Licensing information can be found at the end of the file.
------------------------------------------------------------------------------
- cute_c2.h - v1.06
+ cute_c2.h - v1.10
To create implementation (the function definitions)
#define CUTE_C2_IMPLEMENTATION
COLLISION FUNCTIONS (*** is a shape name from the above list):
* c2***to*** - boolean YES/NO hittest
* c2***to***Manifold - construct manifold to describe how shapes hit
- * c2GJK - runs GJK algorithm to find closest point pair
- between two shapes
- * c2TOI - computes the time of impact between two shapes, useful for
- sweeping shapes, or doing shape casts
+ * c2GJK - runs GJK algorithm to find closest point pair between two shapes
+ * c2TOI - computes the time of impact between two shapes, useful for sweeping shapes, or doing shape casts
* c2MakePoly - Runs convex hull algorithm and computes normals on input point-set
* c2Collided - generic version of c2***to*** funcs
* c2Collide - generic version of c2***to***Manifold funcs
https://github.com/sro5h/tinyc2-tests
- DETAILS/ADVICE
-
- This header does not implement a broad-phase, and instead concerns itself with
- the narrow-phase. This means this header just checks to see if two individual
- shapes are touching, and can give information about how they are touching.
-
- Very common 2D broad-phases are tree and grid approaches. Quad trees are good
- for static geometry that does not move much if at all. Dynamic AABB trees are
- good for general purpose use, and can handle moving objects very well. Grids
- are great and are similar to quad trees.
-
- If implementing a grid it can be wise to have each collideable grid cell hold
- an integer. This integer refers to a 2D shape that can be passed into the
- various functions in this header. The shape can be transformed from "model"
- space to "world" space using c2x -- a transform struct. In this way a grid
- can be implemented that holds any kind of convex shape (that this header
- supports) while conserving memory with shape instancing.
-
- Please email at my address with any questions or comments at:
- author's last name followed by 1748 at gmail
-
-
FEATURES
* Circles, capsules, AABBs, rays and convex polygons are supported
1.04 (03/25/2018) fixed manifold bug in c2CircletoAABBManifold
1.05 (11/01/2018) added c2TOI (time of impact) for shape cast/sweep test
1.06 (08/23/2019) C2_*** types to C2_TYPE_***, and CUTE_C2_API
+ 1.07 (10/19/2019) Optimizations to c2TOI - breaking change to c2GJK API
+ 1.08 (12/22/2019) Remove contact point + normal from c2TOI, removed feather
+ radius from c2GJK, fixed various bugs in capsule to poly
+ manifold, did a pass on all docs
+ 1.09 (07/27/2019) Added c2Inflate - to inflate/deflate shapes for c2TOI
+ 1.10 (02/05/2022) Implemented GJK-Raycast for c2TOI (from E. Catto's Box2D)
Contributors
-
+
Plastburk 1.01 - const pointers pull request
mmozeiko 1.02 - 3 compile bugfixes
felipefs 1.02 - 3 compile bugfixes
sro5h 1.02 - bug reports for multiple manifold funcs
sro5h 1.03 - work involving quality of life fixes for manifolds
Wizzard033 1.06 - C2_*** types to C2_TYPE_***, and CUTE_C2_API
+ Tyler Glaeil 1.08 - Lots of bug reports and disussion on capsules + TOIs
+
+
+ DETAILS/ADVICE
+
+ BROAD PHASE
+
+ This header does not implement a broad-phase, and instead concerns itself with
+ the narrow-phase. This means this header just checks to see if two individual
+ shapes are touching, and can give information about how they are touching.
+
+ Very common 2D broad-phases are tree and grid approaches. Quad trees are good
+ for static geometry that does not move much if at all. Dynamic AABB trees are
+ good for general purpose use, and can handle moving objects very well. Grids
+ are great and are similar to quad trees.
+
+ If implementing a grid it can be wise to have each collideable grid cell hold
+ an integer. This integer refers to a 2D shape that can be passed into the
+ various functions in this header. The shape can be transformed from "model"
+ space to "world" space using c2x -- a transform struct. In this way a grid
+ can be implemented that holds any kind of convex shape (that this header
+ supports) while conserving memory with shape instancing.
+
+ NUMERIC ROBUSTNESS
+
+ Many of the functions in cute c2 use `c2GJK`, an implementation of the GJK
+ algorithm. Internally GJK computes signed area values, and these values are
+ very numerically sensitive to large shapes. This means the GJK function will
+ break down if input shapes are too large or too far away from the origin.
+
+ In general it is best to compute collision detection on small shapes very
+ close to the origin. One trick is to keep your collision information numerically
+ very tiny, and simply scale it up when rendering to the appropriate size.
+
+ For reference, if your shapes are all AABBs and contain a width and height
+ of somewhere between 1.0f and 10.0f, everything will be fine. However, once
+ your shapes start approaching a width/height of 100.0f to 1000.0f GJK can
+ start breaking down.
+
+ This is a complicated topic, so feel free to ask the author for advice here.
+
+ Here is an example demonstrating this problem with two large AABBs:
+ https://github.com/RandyGaul/cute_headers/issues/160
+
+ Please email at my address with any questions or comments at:
+ author's last name followed by 1748 at gmail
*/
#if !defined(CUTE_C2_H)
// resented as a point + radius. usually tools that generate polygons should be
// constructed so they do not output polygons with too many verts.
// Note: polygons in cute_c2 are all *convex*.
