeVec2(normal);
matrix.plusScaleVec2(output.pointA, rA, normal);
matrix.minusScaleVec2(output.pointB, rB, normal);
} else {
// Shapes are overlapped when radii are considered.
// Move the witness points to the middle.
const p = matrix.subVec2(temp, output.pointA, output.pointB);
matrix.copyVec2(output.pointA, p);
matrix.copyVec2(output.pointB, p);
output.distance = 0.0;
}
}
};
/**
* A distance proxy is used by the GJK algorithm. It encapsulates any shape.
*/
export class DistanceProxy {
/** @internal */ m_vertices: Vec2Value[] = [];
// todo: remove this?
/** @internal */ m_count = 0;
/** @internal */ m_radius = 0;
recycle() {
this.m_vertices.length = 0;
this.m_count = 0;
this.m_radius = 0;
}
/**
* Get the vertex count.
*/
getVertexCount(): number {
return this.m_count;
}
/**
* Get a vertex by index. Used by Distance.
*/
getVertex(index: number): Vec2Value {
if (_ASSERT) console.assert(0 <= index && index < this.m_count);
return this.m_vertices[index];
}
/**
* Get the supporting vertex index in the given direction.
*/
getSupport(d: Vec2Value): number {
let bestIndex = -1;
let bestValue = -Infinity;
for (let i = 0; i < this.m_count; ++i) {
const value = matrix.dotVec2(this.m_vertices[i], d);
if (value > bestValue) {
bestIndex = i;
bestValue = value;
}
}
return bestIndex;
}
/**
* Get the supporting vertex in the given direction.
*/
getSupportVertex(d: Vec2Value): Vec2Value {
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.
*/
set(shape: Shape, index: number): void {
// TODO remove, use shape instead
if (_ASSERT) console.assert(typeof shape.computeDistanceProxy === "function");
shape.computeDistanceProxy(this, index);
}
/**
* Initialize the proxy using a vertex cloud and radius. The vertices
* must remain in scope while the proxy is in use.
*/
setVertices(vertices: Vec2Value[], count: number, radius: number) {
this.m_vertices = vertices;
this.m_count = count;
this.m_radius = radius;
}
}
class SimplexVertex {
/** support point in proxyA */
wA = matrix.vec2(0, 0);
/** wA index */
indexA = 0;
/** support point in proxyB */
wB = matrix.vec2(0, 0);
/** wB index */
indexB = 0;
/** wB - wA; */
w = matrix.vec2(0, 0);
/** barycentric coordinate for closest point */
a = 0;
recycle() {
this.indexA = 0;
this.indexB = 0;
matrix.zeroVec2(this.wA);
matrix.zeroVec2(this.wB);
matrix.zeroVec2(this.w);
this.a = 0;
}
set(v: SimplexVertex): void {
this.indexA = v.indexA;
this.indexB = v.indexB;
matrix.copyVec2(this.wA, v.wA);
matrix.copyVec2(this.wB, v.wB);
matrix.copyVec2(this.w, v.w);
this.a = v.a;
}
}
/** @internal */ const searchDirection_reuse = matrix.vec2(0, 0);
/** @internal */ const closestPoint_reuse = matrix.vec2(0, 0);
class Simplex {
m_v1 = new SimplexVertex();
m_v2 = new SimplexVertex();
m_v3 = new SimplexVertex();
m_v = [this.m_v1, this.m_v2, this.m_v3];
m_count: number;
recycle() {
this.m_v1.recycle();
this.m_v2.recycle();
this.m_v3.recycle();
this.m_count = 0;
}
/** @internal */ toString(): string {
if (this.m_count === 3) {
return [
"+" + this.m_count,
this.m_v1.a,
this.m_v1.wA.x,
this.m_v1.wA.y,
this.m_v1.wB.x,
this.m_v1.wB.y,
this.m_v2.a,
this.m_v2.wA.x,
this.m_v2.wA.y,
this.m_v2.wB.x,
this.m_v2.wB.y,
this.m_v3.a,
this.m_v3.wA.x,
this.m_v3.wA.y,
this.m_v3.wB.x,
this.m_v3.wB.y,
].toString();
} else if (this.m_count === 2) {
return [
"+" + this.m_count,
this.m_v1.a,
this.m_v1.wA.x,
this.m_v1.wA.y,
this.m_v1.wB.x,
this.m_v1.wB.y,
this.m_v2.a,
this.m_v2.wA.x,
this.m_v2.wA.y,
this.m_v2.wB.x,
this.m_v2.wB.y,
].toString();
} else if (this.m_count === 1) {
return [
"+" + this.m_count,
this.m_v1.a,
this.m_v1.wA.x,
this.m_v1.wA.y,
this.m_v1.wB.x,
this.m_v1.wB.y,
].toString();
} else {
return "+" + this.m_count;
}
}
readCache(
cache: SimplexCache,
proxyA: DistanceProxy,
transformA: TransformValue,
proxyB: DistanceProxy,
transformB: TransformValue,
): void {
if (_ASSERT) console.assert(cache.count <= 3);
// Copy data from cache.
