diff trunk/chipmunkd/cpCollision.d @ 4:7ebbd4d05553

initial commit
author Extrawurst
date Thu, 02 Dec 2010 02:11:26 +0100
parents
children df4ebc8add66
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/trunk/chipmunkd/cpCollision.d	Thu Dec 02 02:11:26 2010 +0100
@@ -0,0 +1,380 @@
+
+// written in the D programming language
+
+module chipmunkd.cpCollision;
+
+import chipmunkd.chipmunk_types_h;
+import chipmunkd.chipmunk;
+import chipmunkd.cpShape;
+
+alias int function(const cpShape *, const cpShape *, cpContact *) collisionFunc;
+
+
+// Add contact points for circle to circle collisions.
+// Used by several collision tests.
+static int
+circle2circleQuery(const cpVect p1, const cpVect p2, const cpFloat r1, const cpFloat r2, cpContact *con)
+{
+	cpFloat mindist = r1 + r2;
+	cpVect delta = cpvsub(p2, p1);
+	cpFloat distsq = cpvlengthsq(delta);
+	if(distsq >= mindist*mindist) return 0;
+	
+	cpFloat dist = cpfsqrt(distsq);
+	
+	// Allocate and initialize the contact.
+	cpContactInit(
+		con,
+		cpvadd(p1, cpvmult(delta, 0.5f + (r1 - 0.5f*mindist)/(dist ? dist : INFINITY))),
+		(dist ? cpvmult(delta, 1.0f/dist) : cpv(1.0f, 0.0f)),
+		dist - mindist,
+		0
+	);
+	
+	return 1;
+}
+
+// Collide circle shapes.
+static int
+circle2circle(const cpShape *shape1, const cpShape *shape2, cpContact *arr)
+{
+	cpCircleShape *circ1 = cast(cpCircleShape*)shape1;
+	cpCircleShape *circ2 = cast(cpCircleShape*)shape2;
+	
+	return circle2circleQuery(circ1.tc, circ2.tc, circ1.r, circ2.r, arr);
+}
+
+// Collide circles to segment shapes.
+static int
+circle2segment(const cpShape *circleShape, const cpShape *segmentShape, cpContact *con)
+{
+	cpCircleShape *circ = cast(cpCircleShape *)circleShape;
+	cpSegmentShape *seg = cast(cpSegmentShape *)segmentShape;
+	
+	// Radius sum
+	cpFloat rsum = circ.r + seg.r;
+	
+	// Calculate normal distance from segment.
+	cpFloat dn = cpvdot(seg.tn, circ.tc) - cpvdot(seg.ta, seg.tn);
+	cpFloat dist = cpfabs(dn) - rsum;
+	if(dist > 0.0f) return 0;
+	
+	// Calculate tangential distance along segment.
+	cpFloat dt = -cpvcross(seg.tn, circ.tc);
+	cpFloat dtMin = -cpvcross(seg.tn, seg.ta);
+	cpFloat dtMax = -cpvcross(seg.tn, seg.tb);
+	
+	// Decision tree to decide which feature of the segment to collide with.
+	if(dt < dtMin){
+		if(dt < (dtMin - rsum)){
+			return 0;
+		} else {
+			return circle2circleQuery(circ.tc, seg.ta, circ.r, seg.r, con);
+		}
+	} else {
+		if(dt < dtMax){
+			cpVect n = (dn < 0.0f) ? seg.tn : cpvneg(seg.tn);
+			cpContactInit(
+				con,
+				cpvadd(circ.tc, cpvmult(n, circ.r + dist*0.5f)),
+				n,
+				dist,
+				0				 
+			);
+			return 1;
+		} else {
+			if(dt < (dtMax + rsum)) {
+				return circle2circleQuery(circ.tc, seg.tb, circ.r, seg.r, con);
+			} else {
+				return 0;
+			}
+		}
+	}
+	
+	return 1;
+}
+
+// Helper function for working with contact buffers
+// This used to malloc/realloc memory on the fly but was repurposed.