-#define C2_MAX_POLYGON_VERTS 12
+#define C2_MAX_POLYGON_VERTS 8
// 2d vector
-typedef struct
+typedef struct c2v
{
float x;
float y;
} c2v;
-// 2d rotation composed of cos/sin pair
-typedef struct
+// 2d rotation composed of cos/sin pair for a single angle
+// We use two floats as a small optimization to avoid computing sin/cos unnecessarily
+typedef struct c2r
{
float c;
float s;
} c2r;
// 2d rotation matrix
-typedef struct
+typedef struct c2m
{
c2v x;
c2v y;
// a c2x pointer (like c2PolytoPoly), these pointers can be NULL, which represents
// an identity transformation and assumes the verts inside of c2Poly are already
// in world space.
-typedef struct
+typedef struct c2x
{
c2v p;
c2r r;
} c2x;
// 2d halfspace (aka plane, aka line)
-typedef struct
+typedef struct c2h
{
c2v n; // normal, normalized
float d; // distance to origin from plane, or ax + by = d
} c2h;
-typedef struct
+typedef struct c2Circle
{
c2v p;
float r;
} c2Circle;
-typedef struct
+typedef struct c2AABB
{
c2v min;
c2v max;
} c2AABB;
// a capsule is defined as a line segment (from a to b) and radius r
-typedef struct
+typedef struct c2Capsule
{
c2v a;
c2v b;
float r;
} c2Capsule;
-typedef struct
+typedef struct c2Poly
{
int count;
c2v verts[C2_MAX_POLYGON_VERTS];
// ray direction (c2Ray::d). It is highly recommended to normalize the
// ray direction and use t to specify a distance. Please see this link
// for an in-depth explanation: https://github.com/RandyGaul/cute_headers/issues/30
-typedef struct
+typedef struct c2Ray
{
c2v p; // position
c2v d; // direction (normalized)
float t; // distance along d from position p to find endpoint of ray
} c2Ray;
-typedef struct
+typedef struct c2Raycast
{
float t; // time of impact
c2v n; // normal of surface at impact (unit length)
// contains all information necessary to resolve a collision, or in other words
// this is the information needed to separate shapes that are colliding. Doing
-// the resolution step is *not* included in cute_c2. cute_c2 does not include
-// "feature information" that describes which topological features collided.
-// However, modifying the exist ***Manifold funcs can be done to output any
-// needed feature information. Feature info is sometimes needed for certain kinds
-// of simulations that cache information over multiple game-ticks, of which are
-// associated to the collision of specific features. An example implementation
-// is in the qu3e 3D physics engine library: https://github.com/RandyGaul/qu3e
-typedef struct
+// the resolution step is *not* included in cute_c2.
+typedef struct c2Manifold
{
int count;
float depths[2];
#endif
// boolean collision detection
-// these versions are faster than the manifold versions, but only give a YES/NO
-// result
+// these versions are faster than the manifold versions, but only give a YES/NO result
CUTE_C2_API int c2CircletoCircle(c2Circle A, c2Circle B);
CUTE_C2_API int c2CircletoAABB(c2Circle A, c2AABB B);
CUTE_C2_API int c2CircletoCapsule(c2Circle A, c2Capsule B);
CUTE_C2_API int c2RaytoPoly(c2Ray A, const c2Poly* B, const c2x* bx_ptr, c2Raycast* out);
// manifold generation
-// these functions are slower than the boolean versions, but will compute one
-// or two points that represent the plane of contact. This information is
-// is usually needed to resolve and prevent shapes from colliding. If no coll
-// ision occured the count member of the manifold struct is set to 0.
+// These functions are (generally) slower than the boolean versions, but will compute one
+// or two points that represent the plane of contact. This information is usually needed
+// to resolve and prevent shapes from colliding. If no collision occured the count member
+// of the manifold struct is set to 0.
CUTE_C2_API void c2CircletoCircleManifold(c2Circle A, c2Circle B, c2Manifold* m);
CUTE_C2_API void c2CircletoAABBManifold(c2Circle A, c2AABB B, c2Manifold* m);
CUTE_C2_API void c2CircletoCapsuleManifold(c2Circle A, c2Capsule B, c2Manifold* m);
// This struct is only for advanced usage of the c2GJK function. See comments inside of the
// c2GJK function for more details.
-typedef struct
+typedef struct c2GJKCache
{
float metric;
int count;
float div;
} c2GJKCache;
+// This is an advanced function, intended to be used by people who know what they're doing.
+//
// Runs the GJK algorithm to find closest points, returns distance between closest points.
// outA and outB can be NULL, in this case only distance is returned. ax_ptr and bx_ptr
// can be NULL, and represent local to world transformations for shapes A and B respectively.
// treated as points and capsules are treated as line segments i.e. rays). The cache parameter
// should be NULL, as it is only for advanced usage (unless you know what you're doing, then
// go ahead and use it). iterations is an optional parameter.
+//
+// IMPORTANT NOTE:
+// The GJK function is sensitive to large shapes, since it internally will compute signed area
+// values. `c2GJK` is called throughout cute c2 in many ways, so try to make sure all of your
+// collision shapes are not gigantic. For example, try to keep the volume of all your shapes
+// less than 100.0f. If you need large shapes, you should use tiny collision geometry for all
+// cute c2 function, and simply render the geometry larger on-screen by scaling it up.
CUTE_C2_API float c2GJK(const void* A, C2_TYPE typeA, const c2x* ax_ptr, const void* B, C2_TYPE typeB, const c2x* bx_ptr, c2v* outA, c2v* outB, int use_radius, int* iterations, c2GJKCache* cache);
+// Stores results of a time of impact calculation done by `c2TOI`.