this.m_count = cache.count;
for (let i = 0; i < this.m_count; ++i) {
const v = this.m_v[i];
v.indexA = cache.indexA[i];
v.indexB = cache.indexB[i];
const wALocal = proxyA.getVertex(v.indexA);
const wBLocal = proxyB.getVertex(v.indexB);
matrix.transformVec2(v.wA, transformA, wALocal);
matrix.transformVec2(v.wB, transformB, wBLocal);
matrix.subVec2(v.w, 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) {
const metric1 = cache.metric;
const metric2 = this.getMetric();
if (metric2 < 0.5 * metric1 || 2.0 * metric1 < metric2 || metric2 < EPSILON) {
// Reset the simplex.
this.m_count = 0;
}
}
// If the cache is empty or invalid...
if (this.m_count === 0) {
const v = this.m_v[0];
v.indexA = 0;
v.indexB = 0;
const wALocal = proxyA.getVertex(0);
const wBLocal = proxyB.getVertex(0);
matrix.transformVec2(v.wA, transformA, wALocal);
matrix.transformVec2(v.wB, transformB, wBLocal);
matrix.subVec2(v.w, v.wB, v.wA);
v.a = 1.0;
this.m_count = 1;
}
}
writeCache(cache: SimplexCache): void {
cache.metric = this.getMetric();
cache.count = this.m_count;
for (let i = 0; i < this.m_count; ++i) {
cache.indexA[i] = this.m_v[i].indexA;
cache.indexB[i] = this.m_v[i].indexB;
}
}
getSearchDirection(): Vec2Value {
const v1 = this.m_v1;
const v2 = this.m_v2;
// const v3 = this.m_v3;
switch (this.m_count) {
case 1:
return matrix.setVec2(searchDirection_reuse, -v1.w.x, -v1.w.y);
case 2: {
matrix.subVec2(e12, v2.w, v1.w);
const sgn = -matrix.crossVec2Vec2(e12, v1.w);
if (sgn > 0.0) {
// Origin is left of e12.
return matrix.setVec2(searchDirection_reuse, -e12.y, e12.x);
} else {
// Origin is right of e12.
return matrix.setVec2(searchDirection_reuse, e12.y, -e12.x);
}
}
default:
if (_ASSERT) console.assert(false);
return matrix.zeroVec2(searchDirection_reuse);
}
}
getClosestPoint(): Vec2Value {
const v1 = this.m_v1;
const v2 = this.m_v2;
// const v3 = this.m_v3;
switch (this.m_count) {
case 0:
if (_ASSERT) console.assert(false);
return matrix.zeroVec2(closestPoint_reuse);
case 1:
return matrix.copyVec2(closestPoint_reuse, v1.w);
case 2:
return matrix.combine2Vec2(closestPoint_reuse, v1.a, v1.w, v2.a, v2.w);
case 3:
return matrix.zeroVec2(closestPoint_reuse);
default:
if (_ASSERT) console.assert(false);
return matrix.zeroVec2(closestPoint_reuse);
}
}
getWitnessPoints(pA: Vec2Value, pB: Vec2Value): void {
const v1 = this.m_v1;
const v2 = this.m_v2;
const v3 = this.m_v3;
switch (this.m_count) {
case 0:
if (_ASSERT) console.assert(false);
break;
case 1:
matrix.copyVec2(pA, v1.wA);
matrix.copyVec2(pB, v1.wB);
break;
case 2:
matrix.combine2Vec2(pA, v1.a, v1.wA, v2.a, v2.wA);
matrix.combine2Vec2(pB, v1.a, v1.wB, v2.a, v2.wB);
break;
case 3:
matrix.combine3Vec2(pA, v1.a, v1.wA, v2.a, v2.wA, v3.a, v3.wA);
matrix.copyVec2(pB, pA);
break;
default:
if (_ASSERT) console.assert(false);
break;
}
}
getMetric(): number {
switch (this.m_count) {
case 0:
if (_ASSERT) console.assert(false);
return 0.0;
case 1:
return 0.0;
case 2:
return matrix.distVec2(this.m_v1.w, this.m_v2.w);
case 3:
return matrix.crossVec2Vec2(
matrix.subVec2(temp1, this.m_v2.w, this.m_v1.w),
matrix.subVec2(temp2, this.m_v3.w, this.m_v1.w),
);
default:
if (_ASSERT) console.assert(false);
return 0.0;
}
}
solve(): void {
switch (this.m_count) {
case 1:
break;
case 2:
this.solve2();
break;
case 3:
this.solve3();
break;
default:
if (_ASSERT) console.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
solve2(): void {
const w1 = this.m_v1.w;
const w2 = this.m_v2.w;
matrix.subVec2(e12, w2, w1);
// w1 region
const d12_2 = -matrix.dotVec2(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
const d12_1 = matrix.dotVec2(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.set(this.m_v2);
return;
}
// Must be in e12 region.
