diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2018-01-13 14:01:53 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2018-01-13 14:08:45 +0100 |
commit | e12c89e8c9896b2e5cdd70dbd2d2acb449ff4b94 (patch) | |
tree | af68e434545e20c538f896e28b73f2db7d626edd /thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3MprPenetration.h | |
parent | 53c65ae7619ac9e80c89a321c70de64f3745e2aa (diff) |
bullet: Streamline bundling, remove extraneous src/ folder
Document version and how to extract sources in thirdparty/README.md.
Drop unnecessary CMake and Premake files.
Simplify SCsub, drop unused one.
Diffstat (limited to 'thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3MprPenetration.h')
-rw-r--r-- | thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3MprPenetration.h | 920 |
1 files changed, 920 insertions, 0 deletions
diff --git a/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3MprPenetration.h b/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3MprPenetration.h new file mode 100644 index 0000000000..6c3ad7c9dd --- /dev/null +++ b/thirdparty/bullet/Bullet3Collision/NarrowPhaseCollision/shared/b3MprPenetration.h @@ -0,0 +1,920 @@ + +/*** + * --------------------------------- + * Copyright (c)2012 Daniel Fiser <danfis@danfis.cz> + * + * This file was ported from mpr.c file, part of libccd. + * The Minkoski Portal Refinement implementation was ported + * to OpenCL by Erwin Coumans for the Bullet 3 Physics library. + * at http://github.com/erwincoumans/bullet3 + * + * Distributed under the OSI-approved BSD License (the "License"); + * see <http://www.opensource.org/licenses/bsd-license.php>. + * This software is distributed WITHOUT ANY WARRANTY; without even the + * implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + * See the License for more information. + */ + + + + +#ifndef B3_MPR_PENETRATION_H +#define B3_MPR_PENETRATION_H + +#include "Bullet3Common/shared/b3PlatformDefinitions.h" +#include "Bullet3Common/shared/b3Float4.h" +#include "Bullet3Collision/NarrowPhaseCollision/shared/b3RigidBodyData.h" +#include "Bullet3Collision/NarrowPhaseCollision/shared/b3ConvexPolyhedronData.h" +#include "Bullet3Collision/NarrowPhaseCollision/shared/b3Collidable.h" + + + + +#ifdef __cplusplus +#define B3_MPR_SQRT sqrtf +#else +#define B3_MPR_SQRT sqrt +#endif +#define B3_MPR_FMIN(x, y) ((x) < (y) ? (x) : (y)) +#define B3_MPR_FABS fabs + +#define B3_MPR_TOLERANCE 1E-6f +#define B3_MPR_MAX_ITERATIONS 1000 + +struct _b3MprSupport_t +{ + b3Float4 v; //!< Support point in minkowski sum + b3Float4 v1; //!< Support point in obj1 + b3Float4 v2; //!< Support point in obj2 +}; +typedef struct _b3MprSupport_t b3MprSupport_t; + +struct _b3MprSimplex_t +{ + b3MprSupport_t ps[4]; + int last; //!