+struct c2TOIResult
+{
+ int hit; // 1 if shapes were touching at the TOI, 0 if they never hit.
+ float toi; // The time of impact between two shapes.
+ c2v n; // Surface normal from shape A to B at the time of impact.
+ c2v p; // Point of contact between shapes A and B at time of impact.
+ int iterations; // Number of iterations the solver underwent.
+};
+
+// This is an advanced function, intended to be used by people who know what they're doing.
+//
// Computes the time of impact from shape A and shape B. The velocity of each shape is provided
// by vA and vB respectively. The shapes are *not* allowed to rotate over time. The velocity is
// assumed to represent the change in motion from time 0 to time 1, and so the return value will
// be a number from 0 to 1. To move each shape to the colliding configuration, multiply vA and vB
// each by the return value. ax_ptr and bx_ptr are optional parameters to transforms for each shape,
// and are typically used for polygon shapes to transform from model to world space. Set these to
-// NULL to represent identity transforms. The out_normal for non-colliding configurations (or in
-// other words, when the return value is 1) is just the direction pointing along the closest points
-// from shape A to shape B. out_normal can be NULL. iterations is an optional parameter. use_radius
+// NULL to represent identity transforms. iterations is an optional parameter. use_radius
// will apply radii for capsules and circles (if set to false, spheres are treated as points and
// capsules are treated as line segments i.e. rays).
-CUTE_C2_API float c2TOI(const void* A, C2_TYPE typeA, const c2x* ax_ptr, c2v vA, const void* B, C2_TYPE typeB, const c2x* bx_ptr, c2v vB, int use_radius, c2v* out_normal, c2v* out_contact_point, int* iterations);
+//
+// IMPORTANT NOTE:
+// The c2TOI function can be used to implement a "swept character controller", but it can be
+// difficult to do so. Say we compute a time of impact with `c2TOI` and move the shapes to the
+// time of impact, and adjust the velocity by zeroing out the velocity along the surface normal.
+// If we then call `c2TOI` again, it will fail since the shapes will be considered to start in
+// a colliding configuration. There are many styles of tricks to get around this problem, and
+// all of them involve giving the next call to `c2TOI` some breathing room. It is recommended
+// to use some variation of the following algorithm:
+//
+// 1. Call c2TOI.
+// 2. Move the shapes to the TOI.
+// 3. Slightly inflate the size of one, or both, of the shapes so they will be intersecting.
+// The purpose is to make the shapes numerically intersecting, but not visually intersecting.
+// Another option is to call c2TOI with slightly deflated shapes.
+// See the function `c2Inflate` for some more details.
+// 4. Compute the collision manifold between the inflated shapes (for example, use c2PolytoPolyManifold).
+// 5. Gently push the shapes apart. This will give the next call to c2TOI some breathing room.
+CUTE_C2_API c2TOIResult c2TOI(const void* A, C2_TYPE typeA, const c2x* ax_ptr, c2v vA, const void* B, C2_TYPE typeB, const c2x* bx_ptr, c2v vB, int use_radius);
+
+// Inflating a shape.
+//
+// This is useful to numerically grow or shrink a polytope. For example, when calling
+// a time of impact function it can be good to use a slightly smaller shape. Then, once
+// both shapes are moved to the time of impact a collision manifold can be made from the
+// slightly larger (and now overlapping) shapes.
+//
+// IMPORTANT NOTE
+// Inflating a shape with sharp corners can cause those corners to move dramatically.
+// Deflating a shape can avoid this problem, but deflating a very small shape can invert
+// the planes and result in something that is no longer convex. Make sure to pick an
+// appropriately small skin factor, for example 1.0e-6f.
+CUTE_C2_API void c2Inflate(void* shape, C2_TYPE type, float skin_factor);
// Computes 2D convex hull. Will not do anything if less than two verts supplied. If
// more than C2_MAX_POLYGON_VERTS are supplied extras are ignored.
// Generic collision detection routines, useful for games that want to use some poly-
// morphism to write more generic-styled code. Internally calls various above functions.
// For AABBs/Circles/Capsules ax and bx are ignored. For polys ax and bx can define
-// model to world transformations, or be NULL for identity transforms.
+// model to world transformations (for polys only), or be NULL for identity transforms.
