/js/box2d/collision/b2Distance.js
https://github.com/coderchrismills/JSGameTest2D · JavaScript · 333 lines · 184 code · 35 blank · 114 comment · 26 complexity · 4a439ba981e8a97c0fc6d7b723762d7a MD5 · raw file
- /*
- * Copyright (c) 2006-2007 Erin Catto http:
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked, and must not be
- * misrepresented the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
-
-
-
- var b2Distance = Class.create();
- b2Distance.prototype =
- {
-
- // GJK using Voronoi regions (Christer Ericson) and region selection
- // optimizations (Casey Muratori).
-
- // The origin is either in the region of points[1] or in the edge region. The origin is
- // not in region of points[0] because that is the old point.
-
- // Possible regions:
- // - points[2]
- // - edge points[0]-points[2]
- // - edge points[1]-points[2]
- // - inside the triangle
-
-
-
-
-
-
- initialize: function() {}};
- b2Distance.ProcessTwo = function(p1Out, p2Out, p1s, p2s, points)
- {
- // If in point[1] region
- //b2Vec2 r = -points[1];
- var rX = -points[1].x;
- var rY = -points[1].y;
- //b2Vec2 d = points[1] - points[0];
- var dX = points[0].x - points[1].x;
- var dY = points[0].y - points[1].y;
- //float32 length = d.Normalize();
- var length = Math.sqrt(dX*dX + dY*dY);
- dX /= length;
- dY /= length;
-
- //float32 lambda = b2Dot(r, d);
- var lambda = rX * dX + rY * dY;
- if (lambda <= 0.0 || length < Number.MIN_VALUE)
- {
- // The simplex is reduced to a point.
- //*p1Out = p1s[1];
- p1Out.SetV(p1s[1]);
- //*p2Out = p2s[1];
- p2Out.SetV(p2s[1]);
- //p1s[0] = p1s[1];
- p1s[0].SetV(p1s[1]);
- //p2s[0] = p2s[1];
- p2s[0].SetV(p2s[1]);
- points[0].SetV(points[1]);
- return 1;
- }
-
- // Else in edge region
- lambda /= length;
- //*p1Out = p1s[1] + lambda * (p1s[0] - p1s[1]);
- p1Out.x = p1s[1].x + lambda * (p1s[0].x - p1s[1].x);
- p1Out.y = p1s[1].y + lambda * (p1s[0].y - p1s[1].y);
- //*p2Out = p2s[1] + lambda * (p2s[0] - p2s[1]);
- p2Out.x = p2s[1].x + lambda * (p2s[0].x - p2s[1].x);
- p2Out.y = p2s[1].y + lambda * (p2s[0].y - p2s[1].y);
- return 2;
- };
- b2Distance.ProcessThree = function(p1Out, p2Out, p1s, p2s, points)
- {
- //b2Vec2 a = points[0];
- var aX = points[0].x;
- var aY = points[0].y;
- //b2Vec2 b = points[1];
- var bX = points[1].x;
- var bY = points[1].y;
- //b2Vec2 c = points[2];
- var cX = points[2].x;
- var cY = points[2].y;
-
- //b2Vec2 ab = b - a;
- var abX = bX - aX;
- var abY = bY - aY;
- //b2Vec2 ac = c - a;
- var acX = cX - aX;
- var acY = cY - aY;
- //b2Vec2 bc = c - b;
- var bcX = cX - bX;
- var bcY = cY - bY;
-
- //float32 sn = -b2Dot(a, ab), sd = b2Dot(b, ab);
- var sn = -(aX * abX + aY * abY);
- var sd = (bX * abX + bY * abY);
- //float32 tn = -b2Dot(a, ac), td = b2Dot(c, ac);
- var tn = -(aX * acX + aY * acY);
- var td = (cX * acX + cY * acY);
- //float32 un = -b2Dot(b, bc), ud = b2Dot(c, bc);
- var un = -(bX * bcX + bY * bcY);
- var ud = (cX * bcX + cY * bcY);
-
- // In vertex c region?
