view trunk/chipmunkd/cpCollision.d @ 23:4ceef5833c8c

updated to chipmunk 5.3.3
author Extrawurst
date Fri, 10 Dec 2010 02:10:27 +0100
parents df4ebc8add66
children 4541ca17975b
line wrap: on
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// written in the D programming language

module chipmunkd.cpCollision;

import chipmunkd.chipmunk_types;
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 index = *numPtr;
	
	if(index < CP_MAX_CONTACTS_PER_ARBITER){
		(*numPtr) = index + 1;
		return &arr[index];
	} else {
		return &arr[CP_MAX_CONTACTS_PER_ARBITER - 1];
	}
}

// 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;
}