CUTE_C2_API int c2Collided(const void* A, const c2x* ax, C2_TYPE typeA, const void* B, const c2x* bx, C2_TYPE typeB);
CUTE_C2_API void c2Collide(const void* A, const c2x* ax, C2_TYPE typeA, const void* B, const c2x* bx, C2_TYPE typeB, c2Manifold* m);
CUTE_C2_API int c2CastRay(c2Ray A, const void* B, const c2x* bx, C2_TYPE typeB, c2Raycast* out);
// rotation ops
C2_INLINE c2r c2Rot(float radians) { c2r r; c2SinCos(radians, &r.s, &r.c); return r; }
-C2_INLINE c2r c2RotIdentity() { c2r r; r.c = 1.0f; r.s = 0; return r; }
+C2_INLINE c2r c2RotIdentity(void) { c2r r; r.c = 1.0f; r.s = 0; return r; }
C2_INLINE c2v c2RotX(c2r r) { return c2V(r.c, r.s); }
C2_INLINE c2v c2RotY(c2r r) { return c2V(-r.s, r.c); }
C2_INLINE c2v c2Mulrv(c2r a, c2v b) { return c2V(a.c * b.x - a.s * b.y, a.s * b.x + a.c * b.y); }
C2_INLINE c2m c2MulmmT(c2m a, c2m b) { c2m c; c.x = c2MulmvT(a, b.x); c.y = c2MulmvT(a, b.y); return c; }
// transform ops
-C2_INLINE c2x c2xIdentity() { c2x x; x.p = c2V(0, 0); x.r = c2RotIdentity(); return x; }
+C2_INLINE c2x c2xIdentity(void) { c2x x; x.p = c2V(0, 0); x.r = c2RotIdentity(); return x; }
C2_INLINE c2v c2Mulxv(c2x a, c2v b) { return c2Add(c2Mulrv(a.r, b), a.p); }
C2_INLINE c2v c2MulxvT(c2x a, c2v b) { return c2MulrvT(a.r, c2Sub(b, a.p)); }
C2_INLINE c2x c2Mulxx(c2x a, c2x b) { c2x c; c.r = c2Mulrr(a.r, b.r); c.p = c2Add(c2Mulrv(a.r, b.p), a.p); return c; }
case C2_TYPE_AABB: return c2CircletoAABB(*(c2Circle*)A, *(c2AABB*)B);
case C2_TYPE_CAPSULE: return c2CircletoCapsule(*(c2Circle*)A, *(c2Capsule*)B);
case C2_TYPE_POLY: return c2CircletoPoly(*(c2Circle*)A, (const c2Poly*)B, bx);
- default: return 0;
+ default: return 0;
}
break;
case C2_TYPE_AABB: return c2AABBtoAABB(*(c2AABB*)A, *(c2AABB*)B);
case C2_TYPE_CAPSULE: return c2AABBtoCapsule(*(c2AABB*)A, *(c2Capsule*)B);
case C2_TYPE_POLY: return c2AABBtoPoly(*(c2AABB*)A, (const c2Poly*)B, bx);
- default: return 0;
+ default: return 0;
}
break;
case C2_TYPE_AABB: return c2AABBtoCapsule(*(c2AABB*)B, *(c2Capsule*)A);
case C2_TYPE_CAPSULE: return c2CapsuletoCapsule(*(c2Capsule*)A, *(c2Capsule*)B);
case C2_TYPE_POLY: return c2CapsuletoPoly(*(c2Capsule*)A, (const c2Poly*)B, bx);
- default: return 0;
+ default: return 0;
}
break;
case C2_TYPE_AABB: return c2AABBtoPoly(*(c2AABB*)B, (const c2Poly*)A, ax);
case C2_TYPE_CAPSULE: return c2CapsuletoPoly(*(c2Capsule*)B, (const c2Poly*)A, ax);
case C2_TYPE_POLY: return c2PolytoPoly((const c2Poly*)A, ax, (const c2Poly*)B, bx);
- default: return 0;
+ default: return 0;
}
break;
{
case 1: return s->a.p;
case 2: return C2_BARY2(p);
- case 3: return C2_BARY3(p);
default: return c2V(0, 0);
}
}
{
c2v a = s->a.p;
c2v b = s->b.p;
- float u = c2Dot(b, c2Norm(c2Sub(b, a)));
- float v = c2Dot(a, c2Norm(c2Sub(a, b)));
+ float u = c2Dot(b, c2Sub(b, a));
+ float v = c2Dot(a, c2Sub(a, b));
if (v <= 0)
{
c2v b = s->b.p;
c2v c = s->c.p;
- float uAB = c2Dot(b, c2Norm(c2Sub(b, a)));
- float vAB = c2Dot(a, c2Norm(c2Sub(a, b)));
- float uBC = c2Dot(c, c2Norm(c2Sub(c, b)));
- float vBC = c2Dot(b, c2Norm(c2Sub(b, c)));
- float uCA = c2Dot(a, c2Norm(c2Sub(a, c)));
- float vCA = c2Dot(c, c2Norm(c2Sub(c, a)));
- float area = c2Det2(c2Norm(c2Sub(b, a)), c2Norm(c2Sub(c, a)));
+ float uAB = c2Dot(b, c2Sub(b, a));
+ float vAB = c2Dot(a, c2Sub(a, b));
+ float uBC = c2Dot(c, c2Sub(c, b));
+ float vBC = c2Dot(b, c2Sub(b, c));
+ float uCA = c2Dot(a, c2Sub(a, c));
+ float vCA = c2Dot(c, c2Sub(c, a));
+ float area = c2Det2(c2Sub(b, a), c2Sub(c, a));
float uABC = c2Det2(b, c) * area;
float vABC = c2Det2(c, a) * area;
float wABC = c2Det2(a, b) * area;
return dist;
}
-static C2_INLINE float c2Step(float t, const void* A, C2_TYPE typeA, const c2x* ax_ptr, c2v vA, c2v* a, const void* B, C2_TYPE typeB, const c2x* bx_ptr, c2v vB, c2v* b, int use_radius, c2GJKCache* cache)
-{
- c2x ax = *ax_ptr;
- c2x bx = *bx_ptr;
- ax.p = c2Add(ax.p, c2Mulvs(vA, t));
- bx.p = c2Add(bx.p, c2Mulvs(vB, t));
- float d = c2GJK(A, typeA, &ax, B, typeB, &bx, a, b, use_radius, NULL, cache);
- return d;
-}
-
-float c2TOI(const void* A, C2_TYPE typeA, const c2x* ax_ptr, c2v vA, const void* B, C2_TYPE typeB, const c2x* bx_ptr, c2v vB, int use_radius, c2v* out_normal, c2v* out_contact_point, int* iterations)
+// Referenced from Box2D's b2ShapeCast function.