const 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
solve3(): void {
const w1 = this.m_v1.w;
const w2 = this.m_v2.w;
const w3 = this.m_v3.w;
// Edge12
// [1 1 ][a1] = [1]
// [w1.e12 w2.e12][a2] = [0]
// a3 = 0
matrix.subVec2(e12, w2, w1);
const w1e12 = matrix.dotVec2(w1, e12);
const w2e12 = matrix.dotVec2(w2, e12);
const d12_1 = w2e12;
const d12_2 = -w1e12;
// Edge13
// [1 1 ][a1] = [1]
// [w1.e13 w3.e13][a3] = [0]
// a2 = 0
matrix.subVec2(e13, w3, w1);
const w1e13 = matrix.dotVec2(w1, e13);
const w3e13 = matrix.dotVec2(w3, e13);
const d13_1 = w3e13;
const d13_2 = -w1e13;
// Edge23
// [1 1 ][a2] = [1]
// [w2.e23 w3.e23][a3] = [0]
// a1 = 0
matrix.subVec2(e23, w3, w2);
const w2e23 = matrix.dotVec2(w2, e23);
const w3e23 = matrix.dotVec2(w3, e23);
const d23_1 = w3e23;
const d23_2 = -w2e23;
// Triangle123
const n123 = matrix.crossVec2Vec2(e12, e13);
const d123_1 = n123 * matrix.crossVec2Vec2(w2, w3);
const d123_2 = n123 * matrix.crossVec2Vec2(w3, w1);
const d123_3 = n123 * matrix.crossVec2Vec2(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) {
const 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) {
const 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.set(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.set(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.set(this.m_v3);
return;
}
// e23
if (d23_1 > 0.0 && d23_2 > 0.0 && d123_1 <= 0.0) {
const 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.set(this.m_v3);
return;
}
// Must be in triangle123
const 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;
}
}
/** @internal */ const simplex = new Simplex();
/** @internal */ const input = new DistanceInput();
/** @internal */ const cache = new SimplexCache();
/** @internal */ const output = new DistanceOutput();
/**
* Determine if two generic shapes overlap.
*/
export const testOverlap = function (
shapeA: Shape,
indexA: number,
shapeB: Shape,
indexB: number,
xfA: TransformValue,
xfB: TransformValue,
): boolean {
input.recycle();
input.proxyA.set(shapeA, indexA);
input.proxyB.set(shapeB, indexB);
matrix.copyTransform(input.transformA, xfA);
matrix.copyTransform(input.transformB, xfB);
input.useRadii = true;
output.recycle();
cache.recycle();
Distance(output, cache, input);
return output.distance < 10.0 * EPSILON;
};
// legacy exports
Distance.testOverlap = testOverlap;
Distance.Input = DistanceInput;
Distance.Output = DistanceOutput;
Distance.Proxy = DistanceProxy;
Distance.Cache = SimplexCache;
/**
* Input parameters for ShapeCast
*/
export class ShapeCastInput {
readonly proxyA = new DistanceProxy();
readonly proxyB = new DistanceProxy();
readonly transformA = Transform.identity();
readonly transformB = Transform.identity();
readonly translationB = Vec2.zero();
recycle() {
this.proxyA.recycle();
this.proxyB.recycle();
this.transformA.setIdentity();
this.transformB.setIdentity();
matrix.zeroVec2(this.translationB);
}
}
/**
* Output results for b2ShapeCast
*/
export class ShapeCastOutput {
point: Vec2 = Vec2.zero();
normal: Vec2 = Vec2.zero();
lambda = 1.0;
iterations = 0;
}
/**
* Perform a linear shape cast of shape B moving and shape A fixed. Determines
* the hit point, normal, and translation fraction.