+static cpContact *
+nextContactPoint(cpContact *arr, int *numPtr)
+{
+	int num = *numPtr;
+	
+	if(num < CP_MAX_CONTACTS_PER_ARBITER)
+		(*numPtr) = num + 1;
+	
+	return &arr[num];
+}
+
+// Find the minimum separating axis for the give poly and axis list.
+static int
+findMSA(const cpPolyShape *poly, const cpPolyShapeAxis *axes, const int num, cpFloat *min_out)
+{
+	int min_index = 0;
+	cpFloat min = cpPolyShapeValueOnAxis(poly, axes.n, axes.d);
+	if(min > 0.0f) return -1;
+	
+	for(int i=1; i<num; i++){
+		cpFloat dist = cpPolyShapeValueOnAxis(poly, axes[i].n, axes[i].d);
+		if(dist > 0.0f) {
+			return -1;
+		} else if(dist > min){
+			min = dist;
+			min_index = i;
+		}
+	}
+	
+	(*min_out) = min;
+	return min_index;
+}
+
+// Add contacts for probably penetrating vertexes.
+// This handles the degenerate case where an overlap was detected, but no vertexes fall inside
+// the opposing polygon. (like a star of david)
+static int
+findVertsFallback(cpContact *arr, const cpPolyShape *poly1, const cpPolyShape *poly2, const cpVect n, const cpFloat dist)
+{
+	int num = 0;
+	
+	for(int i=0; i<poly1.numVerts; i++){
+		cpVect v = poly1.tVerts[i];
+		if(cpPolyShapeContainsVertPartial(poly2, v, cpvneg(n)))
+			cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly1.shape.hashid, cast(const cpHashValue)i));
+	}
+	
+	for(int i=0; i<poly2.numVerts; i++){
+		cpVect v = poly2.tVerts[i];
+		if(cpPolyShapeContainsVertPartial(poly1, v, n))
+			cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly2.shape.hashid, cast(const cpHashValue)i));
+	}
+	
+	return num;
+}
+
+// Add contacts for penetrating vertexes.
+static int
+findVerts(cpContact *arr, const cpPolyShape *poly1, const cpPolyShape *poly2, const cpVect n, const cpFloat dist)
+{
+	int num = 0;
+	
+	for(int i=0; i<poly1.numVerts; i++){
+		cpVect v = poly1.tVerts[i];
+		if(cpPolyShapeContainsVert(poly2, v))
+			cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly1.shape.hashid, cast(const cpHashValue)i));
+	}
+	
+	for(int i=0; i<poly2.numVerts; i++){
+		cpVect v = poly2.tVerts[i];
+		if(cpPolyShapeContainsVert(poly1, v))
+			cpContactInit(nextContactPoint(arr, &num), v, n, dist, CP_HASH_PAIR(poly2.shape.hashid, cast(const cpHashValue)i));
+	}
+	
+	return (num ? num : findVertsFallback(arr, poly1, poly2, n, dist));
+}
+
+// Collide poly shapes together.
+static int
+poly2poly(const cpShape *shape1, const cpShape *shape2, cpContact *arr)
+{
+	cpPolyShape *poly1 = cast(cpPolyShape *)shape1;
+	cpPolyShape *poly2 = cast(cpPolyShape *)shape2;
+	
+	cpFloat min1;
+	int mini1 = findMSA(poly2, poly1.tAxes, poly1.numVerts, &min1);
+	if(mini1 == -1) return 0;
+	
+	cpFloat min2;
+	int mini2 = findMSA(poly1, poly2.tAxes, poly2.numVerts, &min2);
+	if(mini2 == -1) return 0;
+	
+	// There is overlap, find the penetrating verts
+	if(min1 > min2)
+		return findVerts(arr, poly1, poly2, poly1.tAxes[mini1].n, min1);
+	else
+		return findVerts(arr, poly1, poly2, cpvneg(poly2.tAxes[mini2].n), min2);
+}
+
+// Like cpPolyValueOnAxis(), but for segments.