+// GJK-Raycast algorithm by Gino van den Bergen.
+// "Smooth Mesh Contacts with GJK" in Game Physics Pearls, 2010.
+c2TOIResult c2TOI(const void* A, C2_TYPE typeA, const c2x* ax_ptr, c2v vA, const void* B, C2_TYPE typeB, const c2x* bx_ptr, c2v vB, int use_radius)
{
float t = 0;
c2x ax;
else ax = *ax_ptr;
if (!bx_ptr) bx = c2xIdentity();
else bx = *bx_ptr;
- c2v a, b, n;
- c2GJKCache cache;
- cache.count = 0;
- float d = c2Step(t, A, typeA, &ax, vA, &a, B, typeB, &bx, vB, &b, use_radius, &cache);
- c2v v = c2Sub(vB, vA);
- n = c2SafeNorm(c2Sub(b, a));
- int iter = 0;
- float eps = 1.0e-5f;
- while (d > eps && t < 1)
+ c2Proxy pA;
+ c2Proxy pB;
+ c2MakeProxy(A, typeA, &pA);
+ c2MakeProxy(B, typeB, &pB);
+
+ c2Simplex s;
+ s.count = 0;
+ c2sv* verts = &s.a;
+
+ c2v rv = c2Sub(vB, vA);
+ int iA = c2Support(pA.verts, pA.count, c2MulrvT(ax.r, c2Neg(rv)));
+ c2v sA = c2Mulxv(ax, pA.verts[iA]);
+ int iB = c2Support(pB.verts, pB.count, c2MulrvT(bx.r, rv));
+ c2v sB = c2Mulxv(bx, pB.verts[iB]);
+ c2v v = c2Sub(sA, sB);
+
+ float rA = pA.radius;
+ float rB = pB.radius;
+ float radius = rA + rB;
+ if (!use_radius) {
+ rA = 0;
+ rB = 0;
+ radius = 0;
+ }
+ float tolerance = 1.0e-4f;
+
+ c2TOIResult result;
+ result.hit = false;
+ result.n = c2V(0, 0);
+ result.p = c2V(0, 0);
+ result.toi = 1.0f;
+ result.iterations = 0;
+
+ while (result.iterations < 20 && c2Len(v) - radius > tolerance)
{
- ++iter;
- float velocity_bound = c2Abs(c2Dot(c2Norm(c2Sub(b, a)), v));
- if (!velocity_bound) return 1;
- float delta = d / velocity_bound;
- t += delta * 0.95f;
- c2v a0, b0;
- d = c2Step(t, A, typeA, &ax, vA, &a0, B, typeB, &bx, vB, &b0, use_radius, &cache);
- if (d * d >= eps)
+ iA = c2Support(pA.verts, pA.count, c2MulrvT(ax.r, c2Neg(v)));
+ sA = c2Mulxv(ax, pA.verts[iA]);
+ iB = c2Support(pB.verts, pB.count, c2MulrvT(bx.r, v));
+ sB = c2Mulxv(bx, pB.verts[iB]);
+ c2v p = c2Sub(sA, sB);
+ v = c2Norm(v);
+ float vp = c2Dot(v, p) - radius;
+ float vr = c2Dot(v, rv);
+ if (vp > t * vr) {
+ if (vr <= 0) return result;
+ t = vp / vr;
+ if (t > 1.0f) return result;
+ result.n = c2Neg(v);
+ s.count = 0;
+ }
+
+ c2sv* sv = verts + s.count;
+ sv->iA = iB;
+ sv->sA = c2Add(sB, c2Mulvs(rv, t));
+ sv->iB = iA;
+ sv->sB = sA;
+ sv->p = c2Sub(sv->sB, sv->sA);
+ sv->u = 1.0f;
+ s.count += 1;
+
+ switch (s.count)
{
- a = a0;
- b = b0;
- n = c2Sub(b, a);
+ case 2: c22(&s); break;
+ case 3: c23(&s); break;
+ }
+
+ if (s.count == 3) {
+ return result;
}
+
+ v = c2L(&s);
+ result.iterations++;
}
- n = c2SafeNorm(n);
- t = t >= 1 ? 1 : t;
- c2v p = c2Mulvs(c2Add(a, b), 0.5f);
+ if (result.iterations == 0) {
+ result.hit = false;
+ } else {
+ result.n = c2SafeNorm(c2Neg(v));
+ int i = c2Support(pA.verts, pA.count, c2MulrvT(ax.r, result.n));
+ c2v p = c2Mulxv(ax, pA.verts[i]);
+ p = c2Add(c2Add(p, c2Mulvs(result.n, rA)), c2Mulvs(vA, t));
+ result.p = p;
+ result.toi = t;
+ result.hit = true;
+ }
- if (out_normal) *out_normal = n;
- if (out_contact_point) *out_contact_point = p;
- if (iterations) *iterations = iter;
- return t;
+ return result;
}
int c2Hull(c2v* verts, int count)
c2Norms(p->verts, p->norms, p->count);
}
+c2Poly c2Dual(c2Poly poly, float skin_factor)
+{
+ c2Poly dual;
+ dual.count = poly.count;
+
+ // Each plane maps to a point by involution (the mapping is its own inverse) by dividing
+ // the plane normal by its offset factor.