- if (td <= 0.0 && ud <= 0.0)
- {
- // Single point
- //*p1Out = p1s[2];
- p1Out.SetV(p1s[2]);
- //*p2Out = p2s[2];
- p2Out.SetV(p2s[2]);
- //p1s[0] = p1s[2];
- p1s[0].SetV(p1s[2]);
- //p2s[0] = p2s[2];
- p2s[0].SetV(p2s[2]);
- points[0].SetV(points[2]);
- return 1;
- }
-
- // Should not be in vertex a or b region.
- //b2Settings.b2Assert(sn > 0.0 || tn > 0.0);
- //b2Settings.b2Assert(sd > 0.0 || un > 0.0);
-
- //float32 n = b2Cross(ab, ac);
- var n = abX * acY - abY * acX;
-
- // Should not be in edge ab region.
- //float32 vc = n * b2Cross(a, b);
- var vc = n * (aX * bY - aY * bX);
- //b2Settings.b2Assert(vc > 0.0 || sn > 0.0 || sd > 0.0);
-
- // In edge bc region?
- //float32 va = n * b2Cross(b, c);
- var va = n * (bX * cY - bY * cX);
- if (va <= 0.0 && un >= 0.0 && ud >= 0.0)
- {
- //b2Settings.b2Assert(un + ud > 0.0);
-
- //float32 lambda = un / (un + ud);
- var lambda = un / (un + ud);
- //*p1Out = p1s[1] + lambda * (p1s[2] - p1s[1]);
- p1Out.x = p1s[1].x + lambda * (p1s[2].x - p1s[1].x);
- p1Out.y = p1s[1].y + lambda * (p1s[2].y - p1s[1].y);
- //*p2Out = p2s[1] + lambda * (p2s[2] - p2s[1]);
- p2Out.x = p2s[1].x + lambda * (p2s[2].x - p2s[1].x);
- p2Out.y = p2s[1].y + lambda * (p2s[2].y - p2s[1].y);
- //p1s[0] = p1s[2];
- p1s[0].SetV(p1s[2]);
- //p2s[0] = p2s[2];
- p2s[0].SetV(p2s[2]);
- //points[0] = points[2];
- points[0].SetV(points[2]);
- return 2;
- }
-
- // In edge ac region?
- //float32 vb = n * b2Cross(c, a);
- var vb = n * (cX * aY - cY * aX);
- if (vb <= 0.0 && tn >= 0.0 && td >= 0.0)
- {
- //b2Settings.b2Assert(tn + td > 0.0);
-
- //float32 lambda = tn / (tn + td);
- var lambda = tn / (tn + td);
- //*p1Out = p1s[0] + lambda * (p1s[2] - p1s[0]);
- p1Out.x = p1s[0].x + lambda * (p1s[2].x - p1s[0].x);
- p1Out.y = p1s[0].y + lambda * (p1s[2].y - p1s[0].y);
- //*p2Out = p2s[0] + lambda * (p2s[2] - p2s[0]);
- p2Out.x = p2s[0].x + lambda * (p2s[2].x - p2s[0].x);
- p2Out.y = p2s[0].y + lambda * (p2s[2].y - p2s[0].y);
- //p1s[1] = p1s[2];
- p1s[1].SetV(p1s[2]);
- //p2s[1] = p2s[2];
- p2s[1].SetV(p2s[2]);
- //points[1] = points[2];
- points[1].SetV(points[2]);
- return 2;
- }
-
- // Inside the triangle, compute barycentric coordinates
- //float32 denom = va + vb + vc;
- var denom = va + vb + vc;
- //b2Settings.b2Assert(denom > 0.0);
- denom = 1.0 / denom;
- //float32 u = va * denom;
- var u = va * denom;
- //float32 v = vb * denom;
- var v = vb * denom;
- //float32 w = 1.0f - u - v;
- var w = 1.0 - u - v;
- //*p1Out = u * p1s[0] + v * p1s[1] + w * p1s[2];
- p1Out.x = u * p1s[0].x + v * p1s[1].x + w * p1s[2].x;
- p1Out.y = u * p1s[0].y + v * p1s[1].y + w * p1s[2].y;
- //*p2Out = u * p2s[0] + v * p2s[1] + w * p2s[2];
- p2Out.x = u * p2s[0].x + v * p2s[1].x + w * p2s[2].x;
- p2Out.y = u * p2s[0].y + v * p2s[1].y + w * p2s[2].y;
