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coven/physics/gjk.jai

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Simplex :: struct {
points: [4] Vector3;
size: s32;
}
Edge :: struct {
i1: s64;
i2: s64;
}
Collision_Point :: struct {
normal: Vector3;
penetration_depth: float;
has_collision: bool;
}
get_face_normals :: (polytope: [] Vector3, faces: [] s64) -> [..] Vector4, s64 {
normals : [..] Vector4;
normals.allocator = temp;
min_triangle : s64 = 0;
min_distance := FLOAT32_MAX;
i := 0;
while i < faces.count {
defer i += 3;
a := polytope[faces[i+0]];
b := polytope[faces[i+1]];
c := polytope[faces[i+2]];
normal := normalize(cross(b - a, c - a));
distance := dot(normal, a);
if distance < 0 {
normal *= -1.0;
distance *= -1.0;
}
data : Vector4;
data.x = normal.x;
data.y = normal.y;
data.z = normal.z;
data.w = distance;
array_add(*normals, data);
if distance < min_distance {
min_triangle = i / 3;
min_distance = distance;
}
}
return normals, min_triangle;
}
add_if_unique_edge :: (edges: *[..] Edge, faces: [] s64, a: s64, b: s64) {
i := 0;
found := false;
while i < edges.count {
defer i += 1;
edge := edges.*[i];
if edge.i1 == faces[b] && edge.i2 == faces[a] {
array_unordered_remove_by_index(edges, i);
found = true;
break;
}
}
if !found {
array_add(edges, .{faces[a], faces[b]});
}
}
nearly_equal :: (a: float, b: float) -> bool {
return abs(a - b) < 0.00001;
}
polytope : [..] Vector3;
epa :: (simplex: Simplex, collider_a: Collider, collider_b: Collider) -> Collision_Point {
polytope.count = 0;
array_reserve(*polytope, simplex.size);
for simplex.points {
array_add(*polytope, it);
}
faces : [..] s64;
faces.allocator = temp;
array_resize(*faces, 12);
faces[0] = 0;
faces[1] = 1;
faces[2] = 2;
faces[3] = 0;
faces[4] = 3;
faces[5] = 1;
faces[6] = 0;
faces[7] = 2;
faces[8] = 3;
faces[9] = 1;
faces[10] = 3;
faces[11] = 2;
normals, min_face := get_face_normals(polytope, faces);
min_normal : Vector3;
min_distance := FLOAT32_MAX;
while nearly_equal(min_distance, FLOAT32_MAX) {
min_normal = to_v3(normals[min_face]);
min_distance = normals[min_face].w;
s := support(collider_a, collider_b, min_normal);
s_distance := dot(min_normal, s);
if abs(s_distance - min_distance) > 0.01 {
min_distance = FLOAT32_MAX;
unique_edges : [..] Edge;
unique_edges.allocator = temp;
i := 0;
while i < normals.count {
defer i += 1;
if dot(to_v3(normals[i]), s) > dot(to_v3(normals[i]), polytope[faces[i*3]]) { //same_direction(to_v3(normals[i]), s) {
f := i * 3;
add_if_unique_edge(*unique_edges, faces, f, f + 1);
add_if_unique_edge(*unique_edges, faces, f + 1, f + 2);
add_if_unique_edge(*unique_edges, faces, f + 2, f);
faces[f+2] = faces[faces.count-1];
faces[f+1] = faces[faces.count-2];
faces[f+0] = faces[faces.count-3];
faces.count -= 3;
normals[i] = normals[normals.count-1];
normals.count -= 1;
i -= 1;
}
}
new_faces : [..] s64;
new_faces.allocator = temp;
for e: unique_edges {
array_add(*new_faces, e.i1);
array_add(*new_faces, e.i2);
array_add(*new_faces, polytope.count);
}
array_add(*polytope, s);
new_normals, new_min_face := get_face_normals(polytope, new_faces);
old_min_distance := FLOAT32_MAX;
for n: normals {
if n.w < old_min_distance {
old_min_distance = n.w;
min_face = it_index;
}
}
if new_normals[new_min_face].w < old_min_distance {
min_face = new_min_face + normals.count;
}
for f: new_faces {
array_add(*faces, f);
}
for n: new_normals {
array_add(*normals, n);
}
}
}