+ // plane = a * x + b * y - d
+ // dual = { a / d, b / d }
+ for (int i = 0; i < poly.count; ++i) {
+ c2v n = poly.norms[i];
+ float d = c2Dot(n, poly.verts[i]) - skin_factor;
+ if (d == 0) dual.verts[i] = c2V(0, 0);
+ else dual.verts[i] = c2Div(n, d);
+ }
+
+ // Instead of canonically building the convex hull, can simply take advantage of how
+ // the vertices are still in proper CCW order, so only the normals must be recomputed.
+ c2Norms(dual.verts, dual.norms, dual.count);
+
+ return dual;
+}
+
+// Inflating a polytope, idea by Dirk Gregorius ~ 2015. Works in both 2D and 3D.
+// Reference: Halfspace intersection with Qhull by Brad Barber
+// http://www.geom.uiuc.edu/graphics/pix/Special_Topics/Computational_Geometry/half.html
+//
+// Algorithm steps:
+// 1. Find a point within the input poly.
+// 2. Center this point onto the origin.
+// 3. Adjust the planes by a skin factor.
+// 4. Compute the dual vert of each plane. Each plane becomes a vertex.
+// c2v dual(c2h plane) { return c2V(plane.n.x / plane.d, plane.n.y / plane.d) }
+// 5. Compute the convex hull of the dual verts. This is called the dual.
+// 6. Compute the dual of the dual, this will be the poly to return.
+// 7. Translate the poly away from the origin by the center point from step 2.
+// 8. Return the inflated poly.
+c2Poly c2InflatePoly(c2Poly poly, float skin_factor)
+{
+ c2v average = poly.verts[0];
+ for (int i = 1; i < poly.count; ++i) {
+ average = c2Add(average, poly.verts[i]);
+ }
+ average = c2Div(average, (float)poly.count);
+
+ for (int i = 0; i < poly.count; ++i) {
+ poly.verts[i] = c2Sub(poly.verts[i], average);
+ }
+
+ c2Poly dual = c2Dual(poly, skin_factor);
+ poly = c2Dual(dual, 0);
+
+ for (int i = 0; i < poly.count; ++i) {
+ poly.verts[i] = c2Add(poly.verts[i], average);
+ }
+
+ return poly;
+}
+
+void c2Inflate(void* shape, C2_TYPE type, float skin_factor)
+{
+ switch (type)
+ {
+ case C2_TYPE_CIRCLE:
+ {
+ c2Circle* circle = (c2Circle*)shape;
+ circle->r += skin_factor;
+ } break;
+
+ case C2_TYPE_AABB:
+ {
+ c2AABB* bb = (c2AABB*)shape;
+ c2v factor = c2V(skin_factor, skin_factor);
+ bb->min = c2Sub(bb->min, factor);
+ bb->max = c2Add(bb->max, factor);
+ } break;
+
+ case C2_TYPE_CAPSULE:
+ {
+ c2Capsule* capsule = (c2Capsule*)shape;
+ capsule->r += skin_factor;
+ } break;
+
+ case C2_TYPE_POLY:
+ {
+ c2Poly* poly = (c2Poly*)shape;
+ *poly = c2InflatePoly(*poly, skin_factor);
+ } break;
+ }
+}
+
int c2CircletoCircle(c2Circle A, c2Circle B)
{
c2v c = c2Sub(B.p, A.p);
return !(d0 | d1 | d2 | d3);
}
+int c2AABBtoPoint(c2AABB A, c2v B)
+{
+ int d0 = B.x < A.min.x;
+ int d1 = B.y < A.min.y;
+ int d2 = B.x > A.max.x;
+ int d3 = B.y > A.max.y;
+ return !(d0 | d1 | d2 | d3);
+}
+
+int c2CircleToPoint(c2Circle A, c2v B)
+{
+ c2v n = c2Sub(A.p, B);
+ float d2 = c2Dot(n, n);
+ return d2 < A.r * A.r;
+}
+
// see: http://www.randygaul.net/2014/07/23/distance-point-to-line-segment/
int c2CircletoCapsule(c2Circle A, c2Capsule B)
{
// rotate capsule to origin, along Y axis
// rotate the ray same way
- c2v yBb = c2MulmvT(M, c2Sub(B.b, B.a));
+ c2v cap_n = c2Sub(B.b, B.a);
+ c2v yBb = c2MulmvT(M, cap_n);
c2v yAp = c2MulmvT(M, c2Sub(A.p, B.a));
c2v yAd = c2MulmvT(M, A.d);
c2v yAe = c2Add(yAp, c2Mulvs(yAd, A.t));
- if (yAe.x * yAp.x < 0 || c2Min(c2Abs(yAe.x), c2Abs(yAp.x)) < B.r)
- {
- float c = yAp.x > 0 ? B.r : -B.r;
- float d = (yAe.x - yAp.x);
- float t = (c - yAp.x) / d;
- float y = yAp.y + (yAe.y - yAp.y) * t;
+ c2AABB capsule_bb;
+ capsule_bb.min = c2V(-B.r, 0);
+ capsule_bb.max = c2V(B.r, yBb.y);
- // hit bottom half-circle
- if (y < 0)
- {
- c2Circle C;
- C.p = B.a;
- C.r = B.r;