< index of last added point +}; +typedef struct _b3MprSimplex_t b3MprSimplex_t; + +inline b3MprSupport_t* b3MprSimplexPointW(b3MprSimplex_t *s, int idx) +{ + return &s->ps[idx]; +} + +inline void b3MprSimplexSetSize(b3MprSimplex_t *s, int size) +{ + s->last = size - 1; +} + + +inline int b3MprSimplexSize(const b3MprSimplex_t *s) +{ + return s->last + 1; +} + + +inline const b3MprSupport_t* b3MprSimplexPoint(const b3MprSimplex_t* s, int idx) +{ + // here is no check on boundaries + return &s->ps[idx]; +} + +inline void b3MprSupportCopy(b3MprSupport_t *d, const b3MprSupport_t *s) +{ + *d = *s; +} + +inline void b3MprSimplexSet(b3MprSimplex_t *s, size_t pos, const b3MprSupport_t *a) +{ + b3MprSupportCopy(s->ps + pos, a); +} + + +inline void b3MprSimplexSwap(b3MprSimplex_t *s, size_t pos1, size_t pos2) +{ + b3MprSupport_t supp; + + b3MprSupportCopy(&supp, &s->ps[pos1]); + b3MprSupportCopy(&s->ps[pos1], &s->ps[pos2]); + b3MprSupportCopy(&s->ps[pos2], &supp); +} + + +inline int b3MprIsZero(float val) +{ + return B3_MPR_FABS(val) < FLT_EPSILON; +} + + + +inline int b3MprEq(float _a, float _b) +{ + float ab; + float a, b; + + ab = B3_MPR_FABS(_a - _b); + if (B3_MPR_FABS(ab) < FLT_EPSILON) + return 1; + + a = B3_MPR_FABS(_a); + b = B3_MPR_FABS(_b); + if (b > a){ + return ab < FLT_EPSILON * b; + }else{ + return ab < FLT_EPSILON * a; + } +} + + +inline int b3MprVec3Eq(const b3Float4* a, const b3Float4 *b) +{ + return b3MprEq((*a).x, (*b).x) + && b3MprEq((*a).y, (*b).y) + && b3MprEq((*a).z, (*b).z); +} + + + +inline b3Float4 b3LocalGetSupportVertex(b3Float4ConstArg supportVec,__global const b3ConvexPolyhedronData_t* hull, b3ConstArray(b3Float4) verticesA) +{ + b3Float4 supVec = b3MakeFloat4(0,0,0,0); + float maxDot = -B3_LARGE_FLOAT; + + if( 0 < hull->m_numVertices ) + { + const b3Float4 scaled = supportVec; + int index = b3MaxDot(scaled, &verticesA[hull->m_vertexOffset], hull->m_numVertices, &maxDot); + return verticesA[hull->m_vertexOffset+index]; + } + + return supVec; + +} + + +B3_STATIC void b3MprConvexSupport(int pairIndex,int bodyIndex, b3ConstArray(b3RigidBodyData_t) cpuBodyBuf, + b3ConstArray(b3ConvexPolyhedronData_t) cpuConvexData, + b3ConstArray(b3Collidable_t) cpuCollidables, + b3ConstArray(b3Float4) cpuVertices, + __global b3Float4* sepAxis, + const b3Float4* _dir, b3Float4* outp, int logme) +{ + //dir is in worldspace, move to local space + + b3Float4 pos = cpuBodyBuf[bodyIndex].m_pos; + b3Quat orn = cpuBodyBuf[bodyIndex].m_quat; + + b3Float4 dir = b3MakeFloat4((*_dir).x,(*_dir).y,(*_dir).z,0.f); + + const b3Float4 localDir = b3QuatRotate(b3QuatInverse(orn),dir); + + + //find local support vertex + int colIndex = cpuBodyBuf[bodyIndex].m_collidableIdx; + + b3Assert(cpuCollidables[colIndex].m_shapeType==SHAPE_CONVEX_HULL); + __global const b3ConvexPolyhedronData_t* hull = &cpuConvexData[cpuCollidables[colIndex].m_shapeIndex]; + + b3Float4 pInA; + if (logme) + { + + + // b3Float4 supVec = b3MakeFloat4(0,0,0,0); + float maxDot = -B3_LARGE_FLOAT; + + if( 0 < hull->m_numVertices ) + { + const b3Float4 scaled = localDir; + int index = b3MaxDot(scaled, &cpuVertices[hull->m_vertexOffset], hull->m_numVertices, &maxDot); + pInA = cpuVertices[hull->m_vertexOffset+index]; + + } + + + } else + { + pInA = b3LocalGetSupportVertex(localDir,hull,cpuVertices); + } + + //move vertex to world space + *outp = b3TransformPoint(pInA,pos,orn); + +} + +inline void b3MprSupport(int pairIndex,int bodyIndexA, int