point : Collision_Point;
point.normal = min_normal;
point.penetration_depth = min_distance + 0.001;
point.has_collision = true;
return point;
}
find_furthest_point :: (collider: Collider, direction: Vector3) -> Vector3 {
max_point : Vector3;
max_distance := -FLOAT32_MAX;
if collider.type == {
case .MESH; {
for collider.mesh.vertices {
distance := dot(it, direction);
if distance > max_distance {
max_distance = distance;
max_point = it;
}
}
}
}
return max_point;
}
push_front :: (simplex: *Simplex, p: Vector3) {
simplex.points[3] = simplex.points[2];
simplex.points[2] = simplex.points[1];
simplex.points[1] = simplex.points[0];
simplex.points[0] = p;
simplex.size = min(simplex.size + 1, 4);
}
tetrahedron :: (simplex: *Simplex, direction: *Vector3) -> bool {
a := simplex.points[0];
b := simplex.points[1];
c := simplex.points[2];
d := simplex.points[3];
ab := b - a;
ac := c - a;
ad := d - a;
ao := - a;
abc := cross(ab, ac);
acd := cross(ac, ad);
adb := cross(ad, ab);
if same_direction(abc, ao) {
simplex.points[0] = a;
simplex.points[1] = b;
simplex.points[2] = c;
simplex.size = 3;
return triangle(simplex, direction);
}
if same_direction(acd, ao) {
simplex.points[0] = a;
simplex.points[1] = c;
simplex.points[2] = d;
simplex.size = 3;
return triangle(simplex, direction);
}
if same_direction(adb, ao) {
simplex.points[0] = a;
simplex.points[1] = d;
simplex.points[2] = b;
simplex.size = 3;
return triangle(simplex, direction);
}
return true;
}
triangle :: (simplex: *Simplex, direction: *Vector3) -> bool {
a := simplex.points[0];
b := simplex.points[1];
c := simplex.points[2];
ab := b - a;
ac := c - a;
ao := - a;
abc := cross(ab, ac);
if same_direction(cross(abc, ac), ao) {
if same_direction(ac, ao) {
simplex.points[0] = a;
simplex.points[1] = c;
simplex.size = 2;
direction.* = cross(cross(ac, ao), ac);
} else {
simplex.points[0] = a;
simplex.points[1] = b;
simplex.size = 2;
return line(simplex, direction);
}
} else {
if same_direction(cross(ab, abc), ao) {
simplex.points[0] = a;
simplex.points[1] = b;
simplex.size = 2;
return line(simplex, direction);
} else {
if same_direction(abc, ao) {
direction.* = abc;
} else {
simplex.points[0] = a;
simplex.points[1] = c;
simplex.points[2] = b;
simplex.size = 3;
direction.* = -abc;
}
}
}
return false;
}
same_direction :: (direction: Vector3, ao: Vector3) -> bool {
return dot(direction, ao) > 0;
}
line :: (simplex: *Simplex, direction: *Vector3) -> bool {
a := simplex.points[0];
b := simplex.points[1];
ab := b - a;
ao := - a;
if same_direction(ab, ao) {
direction.* = cross(cross(ab, ao), ab);
} else {
simplex.points[0] = a;
simplex.size = 1;
direction.* = ao;
}
return false;
}
next_simplex :: (simplex: *Simplex, direction: *Vector3) -> bool {
if simplex.size == {
case 2; return line(simplex, direction);
case 3; return triangle(simplex, direction);
case 4; return tetrahedron(simplex, direction);
}
return false;
}
support :: (a: Collider, b: Collider, direction: Vector3) -> Vector3 {
return find_furthest_point(a, direction) - find_furthest_point(b, -direction);
}
gjk :: (a: Collider, b: Collider) -> Collision_Point {
sup := support(a, b, .{1,0,0});
points : Simplex;
push_front(*points, sup);
direction := -sup;
while true {
sup = support(a, b, direction);
if dot(sup, direction) <= 0 {
return .{};
}
push_front(*points, sup);
if next_simplex(*points, *direction) {
collision_point := epa(points, a, b);
return collision_point;
}
}
return .{};
}