- return c2RaytoCircle(A, C, out);
+ out->n = c2Norm(cap_n);
+ out->t = 0;
+
+ // check and see if ray starts within the capsule
+ if (c2AABBtoPoint(capsule_bb, yAp)) {
+ return 1;
+ } else {
+ c2Circle capsule_a;
+ c2Circle capsule_b;
+ capsule_a.p = B.a;
+ capsule_a.r = B.r;
+ capsule_b.p = B.b;
+ capsule_b.r = B.r;
+
+ if (c2CircleToPoint(capsule_a, A.p)) {
+ return 1;
+ } else if (c2CircleToPoint(capsule_b, A.p)) {
+ return 1;
}
+ }
- // hit top-half circle
- else if (y > yBb.y)
- {
- c2Circle C;
- C.p = B.b;
- C.r = B.r;
- return c2RaytoCircle(A, C, out);
+ if (yAe.x * yAp.x < 0 || c2Min(c2Abs(yAe.x), c2Abs(yAp.x)) < B.r)
+ {
+ c2Circle Ca, Cb;
+ Ca.p = B.a;
+ Ca.r = B.r;
+ Cb.p = B.b;
+ Cb.r = B.r;
+
+ // ray starts inside capsule prism -- must hit one of the semi-circles
+ if (c2Abs(yAp.x) < B.r) {
+ if (yAp.y < 0) return c2RaytoCircle(A, Ca, out);
+ else return c2RaytoCircle(A, Cb, out);
}
- // hit the middle of capsule
+ // hit the capsule prism
else
{
- out->n = c > 0 ? M.x : c2Skew(M.y);
- out->t = t * A.t;
- return 1;
+ float c = yAp.x > 0 ? B.r : -B.r;
+ float d = (yAe.x - yAp.x);
+ float t = (c - yAp.x) / d;
+ float y = yAp.y + (yAe.y - yAp.y) * t;
+ if (y <= 0) return c2RaytoCircle(A, Ca, out);
+ if (y >= yBb.y) return c2RaytoCircle(A, Cb, out);
+ else {
+ out->n = c > 0 ? M.x : c2Skew(M.y);
+ out->t = t * A.t;
+ return 1;
+ }
}
}
#pragma warning(disable:4204) // nonstandard extension used: non-constant aggregate initializer
#endif
-// clip a segment to the "side planes" of another segment.
-// side planes are planes orthogonal to a segment and attached to the
-// endpoints of the segment
-static int c2SidePlanes(c2v* seg, c2x x, const c2Poly* p, int e, c2h* h)
+static int c2SidePlanes(c2v* seg, c2v ra, c2v rb, c2h* h)
{
- c2v ra = c2Mulxv(x, p->verts[e]);
- c2v rb = c2Mulxv(x, p->verts[e + 1 == p->count ? 0 : e + 1]);
c2v in = c2Norm(c2Sub(rb, ra));
c2h left = { c2Neg(in), c2Dot(c2Neg(in), ra) };
c2h right = { in, c2Dot(in, rb) };
return 1;
}
+// clip a segment to the "side planes" of another segment.
+// side planes are planes orthogonal to a segment and attached to the
+// endpoints of the segment
+static int c2SidePlanesFromPoly(c2v* seg, c2x x, const c2Poly* p, int e, c2h* h)
+{
+ c2v ra = c2Mulxv(x, p->verts[e]);
+ c2v rb = c2Mulxv(x, p->verts[e + 1 == p->count ? 0 : e + 1]);
+ return c2SidePlanes(seg, ra, rb, h);
+}
+
static void c2KeepDeep(c2v* seg, c2h h, c2Manifold* m)
{
int cp = 0;
*n_out = n;
}
+static void c2Incident(c2v* incident, const c2Poly* ip, c2x ix, c2v rn_in_incident_space)
+{
+ int index = ~0;
+ float min_dot = FLT_MAX;
+ for (int i = 0; i < ip->count; ++i)
+ {
+ float dot = c2Dot(rn_in_incident_space, ip->norms[i]);
+ if (dot < min_dot)
+ {
+ min_dot = dot;
+ index = i;
+ }
+ }
+ incident[0] = c2Mulxv(ix, ip->verts[index]);
+ incident[1] = c2Mulxv(ix, ip->verts[index + 1 == ip->count ? 0 : index + 1]);
+}
+
void c2CapsuletoPolyManifold(c2Capsule A, const c2Poly* B, const c2x* bx_ptr, c2Manifold* m)
{
m->count = 0;
float d = c2GJK(&A, C2_TYPE_CAPSULE, 0, B, C2_TYPE_POLY, bx_ptr, &a, &b, 0, 0, 0);
// deep, treat as segment to poly collision
- if (d == 0)
+ if (d < 1.0e-6f)
{
c2x bx = bx_ptr ? *bx_ptr : c2xIdentity();
- c2v n;
- int index;
- c2AntinormalFace(A, B, bx, &index, &n);
- c2v seg[2] = { A.a, A.b };
- c2h h;
- if (!c2SidePlanes(seg, bx, B, index, &h)) return;
- c2KeepDeep(seg, h, m);
- for (int i = 0; i < m->count; ++i)
- {
- m->depths[i] += c2Sign(m->depths) * A.r;
- m->contact_points[i] = c2Add(m->contact_points[i], c2Mulvs(n, A.r));
- }
- m->n = c2Neg(m->n);
- }
-
- // shallow, use GJK results a and b to define manifold
- else if (d < A.r)