bodyIndexB, b3ConstArray(b3RigidBodyData_t) cpuBodyBuf, + b3ConstArray(b3ConvexPolyhedronData_t) cpuConvexData, + b3ConstArray(b3Collidable_t) cpuCollidables, + b3ConstArray(b3Float4) cpuVertices, + __global b3Float4* sepAxis, + const b3Float4* _dir, b3MprSupport_t *supp) +{ + b3Float4 dir; + dir = *_dir; + b3MprConvexSupport(pairIndex,bodyIndexA,cpuBodyBuf,cpuConvexData,cpuCollidables,cpuVertices,sepAxis,&dir, &supp->v1,0); + dir = *_dir*-1.f; + b3MprConvexSupport(pairIndex,bodyIndexB,cpuBodyBuf,cpuConvexData,cpuCollidables,cpuVertices,sepAxis,&dir, &supp->v2,0); + supp->v = supp->v1 - supp->v2; +} + + + + + + + + + +inline void b3FindOrigin(int bodyIndexA, int bodyIndexB, b3ConstArray(b3RigidBodyData_t) cpuBodyBuf, b3MprSupport_t *center) +{ + + center->v1 = cpuBodyBuf[bodyIndexA].m_pos; + center->v2 = cpuBodyBuf[bodyIndexB].m_pos; + center->v = center->v1 - center->v2; +} + +inline void b3MprVec3Set(b3Float4 *v, float x, float y, float z) +{ + (*v).x = x; + (*v).y = y; + (*v).z = z; + (*v).w = 0.f; +} + +inline void b3MprVec3Add(b3Float4 *v, const b3Float4 *w) +{ + (*v).x += (*w).x; + (*v).y += (*w).y; + (*v).z += (*w).z; +} + +inline void b3MprVec3Copy(b3Float4 *v, const b3Float4 *w) +{ + *v = *w; +} + +inline void b3MprVec3Scale(b3Float4 *d, float k) +{ + *d *= k; +} + +inline float b3MprVec3Dot(const b3Float4 *a, const b3Float4 *b) +{ + float dot; + + dot = b3Dot3F4(*a,*b); + return dot; +} + + +inline float b3MprVec3Len2(const b3Float4 *v) +{ + return b3MprVec3Dot(v, v); +} + +inline void b3MprVec3Normalize(b3Float4 *d) +{ + float k = 1.f / B3_MPR_SQRT(b3MprVec3Len2(d)); + b3MprVec3Scale(d, k); +} + +inline void b3MprVec3Cross(b3Float4 *d, const b3Float4 *a, const b3Float4 *b) +{ + *d = b3Cross3(*a,*b); + +} + + +inline void b3MprVec3Sub2(b3Float4 *d, const b3Float4 *v, const b3Float4 *w) +{ + *d = *v - *w; +} + +inline void b3PortalDir(const b3MprSimplex_t *portal, b3Float4 *dir) +{ + b3Float4 v2v1, v3v1; + + b3MprVec3Sub2(&v2v1, &b3MprSimplexPoint(portal, 2)->v, + &b3MprSimplexPoint(portal, 1)->v); + b3MprVec3Sub2(&v3v1, &b3MprSimplexPoint(portal, 3)->v, + &b3MprSimplexPoint(portal, 1)->v); + b3MprVec3Cross(dir, &v2v1, &v3v1); + b3MprVec3Normalize(dir); +} + + +inline int portalEncapsulesOrigin(const b3MprSimplex_t *portal, + const b3Float4 *dir) +{ + float dot; + dot = b3MprVec3Dot(dir, &b3MprSimplexPoint(portal, 1)->v); + return b3MprIsZero(dot) || dot > 0.f; +} + +inline int portalReachTolerance(const b3MprSimplex_t *portal, + const b3MprSupport_t *v4, + const b3Float4 *dir) +{ + float dv1, dv2, dv3, dv4; + float dot1, dot2, dot3; + + // find the smallest dot product of dir and {v1-v4, v2-v4, v3-v4} + + dv1 = b3MprVec3Dot(&b3MprSimplexPoint(portal, 1)->v, dir); + dv2 = b3MprVec3Dot(&b3MprSimplexPoint(portal, 2)->v, dir); + dv3 = b3MprVec3Dot(&b3MprSimplexPoint(portal, 3)->v, dir); + dv4 = b3MprVec3Dot(&v4->v, dir); + + dot1 = dv4 - dv1; + dot2 = dv4 - dv2; + dot3 = dv4 - dv3; + + dot1 = B3_MPR_FMIN(dot1, dot2); + dot1 = B3_MPR_FMIN(dot1, dot3); + + return b3MprEq(dot1, B3_MPR_TOLERANCE) || dot1 < B3_MPR_TOLERANCE; +} + +inline int portalCanEncapsuleOrigin(const b3MprSimplex_t *portal, + const b3MprSupport_t *v4, + const b3Float4 *dir) +{ + float dot; + dot = b3MprVec3Dot(&v4->v, dir); + return b3MprIsZero(dot) || dot > 0.f; +} + +inline void b3ExpandPortal(b3MprSimplex_t *portal, + const b3MprSupport_t *v4) +{ + float dot; + b3Float4 v4v0; + + b3MprVec3Cross(&v4v0, &v4->v, &b3MprSimplexPoint(portal, 0)->v); + dot = b3MprVec3Dot(&b3MprSimplexPoint(portal, 1)->v, &v4v0); + if (dot > 0.f){ + dot = b3MprVec3Dot(&b3MprSimplexPoint(portal, 2)->v, &v4v0); + if (dot > 0.f){ + b3MprSimplexSet(portal, 1, v4); + }else{ + b3MprSimplexSet(portal, 3, v4); + } + }else{ + dot = b3MprVec3Dot(&b3MprSimplexPoint(portal, 3)->v, &v4v0); + if (dot > 0.f){ + b3MprSimplexSet(portal, 2, v4); + }else{ + b3MprSimplexSet(portal, 1, v4); + } + } +} + + + +B3_STATIC int b3DiscoverPortal(int pairIndex, int bodyIndexA, int bodyIndexB, b3ConstArray(b3RigidBodyData_t) cpuBodyBuf, + b3ConstArray(b3ConvexPolyhedronData_t) cpuConvexData, + b3ConstArray(b3Collidable_t) cpuCollidables, + b3ConstArray(b3Float4) cpuVertices, + __global b3Float4* sepAxis, + __global int* hasSepAxis, + b3MprSimplex_t *portal) +{ + b3Float4 dir, va, vb; + float dot; + int cont; + + + + // vertex 0 is center of portal + b3FindOrigin(bodyIndexA,bodyIndexB,cpuBodyBuf, b3MprSimplexPointW(portal, 0)); + // vertex 0 is center of portal + b3MprSimplexSetSize(portal, 1); + + + + b3Float4 zero = b3MakeFloat4(0,0,0,0); + b3Float4* b3mpr_vec3_origin = &zero; + + if (b3MprVec3Eq(&b3MprSimplexPoint(portal, 0)->v, b3mpr_vec3_origin)){ + // Portal's center lies on origin (0,0,0) => we know that objects + // intersect but we would need to know penetration info. + // So move center little bit... + b3MprVec3Set(&va, FLT_EPSILON * 10.f, 0.f, 0.f); + b3MprVec3Add(&b3MprSimplexPointW(portal, 0)->v, &va); + } + + + // vertex 1 = support in direction of origin + b3MprVec3Copy(&dir, &b3MprSimplexPoint(portal, 0)->v); + b3MprVec3Scale(&dir, -1.f); + b3MprVec3Normalize(&dir); + + + b3MprSupport(pairIndex,bodyIndexA,bodyIndexB,cpuBodyBuf,cpuConvexData,cpuCollidables,cpuVertices, sepAxis,&dir, b3MprSimplexPointW(portal, 1)); + + b3MprSimplexSetSize(portal, 2); + + // test if origin isn't outside of v1 + dot = b3MprVec3Dot(&b3MprSimplexPoint(portal, 1)->v, &dir); + + + if (b3MprIsZero(dot) || dot < 0.f) + return -1; + + + // vertex 2 + b3MprVec3Cross(&dir, &b3MprSimplexPoint(portal, 0)->v, + &b3MprSimplexPoint(portal, 1)->v); + if (b3MprIsZero(b3MprVec3Len2(&dir))){ + if (b3MprVec3Eq(&b3MprSimplexPoint(portal, 1)->v, b3mpr_vec3_origin)){ + // origin lies on v1 + return 1; + }else{ + // origin lies on v0-v1 segment + return 2; + } + } + + b3MprVec3Normalize(&dir); + b3MprSupport(pairIndex,bodyIndexA,bodyIndexB,cpuBodyBuf,cpuConvexData,cpuCollidables,cpuVertices, sepAxis,&dir, b3MprSimplexPointW(portal, 2)); + + dot = b3MprVec3Dot(&b3MprSimplexPoint(portal, 2)->v, &dir); + if (b3MprIsZero(dot) || dot < 0.f) + return -1; + + b3MprSimplexSetSize(portal, 3); + + // vertex 3 direction + b3MprVec3Sub2(&va, &b3MprSimplexPoint(portal, 1)->v, + &b3MprSimplexPoint(portal, 0)->v); + b3MprVec3Sub2(&vb, &b3MprSimplexPoint(portal, 