- return 3;
- };
- b2Distance.InPoinsts = function(w, points, pointCount)
- {
- for (var i = 0; i < pointCount; ++i)
- {
- if (w.x == points[i].x && w.y == points[i].y)
- {
- return true;
- }
- }
-
- return false;
- };
- b2Distance.Distance = function(p1Out, p2Out, shape1, shape2)
- {
- //b2Vec2 p1s[3], p2s[3];
- var p1s = new Array(3);
- var p2s = new Array(3);
- //b2Vec2 points[3];
- var points = new Array(3);
- //int32 pointCount = 0;
- var pointCount = 0;
-
- //*p1Out = shape1->m_position;
- p1Out.SetV(shape1.m_position);
- //*p2Out = shape2->m_position;
- p2Out.SetV(shape2.m_position);
-
- var vSqr = 0.0;
- var maxIterations = 20;
- for (var iter = 0; iter < maxIterations; ++iter)
- {
- //b2Vec2 v = *p2Out - *p1Out;
- var vX = p2Out.x - p1Out.x;
- var vY = p2Out.y - p1Out.y;
- //b2Vec2 w1 = shape1->Support(v);
- var w1 = shape1.Support(vX, vY);
- //b2Vec2 w2 = shape2->Support(-v);
- var w2 = shape2.Support(-vX, -vY);
- //float32 vSqr = b2Dot(v, v);
- vSqr = (vX*vX + vY*vY);
- //b2Vec2 w = w2 - w1;
- var wX = w2.x - w1.x;
- var wY = w2.y - w1.y;
- //float32 vw = b2Dot(v, w);
- var vw = (vX*wX + vY*wY);
- //if (vSqr - b2Dot(v, w) <= 0.01f * vSqr)
- if (vSqr - b2Dot(vX * wX + vY * wY) <= 0.01 * vSqr)
- {
- if (pointCount == 0)
- {
- //*p1Out = w1;
- p1Out.SetV(w1);
- //*p2Out = w2;
- p2Out.SetV(w2);
- }
- b2Distance.g_GJK_Iterations = iter;
- return Math.sqrt(vSqr);
- }
-
- switch (pointCount)
- {
- case 0:
- //p1s[0] = w1;
- p1s[0].SetV(w1);
- //p2s[0] = w2;
- p2s[0].SetV(w2);
- points[0] = w;
- //*p1Out = p1s[0];
- p1Out.SetV(p1s[0]);
- //*p2Out = p2s[0];
- p2Out.SetV(p2s[0]);
- ++pointCount;
- break;
-
- case 1:
- //p1s[1] = w1;
- p1s[1].SetV(w1);
- //p2s[1] = w2;
- p2s[1].SetV(w2);
- //points[1] = w;
- points[1].x = wX;
- points[1].y = wY;
- pointCount = b2Distance.ProcessTwo(p1Out, p2Out, p1s, p2s, points);
- break;
-
- case 2:
- //p1s[2] = w1;
- p1s[2].SetV(w1);
- //p2s[2] = w2;
- p2s[2].SetV(w2);
- //points[2] = w;
- points[2].x = wX;
- points[2].y = wY;
- pointCount = b2Distance.ProcessThree(p1Out, p2Out, p1s, p2s, points);
- break;
- }
-
- // If we have three points, then the origin is in the corresponding triangle.
- if (pointCount == 3)
- {
- b2Distance.g_GJK_Iterations = iter;
- return 0.0;
- }
-
- //float32 maxSqr = -FLT_MAX;
- var maxSqr = -Number.MAX_VALUE;
- for (var i = 0; i < pointCount; ++i)
- {
- //maxSqr = b2Math.b2Max(maxSqr, b2Dot(points[i], points[i]));
- maxSqr = b2Math.b2Max(maxSqr, (points[i].x*points[i].x + points[i].y*points[i].y));
- }
-
- if (pointCount == 3 || vSqr <= 100.0 * Number.MIN_VALUE * maxSqr)
- {
- b2Distance.g_GJK_Iterations = iter;
- return Math.sqrt(vSqr);
- }
- }
-
- b2Distance.g_GJK_Iterations = maxIterations;
- return Math.sqrt(vSqr);
- };
- b2Distance.g_GJK_Iterations = 0;