- {
- c2x bx = bx_ptr ? *bx_ptr : c2xIdentity();
- c2v ab = c2Sub(b, a);
- int face_case = 0;
-
+ c2Capsule A_in_B;
+ A_in_B.a = c2MulxvT(bx, A.a);
+ A_in_B.b = c2MulxvT(bx, A.b);
+ c2v ab = c2Norm(c2Sub(A_in_B.a, A_in_B.b));
+
+ // test capsule axes
+ c2h ab_h0;
+ ab_h0.n = c2CCW90(ab);
+ ab_h0.d = c2Dot(A_in_B.a, ab_h0.n);
+ int v0 = c2Support(B->verts, B->count, c2Neg(ab_h0.n));
+ float s0 = c2Dist(ab_h0, B->verts[v0]);
+
+ c2h ab_h1;
+ ab_h1.n = c2Skew(ab);
+ ab_h1.d = c2Dot(A_in_B.a, ab_h1.n);
+ int v1 = c2Support(B->verts, B->count, c2Neg(ab_h1.n));
+ float s1 = c2Dist(ab_h1, B->verts[v1]);
+
+ // test poly axes
+ int index = ~0;
+ float sep = -FLT_MAX;
+ int code = 0;
for (int i = 0; i < B->count; ++i)
{
- c2v n = c2Mulrv(bx.r, B->norms[i]);
- if (c2Parallel(c2Neg(ab), n, 5.0e-3f))
+ c2h h = c2PlaneAt(B, i);
+ float da = c2Dot(A_in_B.a, c2Neg(h.n));
+ float db = c2Dot(A_in_B.b, c2Neg(h.n));
+ float d;
+ if (da > db) d = c2Dist(h, A_in_B.a);
+ else d = c2Dist(h, A_in_B.b);
+ if (d > sep)
{
- face_case = 1;
- break;
+ sep = d;
+ index = i;
}
}
- // 1 contact
- if (!face_case)
- {
- one_contact:
- m->count = 1;
- m->n = c2Norm(ab);
- m->contact_points[0] = c2Add(a, c2Mulvs(m->n, A.r));
- m->depths[0] = A.r - d;
+ // track axis of minimum separation
+ if (s0 > sep) {
+ sep = s0;
+ index = v0;
+ code = 1;
}
- // 2 contacts if laying on a polygon face nicely
- else
+ if (s1 > sep) {
+ sep = s1;
+ index = v1;
+ code = 2;
+ }
+
+ switch (code)
{
- c2v n;
- int index;
- c2AntinormalFace(A, B, bx, &index, &n);
- c2v seg[2] = { c2Add(A.a, c2Mulvs(n, A.r)), c2Add(A.b, c2Mulvs(n, A.r)) };
+ case 0: // poly face
+ {
+ c2v seg[2] = { A.a, A.b };
c2h h;
- if (!c2SidePlanes(seg, bx, B, index, &h)) goto one_contact;
+ if (!c2SidePlanesFromPoly(seg, bx, B, index, &h)) return;
c2KeepDeep(seg, h, m);
m->n = c2Neg(m->n);
+ } break;
+
+ case 1: // side 0 of capsule segment
+ {
+ c2v incident[2];
+ c2Incident(incident, B, bx, ab_h0.n);
+ c2h h;
+ if (!c2SidePlanes(incident, A_in_B.b, A_in_B.a, &h)) return;
+ c2KeepDeep(incident, h, m);
+ } break;
+
+ case 2: // side 1 of capsule segment
+ {
+ c2v incident[2];
+ c2Incident(incident, B, bx, ab_h1.n);
+ c2h h;
+ if (!c2SidePlanes(incident, A_in_B.a, A_in_B.b, &h)) return;
+ c2KeepDeep(incident, h, m);
+ } break;
+
+ default:
+ // should never happen.
+ return;
}
+
+ for (int i = 0; i < m->count; ++i) m->depths[i] += A.r;
+ }
+
+ // shallow, use GJK results a and b to define manifold
+ else if (d < A.r)
+ {
+ m->count = 1;
+ m->n = c2Norm(c2Sub(b, a));
+ m->contact_points[0] = c2Add(a, c2Mulvs(m->n, A.r));
+ m->depths[0] = A.r - d;
}
}
return sep;
}
-static C2_INLINE void c2Incident(c2v* incident, const c2Poly* ip, c2x ix, const c2Poly* rp, c2x rx, int re)
-{
- c2v n = c2MulrvT(ix.r, c2Mulrv(rx.r, rp->norms[re]));
- int index = ~0;
- float min_dot = FLT_MAX;
- for (int i = 0; i < ip->count; ++i)
- {
- float dot = c2Dot(n, ip->norms[i]);
- if (dot < min_dot)
- {
- min_dot = dot;
- index = i;
- }
- }
- incident[0] = c2Mulxv(ix, ip->verts[index]);
- incident[1] = c2Mulxv(ix, ip->verts[index + 1 == ip->count ? 0 : index + 1]);
-}
-
// Please see Dirk Gregorius's 2013 GDC lecture on the Separating Axis Theorem
// for a full-algorithm overview. The short description is:
// Test A against faces of B, test B against faces of A
}
c2v incident[2];
- c2Incident(incident, ip, ix, rp, rx, re);
+ c2Incident(incident, ip, ix, c2MulrvT(ix.r, c2Mulrv(rx.r, rp->norms[re])));
c2h rh;
- if (!c2SidePlanes(incident, rx, rp, re, &rh)) return;
+ if (!c2SidePlanesFromPoly(incident, rx, rp, re, &rh)) return;
c2KeepDeep(incident, rh, m);
if (flip) m->n = c2Neg(m->n);
}