2)->v, + &b3MprSimplexPoint(portal, 0)->v); + b3MprVec3Cross(&dir, &va, &vb); + b3MprVec3Normalize(&dir); + + // it is better to form portal faces to be oriented "outside" origin + dot = b3MprVec3Dot(&dir, &b3MprSimplexPoint(portal, 0)->v); + if (dot > 0.f){ + b3MprSimplexSwap(portal, 1, 2); + b3MprVec3Scale(&dir, -1.f); + } + + while (b3MprSimplexSize(portal) < 4){ + b3MprSupport(pairIndex,bodyIndexA,bodyIndexB,cpuBodyBuf,cpuConvexData,cpuCollidables,cpuVertices, sepAxis,&dir, b3MprSimplexPointW(portal, 3)); + + dot = b3MprVec3Dot(&b3MprSimplexPoint(portal, 3)->v, &dir); + if (b3MprIsZero(dot) || dot < 0.f) + return -1; + + cont = 0; + + // test if origin is outside (v1, v0, v3) - set v2 as v3 and + // continue + b3MprVec3Cross(&va, &b3MprSimplexPoint(portal, 1)->v, + &b3MprSimplexPoint(portal, 3)->v); + dot = b3MprVec3Dot(&va, &b3MprSimplexPoint(portal, 0)->v); + if (dot < 0.f && !b3MprIsZero(dot)){ + b3MprSimplexSet(portal, 2, b3MprSimplexPoint(portal, 3)); + cont = 1; + } + + if (!cont){ + // test if origin is outside (v3, v0, v2) - set v1 as v3 and + // continue + b3MprVec3Cross(&va, &b3MprSimplexPoint(portal, 3)->v, + &b3MprSimplexPoint(portal, 2)->v); + dot = b3MprVec3Dot(&va, &b3MprSimplexPoint(portal, 0)->v); + if (dot < 0.f && !b3MprIsZero(dot)){ + b3MprSimplexSet(portal, 1, b3MprSimplexPoint(portal, 3)); + cont = 1; + } + } + + if (cont){ + b3MprVec3Sub2(&va, &b3MprSimplexPoint(portal, 1)->v, + &b3MprSimplexPoint(portal, 0)->v); + b3MprVec3Sub2(&vb, &b3MprSimplexPoint(portal, 2)->v, + &b3MprSimplexPoint(portal, 0)->v); + b3MprVec3Cross(&dir, &va, &vb); + b3MprVec3Normalize(&dir); + }else{ + b3MprSimplexSetSize(portal, 4); + } + } + + return 0; +} + + +B3_STATIC int b3RefinePortal(int pairIndex,int bodyIndexA, int bodyIndexB, b3ConstArray(b3RigidBodyData_t) cpuBodyBuf, + b3ConstArray(b3ConvexPolyhedronData_t) cpuConvexData, + b3ConstArray(b3Collidable_t) cpuCollidables, + b3ConstArray(b3Float4) cpuVertices, + __global b3Float4* sepAxis, + b3MprSimplex_t *portal) +{ + b3Float4 dir; + b3MprSupport_t v4; + + for (int i=0;i<B3_MPR_MAX_ITERATIONS;i++) + //while (1) + { + // compute direction outside the portal (from v0 throught v1,v2,v3 + // face) + b3PortalDir(portal, &dir); + + // test if origin is inside the portal + if (portalEncapsulesOrigin(portal, &dir)) + return 0; + + // get next support point + + b3MprSupport(pairIndex,bodyIndexA,bodyIndexB,cpuBodyBuf,cpuConvexData,cpuCollidables,cpuVertices, sepAxis,&dir, &v4); + + + // test if v4 can expand portal to contain origin and if portal + // expanding doesn't reach given tolerance + if (!portalCanEncapsuleOrigin(portal, &v4, &dir) + || portalReachTolerance(portal, &v4, &dir)) + { + return -1; + } + + // v1-v2-v3 triangle must be rearranged to face outside Minkowski + // difference (direction from v0). + b3ExpandPortal(portal, &v4); + } + + return -1; +} + +B3_STATIC void b3FindPos(const b3MprSimplex_t *portal, b3Float4 *pos) +{ + + b3Float4 zero = b3MakeFloat4(0,0,0,0); + b3Float4* b3mpr_vec3_origin = &zero; + + b3Float4 dir; + size_t i; + float b[4], sum, inv; + b3Float4 