*
* @returns true if hit, false if there is no hit or an initial overlap
*/
//
// GJK-raycast
// Algorithm by Gino van den Bergen.
// "Smooth Mesh Contacts with GJK" in Game Physics Pearls. 2010
export const ShapeCast = function (output: ShapeCastOutput, input: ShapeCastInput): boolean {
output.iterations = 0;
output.lambda = 1.0;
output.normal.setZero();
output.point.setZero();
const proxyA = input.proxyA;
const proxyB = input.proxyB;
const radiusA = math_max(proxyA.m_radius, Settings.polygonRadius);
const radiusB = math_max(proxyB.m_radius, Settings.polygonRadius);
const radius = radiusA + radiusB;
const xfA = input.transformA;
const xfB = input.transformB;
const r = input.translationB;
const n = Vec2.zero();
let lambda = 0.0;
// Initial simplex
const simplex = new Simplex();
simplex.m_count = 0;
// Get simplex vertices as an array.
const vertices = simplex.m_v;
// Get support point in -r direction
let indexA = proxyA.getSupport(Rot.mulTVec2(xfA.q, Vec2.neg(r)));
let wA = Transform.mulVec2(xfA, proxyA.getVertex(indexA));
let indexB = proxyB.getSupport(Rot.mulTVec2(xfB.q, r));
let wB = Transform.mulVec2(xfB, proxyB.getVertex(indexB));
const v = Vec2.sub(wA, wB);
// Sigma is the target distance between polygons
const sigma = math_max(Settings.polygonRadius, radius - Settings.polygonRadius);
const tolerance = 0.5 * Settings.linearSlop;
// Main iteration loop.
const k_maxIters = 20;
let iter = 0;
while (iter < k_maxIters && v.length() - sigma > tolerance) {
if (_ASSERT) console.assert(simplex.m_count < 3);
output.iterations += 1;
// Support in direction -v (A - B)
indexA = proxyA.getSupport(Rot.mulTVec2(xfA.q, Vec2.neg(v)));
wA = Transform.mulVec2(xfA, proxyA.getVertex(indexA));
indexB = proxyB.getSupport(Rot.mulTVec2(xfB.q, v));
wB = Transform.mulVec2(xfB, proxyB.getVertex(indexB));
const p = Vec2.sub(wA, wB);
// -v is a normal at p
v.normalize();
// Intersect ray with plane
const vp = Vec2.dot(v, p);
const vr = Vec2.dot(v, r);
if (vp - sigma > lambda * vr) {
if (vr <= 0.0) {
return false;
}
lambda = (vp - sigma) / vr;
if (lambda > 1.0) {
return false;
}
n.setMul(-1, v);
simplex.m_count = 0;
}
// Reverse simplex since it works with B - A.
// Shift by lambda * r because we want the closest point to the current clip point.
// Note that the support point p is not shifted because we want the plane equation
// to be formed in unshifted space.
const vertex = vertices[simplex.m_count];
vertex.indexA = indexB;
vertex.wA = Vec2.combine(1, wB, lambda, r);
vertex.indexB = indexA;
vertex.wB = wA;
vertex.w = Vec2.sub(vertex.wB, vertex.wA);
vertex.a = 1.0;
simplex.m_count += 1;
switch (simplex.m_count) {
case 1:
break;
case 2:
simplex.solve2();
break;
case 3:
simplex.solve3();
break;
default:
if (_ASSERT) console.assert(false);
}
// If we have 3 points, then the origin is in the corresponding triangle.
if (simplex.m_count == 3) {
// Overlap
return false;
}
// Get search direction.
v.setVec2(simplex.getClosestPoint());
// Iteration count is equated to the number of support point calls.
++iter;
}
if (iter == 0) {
// Initial overlap
return false;
}
// Prepare output.
const pointA = Vec2.zero();
const pointB = Vec2.zero();
simplex.getWitnessPoints(pointB, pointA);
if (v.lengthSquared() > 0.0) {
n.setMul(-1, v);
n.normalize();
}
output.point = Vec2.combine(1, pointA, radiusA, n);
output.normal = n;
output.lambda = lambda;
output.iterations = iter;
return true;
};