+static cpFloat
+segValueOnAxis(const cpSegmentShape *seg, const cpVect n, const cpFloat d)
+{
+	cpFloat a = cpvdot(n, seg.ta) - seg.r;
+	cpFloat b = cpvdot(n, seg.tb) - seg.r;
+	return cpfmin(a, b) - d;
+}
+
+// Identify vertexes that have penetrated the segment.
+static void
+findPointsBehindSeg(cpContact *arr, int *num, const cpSegmentShape *seg, const cpPolyShape *poly, const cpFloat pDist, const cpFloat coef) 
+{
+	cpFloat dta = cpvcross(seg.tn, seg.ta);
+	cpFloat dtb = cpvcross(seg.tn, seg.tb);
+	cpVect n = cpvmult(seg.tn, coef);
+	
+	for(int i=0; i<poly.numVerts; i++){
+		cpVect v = poly.tVerts[i];
+		if(cpvdot(v, n) < cpvdot(seg.tn, seg.ta)*coef + seg.r){
+			cpFloat dt = cpvcross(seg.tn, v);
+			if(dta >= dt && dt >= dtb){
+				cpContactInit(nextContactPoint(arr, num), v, n, pDist, CP_HASH_PAIR(poly.shape.hashid, cast(const cpHashValue)i));
+			}
+		}
+	}
+}
+
+// This one is complicated and gross. Just don't go there...
+// TODO: Comment me!
+static int
+seg2poly(const cpShape *shape1, const cpShape *shape2, cpContact *arr)
+{
+	cpSegmentShape *seg = cast(cpSegmentShape *)shape1;
+	cpPolyShape *poly = cast(cpPolyShape *)shape2;
+	cpPolyShapeAxis *axes = poly.tAxes;
+	
+	cpFloat segD = cpvdot(seg.tn, seg.ta);
+	cpFloat minNorm = cpPolyShapeValueOnAxis(poly, seg.tn, segD) - seg.r;
+	cpFloat minNeg = cpPolyShapeValueOnAxis(poly, cpvneg(seg.tn), -segD) - seg.r;
+	if(minNeg > 0.0f || minNorm > 0.0f) return 0;
+	
+	int mini = 0;
+	cpFloat poly_min = segValueOnAxis(seg, axes.n, axes.d);
+	if(poly_min > 0.0f) return 0;
+	for(int i=0; i<poly.numVerts; i++){
+		cpFloat dist = segValueOnAxis(seg, axes[i].n, axes[i].d);
+		if(dist > 0.0f){
+			return 0;
+		} else if(dist > poly_min){
+			poly_min = dist;
+			mini = i;
+		}
+	}
+	
+	int num = 0;
+	
+	cpVect poly_n = cpvneg(axes[mini].n);
+	
+	cpVect va = cpvadd(seg.ta, cpvmult(poly_n, seg.r));
+	cpVect vb = cpvadd(seg.tb, cpvmult(poly_n, seg.r));
+	if(cpPolyShapeContainsVert(poly, va))
+		cpContactInit(nextContactPoint(arr, &num), va, poly_n, poly_min, CP_HASH_PAIR(seg.shape.hashid, cast(cpHashValue)0));
+	if(cpPolyShapeContainsVert(poly, vb))
+		cpContactInit(nextContactPoint(arr, &num), vb, poly_n, poly_min, CP_HASH_PAIR(seg.shape.hashid, cast(cpHashValue)1));
+
+	// Floating point precision problems here.
+	// This will have to do for now.
+	poly_min -= cp_collision_slop;
+	if(minNorm >= poly_min || minNeg >= poly_min) {
+		if(minNorm > minNeg)
+			findPointsBehindSeg(arr, &num, seg, poly, minNorm, 1.0f);
+		else
+			findPointsBehindSeg(arr, &num, seg, poly, minNeg, -1.0f);
+	}
+	
+	// If no other collision points are found, try colliding endpoints.