vec, p1, p2; + + b3PortalDir(portal, &dir); + + // use barycentric coordinates of tetrahedron to find origin + b3MprVec3Cross(&vec, &b3MprSimplexPoint(portal, 1)->v, + &b3MprSimplexPoint(portal, 2)->v); + b[0] = b3MprVec3Dot(&vec, &b3MprSimplexPoint(portal, 3)->v); + + b3MprVec3Cross(&vec, &b3MprSimplexPoint(portal, 3)->v, + &b3MprSimplexPoint(portal, 2)->v); + b[1] = b3MprVec3Dot(&vec, &b3MprSimplexPoint(portal, 0)->v); + + b3MprVec3Cross(&vec, &b3MprSimplexPoint(portal, 0)->v, + &b3MprSimplexPoint(portal, 1)->v); + b[2] = b3MprVec3Dot(&vec, &b3MprSimplexPoint(portal, 3)->v); + + b3MprVec3Cross(&vec, &b3MprSimplexPoint(portal, 2)->v, + &b3MprSimplexPoint(portal, 1)->v); + b[3] = b3MprVec3Dot(&vec, &b3MprSimplexPoint(portal, 0)->v); + + sum = b[0] + b[1] + b[2] + b[3]; + + if (b3MprIsZero(sum) || sum < 0.f){ + b[0] = 0.f; + + b3MprVec3Cross(&vec, &b3MprSimplexPoint(portal, 2)->v, + &b3MprSimplexPoint(portal, 3)->v); + b[1] = b3MprVec3Dot(&vec, &dir); + b3MprVec3Cross(&vec, &b3MprSimplexPoint(portal, 3)->v, + &b3MprSimplexPoint(portal, 1)->v); + b[2] = b3MprVec3Dot(&vec, &dir); + b3MprVec3Cross(&vec, &b3MprSimplexPoint(portal, 1)->v, + &b3MprSimplexPoint(portal, 2)->v); + b[3] = b3MprVec3Dot(&vec, &dir); + + sum = b[1] + b[2] + b[3]; + } + + inv = 1.f / sum; + + b3MprVec3Copy(&p1, b3mpr_vec3_origin); + b3MprVec3Copy(&p2, b3mpr_vec3_origin); + for (i = 0; i < 4; i++){ + b3MprVec3Copy(&vec, &b3MprSimplexPoint(portal, i)->v1); + b3MprVec3Scale(&vec, b[i]); + b3MprVec3Add(&p1, &vec); + + b3MprVec3Copy(&vec, &b3MprSimplexPoint(portal, i)->v2); + b3MprVec3Scale(&vec, b[i]); + b3MprVec3Add(&p2, &vec); + } + b3MprVec3Scale(&p1, inv); + b3MprVec3Scale(&p2, inv); + + b3MprVec3Copy(pos, &p1); + b3MprVec3Add(pos, &p2); + b3MprVec3Scale(pos, 0.5); +} + +inline float b3MprVec3Dist2(const b3Float4 *a, const b3Float4 *b) +{ + b3Float4 ab; + b3MprVec3Sub2(&ab, a, b); + return b3MprVec3Len2(&ab); +} + +inline float _b3MprVec3PointSegmentDist2(const b3Float4 *P, + const b3Float4 *x0, + const b3Float4 *b, + b3Float4 *witness) +{ + // The computation comes from solving equation of segment: + // S(t) = x0 + t.d + // where - x0 is initial point of segment + // - d is direction of segment from x0 (|d| > 0) + // - t belongs to <0, 1> interval + // + // Than, distance from a segment to some point P can be expressed: + // D(t) = |x0 + t.d - P|^2 + // which is distance from any point on segment. Minimization + // of this function brings distance from P to segment. + // Minimization of D(t) leads to simple quadratic equation that's + // solving is straightforward. + // + // Bonus of this method is witness point for free. + + float dist, t; + b3Float4 d, a; + + // direction of segment + b3MprVec3Sub2(&d, b, x0); + + // precompute vector from P to x0 + b3MprVec3Sub2(&a, x0, P); + + t = -1.f * b3MprVec3Dot(&a, &d); + t /= b3MprVec3Len2(&d); + + if (t < 0.f || b3MprIsZero(t)){ + dist = b3MprVec3Dist2(x0, P); + if (witness) + b3MprVec3Copy(witness, x0); + }else if (t > 1.f || b3MprEq(t, 1.f)){ + dist = b3MprVec3Dist2(b, P); + if (witness) + b3MprVec3Copy(witness, b); + }else{ + if (witness){ + b3MprVec3Copy(witness, &d); + b3MprVec3Scale(witness, t); + b3MprVec3Add(witness, x0); + dist = b3MprVec3Dist2(witness, P); + }else{ + // recycling variables + b3MprVec3Scale(&d, t); + b3MprVec3Add(&d, &a); + dist = b3MprVec3Len2(&d); + } + } + + return dist; +} + + +inline float b3MprVec3PointTriDist2(const b3Float4 *P, + const b3Float4 *x0, const b3Float4 *B, + const b3Float4 *C, + b3Float4 *witness) +{ + // Computation comes from analytic expression for triangle (x0, B, C) + // T(s, t) = x0 + s.d1 + t.d2, where d1 = B - x0 and d2 = C - x0 and + // Then equation for distance is: + // D(s, t) = | T(s, t) - P |^2 + // This leads to minimization of quadratic function of two variables. + // The solution from is taken only if s is between 0 and 1, t is + // between 0 and 1 and t + s < 1, otherwise distance from segment is + // computed. + + b3Float4 d1, d2, a; + float u, v, w, p, q, r; + float s, t, dist, dist2; + b3Float4 witness2; + + b3MprVec3Sub2(&d1, B, x0); + b3MprVec3Sub2(&d2, C, x0); + b3MprVec3Sub2(&a, x0, P); + + u = b3MprVec3Dot(&a, &a); + v = b3MprVec3Dot(&d1, &d1); + w = b3MprVec3Dot(&d2, &d2); + p = b3MprVec3Dot(&a, &d1); + q = b3MprVec3Dot(&a, &d2); + r = b3MprVec3Dot(&d1, &d2); + + s = (q * r - w * p) / (w * v - r * r); + t = (-s * r - q) / w; + + if ((b3MprIsZero(s) || s > 0.f) + && (b3MprEq(s, 1.f) || s < 1.f) + && (b3MprIsZero(t) || t > 0.f) + && (b3MprEq(t, 1.f) || t < 1.f) + && (b3MprEq(t + s, 1.f) || t + s < 1.f)){ + + if (witness){ + b3MprVec3Scale(&d1, s); + b3MprVec3Scale(&d2, t); + b3MprVec3Copy(witness, x0); + b3MprVec3Add(witness, &d1); + b3MprVec3Add(witness, &d2); + + dist = b3MprVec3Dist2(witness, P); + }else{ + dist = s * s * v; + dist += t * t * w; + dist += 2.f * s * t * r; + dist += 2.f * s * p; + dist += 2.f * t * q; + dist += u; + } + }else{ + dist = _b3MprVec3PointSegmentDist2(P, x0, B, witness); + + dist2 = _b3MprVec3PointSegmentDist2(P, x0, C, &witness2); + if (dist2 < dist){ + dist = dist2; + if (witness) + b3MprVec3Copy(witness, &witness2); + } + + dist2 = _b3MprVec3PointSegmentDist2(P, B, C, &witness2); + if (dist2 < dist){ + dist = dist2; + if (witness) + b3MprVec3Copy(witness, &witness2); + } + } + + return dist; +} + + +B3_STATIC void b3FindPenetr(int pairIndex,int bodyIndexA, int bodyIndexB, b3ConstArray(b3RigidBodyData_t) cpuBodyBuf, + b3ConstArray(b3ConvexPolyhedronData_t) cpuConvexData, + b3ConstArray(b3Collidable_t) cpuCollidables, + b3ConstArray(b3Float4) cpuVertices, + __global b3Float4* sepAxis, + b3MprSimplex_t *portal, + float *depth, b3Float4 *pdir, b3Float4 *pos) +{ + b3Float4 dir; + b3MprSupport_t v4; + unsigned long iterations; + + b3Float4 zero = b3MakeFloat4(0,0,0,0); + b3Float4* b3mpr_vec3_origin = &zero; + + + iterations = 1UL; + for (int i=0;i<B3_MPR_MAX_ITERATIONS;i++) + //while (1) + { + // compute portal direction and obtain next support point + b3PortalDir(portal, &dir); + + b3MprSupport(pairIndex,bodyIndexA,bodyIndexB,cpuBodyBuf,cpuConvexData,cpuCollidables,cpuVertices, sepAxis,&dir, &v4); + + + // reached tolerance -> find penetration info + if (portalReachTolerance(portal, &v4, &dir) + || iterations ==B3_MPR_MAX_ITERATIONS) + { + *depth = b3MprVec3PointTriDist2(b3mpr_vec3_origin,&b3MprSimplexPoint(portal, 1)->v,&b3MprSimplexPoint(portal, 2)->v,&b3MprSimplexPoint(portal, 3)->v,pdir); + *depth = B3_MPR_SQRT(*depth); + + if (b3MprIsZero((*pdir).x) && b3MprIsZero((*pdir).y) && b3MprIsZero((*pdir).z)) + { + + *pdir = dir; + } + b3MprVec3Normalize(pdir); + + // barycentric coordinates: + b3FindPos(portal, pos); + + + return; + } + + b3ExpandPortal(portal, &v4); + + iterations++; + } +} + +B3_STATIC void b3FindPenetrTouch(b3MprSimplex_t *portal,float *depth, b3Float4 *dir, b3Float4 *pos) +{ + // Touching contact on portal's v1 - so depth is zero and direction + // is unimportant and pos can be guessed + *depth = 0.f; + b3Float4 zero = b3MakeFloat4(0,0,0,0); + b3Float4* b3mpr_vec3_origin = &zero; + + + b3MprVec3Copy(dir, b3mpr_vec3_origin); + + b3MprVec3Copy(pos, &b3MprSimplexPoint(portal, 1)->v1); + b3MprVec3Add(pos, &b3MprSimplexPoint(portal, 1)->v2); + b3MprVec3Scale(pos, 0.5); +} + +B3_STATIC void b3FindPenetrSegment(b3MprSimplex_t *portal, + float *depth, b3Float4 *dir, b3Float4 *pos) +{ + + // Origin lies on v0-v1 segment. + // Depth is distance to v1, direction also and position must be + // computed + + b3MprVec3Copy(pos, &b3MprSimplexPoint(portal, 1)->v1); + b3MprVec3Add(pos, &b3MprSimplexPoint(portal, 1)->v2); + b3MprVec3Scale(pos, 0.5f); + + + b3MprVec3Copy(dir, &b3MprSimplexPoint(portal, 1)->v); + *depth = B3_MPR_SQRT(b3MprVec3Len2(dir)); + b3MprVec3Normalize(dir); +} + + + +inline int b3MprPenetration(int pairIndex, int bodyIndexA, int bodyIndexB, + b3ConstArray(b3RigidBodyData_t) cpuBodyBuf, + b3ConstArray(b3ConvexPolyhedronData_t) cpuConvexData, + b3ConstArray(b3Collidable_t) cpuCollidables, + b3ConstArray(b3Float4) cpuVertices, + __global b3Float4* sepAxis, + __global int* hasSepAxis, + float *depthOut, b3Float4* dirOut, b3Float4* posOut) +{ + + b3MprSimplex_t portal; + + +// if (!hasSepAxis[pairIndex]) + // return -1; + + hasSepAxis[pairIndex] = 0; + int res; + + // Phase 1: Portal discovery + res = b3DiscoverPortal(pairIndex,bodyIndexA,bodyIndexB,cpuBodyBuf,cpuConvexData,cpuCollidables,cpuVertices,sepAxis,hasSepAxis, &portal); + + + //sepAxis[pairIndex] = *pdir;//or -dir? + + switch (res) + { + case 0: + { + // Phase 2: Portal refinement + + res = b3RefinePortal(pairIndex,bodyIndexA,bodyIndexB,cpuBodyBuf,cpuConvexData,cpuCollidables,cpuVertices, sepAxis,&portal); + if (res < 0) + return -1; + + // Phase 3. Penetration info + b3FindPenetr(pairIndex,bodyIndexA,bodyIndexB,cpuBodyBuf,cpuConvexData,cpuCollidables,cpuVertices, sepAxis,&portal, depthOut, dirOut, posOut); + hasSepAxis[pairIndex] = 1; + sepAxis[pairIndex] = -*dirOut; + break; + } + case 1: + { + // Touching contact on portal's v1. + b3FindPenetrTouch(&portal, depthOut, dirOut, posOut); + break; + } + case 2: + { + + b3FindPenetrSegment( &portal, depthOut, dirOut, posOut); + break; + } + default: + { + hasSepAxis[pairIndex]=0; + //if (res < 0) + //{ + // Origin isn't inside portal - no collision. + return -1; + //} + } + }; + + return 0; +}; + + + +#endif //B3_MPR_PENETRATION_H |