+	if(num == 0){
+		cpVect poly_a = poly.tVerts[mini];
+		cpVect poly_b = poly.tVerts[(mini + 1)%poly.numVerts];
+		
+		if(circle2circleQuery(seg.ta, poly_a, seg.r, 0.0f, arr))
+			return 1;
+			
+		if(circle2circleQuery(seg.tb, poly_a, seg.r, 0.0f, arr))
+			return 1;
+			
+		if(circle2circleQuery(seg.ta, poly_b, seg.r, 0.0f, arr))
+			return 1;
+			
+		if(circle2circleQuery(seg.tb, poly_b, seg.r, 0.0f, arr))
+			return 1;
+	}
+
+	return num;
+}
+
+// This one is less gross, but still gross.
+// TODO: Comment me!
+static int
+circle2poly(const cpShape *shape1, const cpShape *shape2, cpContact *con)
+{
+	cpCircleShape *circ = cast(cpCircleShape *)shape1;
+	cpPolyShape *poly = cast(cpPolyShape *)shape2;
+	cpPolyShapeAxis *axes = poly.tAxes;
+	
+	int mini = 0;
+	cpFloat min = cpvdot(axes.n, circ.tc) - axes.d - circ.r;
+	for(int i=0; i<poly.numVerts; i++){
+		cpFloat dist = cpvdot(axes[i].n, circ.tc) - axes[i].d - circ.r;
+		if(dist > 0.0f){
+			return 0;
+		} else if(dist > min) {
+			min = dist;
+			mini = i;
+		}
+	}
+	
+	cpVect n = axes[mini].n;
+	cpVect a = poly.tVerts[mini];
+	cpVect b = poly.tVerts[(mini + 1)%poly.numVerts];
+	cpFloat dta = cpvcross(n, a);
+	cpFloat dtb = cpvcross(n, b);
+	cpFloat dt = cpvcross(n, circ.tc);
+		
+	if(dt < dtb){
+		return circle2circleQuery(circ.tc, b, circ.r, 0.0f, con);
+	} else if(dt < dta) {
+		cpContactInit(
+			con,
+			cpvsub(circ.tc, cpvmult(n, circ.r + min/2.0f)),
+			cpvneg(n),
+			min,
+			0				 
+		);
+	
+		return 1;
+	} else {
+		return circle2circleQuery(circ.tc, a, circ.r, 0.0f, con);
+	}
+}
+
+static const collisionFunc builtinCollisionFuncs[9] = [
+	&circle2circle,
+	null,
+	null,
+	&circle2segment,
+	null,
+	null,
+	&circle2poly,
+	&seg2poly,
+	&poly2poly,
+];
+
+static collisionFunc[cpShapeType.CP_NUM_SHAPES * cpShapeType.CP_NUM_SHAPES] colfuncs = builtinCollisionFuncs;
+
+static void
+addColFunc(const cpShapeType a, const cpShapeType b, collisionFunc func)
+{
+	colfuncs[a + b*cpShapeType.CP_NUM_SHAPES] = func;
+}
+
+// Initializes the array of collision functions.
+// Called by cpInitChipmunk().
+void cpInitCollisionFuncs()
+{	
+	addColFunc(cpShapeType.CP_CIRCLE_SHAPE,  cpShapeType.CP_CIRCLE_SHAPE, &circle2circle);
+	addColFunc(cpShapeType.CP_CIRCLE_SHAPE,  cpShapeType.CP_SEGMENT_SHAPE, &circle2segment);
+	addColFunc(cpShapeType.CP_SEGMENT_SHAPE, cpShapeType.CP_POLY_SHAPE,    &seg2poly);
+	addColFunc(cpShapeType.CP_CIRCLE_SHAPE,  cpShapeType.CP_POLY_SHAPE,    &circle2poly);
+	addColFunc(cpShapeType.CP_POLY_SHAPE,    cpShapeType.CP_POLY_SHAPE,    &poly2poly);
+}	
+
+
+int
+cpCollideShapes(const cpShape *a, const cpShape *b, cpContact *arr)
+{
+	// Their shape types must be in order.
+	assert(a.klass.type <= b.klass.type, "Collision shapes passed to cpCollideShapes() are not sorted.");
+	
+	collisionFunc cfunc = colfuncs[a.klass.type + b.klass.type*cpShapeType.CP_NUM_SHAPES];
+	return (cfunc) ? cfunc(a, b, arr) : 0;
+}