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-rw-r--r--src/geometry/cuboid_feature3d.rs516
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diff --git a/src/geometry/cuboid_feature3d.rs b/src/geometry/cuboid_feature3d.rs
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index 3a4b675..0000000
--- a/src/geometry/cuboid_feature3d.rs
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@@ -1,516 +0,0 @@
-use crate::geometry::{Contact, ContactManifold};
-use crate::math::{Isometry, Point, Vector};
-use crate::utils::WBasis;
-use na::Point2;
-
-#[derive(Debug)]
-#[allow(dead_code)]
-pub(crate) enum CuboidFeature {
- Face(CuboidFeatureFace),
- Edge(CuboidFeatureEdge),
- Vertex(CuboidFeatureVertex),
-}
-
-#[derive(Debug)]
-pub(crate) struct CuboidFeatureVertex {
- pub vertex: Point<f32>,
- pub vid: u8,
-}
-
-impl CuboidFeatureVertex {
- pub fn transform_by(&mut self, iso: &Isometry<f32>) {
- self.vertex = iso * self.vertex;
- }
-}
-
-#[derive(Debug)]
-pub(crate) struct CuboidFeatureEdge {
- pub vertices: [Point<f32>; 2],
- pub vids: [u8; 2],
- pub eid: u8,
-}
-
-impl CuboidFeatureEdge {
- pub fn transform_by(&mut self, iso: &Isometry<f32>) {
- self.vertices[0] = iso * self.vertices[0];
- self.vertices[1] = iso * self.vertices[1];
- }
-}
-
-#[derive(Debug)]
-pub(crate) struct CuboidFeatureFace {
- pub vertices: [Point<f32>; 4],
- pub vids: [u8; 4], // Feature ID of the vertices.
- pub eids: [u8; 4], // Feature ID of the edges.
- pub fid: u8, // Feature ID of the face.
-}
-
-impl CuboidFeatureFace {
- pub fn transform_by(&mut self, iso: &Isometry<f32>) {
- self.vertices[0] = iso * self.vertices[0];
- self.vertices[1] = iso * self.vertices[1];
- self.vertices[2] = iso * self.vertices[2];
- self.vertices[3] = iso * self.vertices[3];
- }
-}
-
-impl CuboidFeature {
- pub fn transform_by(&mut self, iso: &Isometry<f32>) {
- match self {
- CuboidFeature::Face(face) => face.transform_by(iso),
- CuboidFeature::Edge(edge) => edge.transform_by(iso),
- CuboidFeature::Vertex(vertex) => vertex.transform_by(iso),
- }
- }
-
- /// Compute contacts points between a face and a vertex.
- ///
- /// This method assume we already know that at least one contact exists.
- pub fn face_vertex_contacts(
- face1: &CuboidFeatureFace,
- sep_axis1: &Vector<f32>,
- vertex2: &CuboidFeatureVertex,
- pos21: &Isometry<f32>,
- manifold: &mut ContactManifold,
- ) {
- let normal1 =
- (face1.vertices[0] - face1.vertices[1]).cross(&(face1.vertices[2] - face1.vertices[1]));
- let denom = -normal1.dot(&sep_axis1);
- let dist = (face1.vertices[0] - vertex2.vertex).dot(&normal1) / denom;
- let local_p2 = vertex2.vertex;
- let local_p1 = vertex2.vertex - dist * sep_axis1;
-
- manifold.points.push(Contact {
- local_p1,
- local_p2: pos21 * local_p2,
- impulse: 0.0,
- tangent_impulse: Contact::zero_tangent_impulse(),
- fid1: face1.fid,
- fid2: vertex2.vid,
- dist,
- });
- }
-
- /// Compute contacts points between a face and an edge.
- ///
- /// This method assume we already know that at least one contact exists.
- pub fn face_edge_contacts(
- prediction_distance: f32,
- face1: &CuboidFeatureFace,
- sep_axis1: &Vector<f32>,
- edge2: &CuboidFeatureEdge,
- pos21: &Isometry<f32>,
- manifold: &mut ContactManifold,
- flipped: bool,
- ) {
- // Project the faces to a 2D plane for contact clipping.
- // The plane they are projected onto has normal sep_axis1
- // and contains the origin (this is numerically OK because
- // we are not working in world-space here).
- let basis = sep_axis1.orthonormal_basis();
- let projected_face1 = [
- Point2::new(
- face1.vertices[0].coords.dot(&basis[0]),
- face1.vertices[0].coords.dot(&basis[1]),
- ),
- Point2::new(
- face1.vertices[1].coords.dot(&basis[0]),
- face1.vertices[1].coords.dot(&basis[1]),
- ),
- Point2::new(
- face1.vertices[2].coords.dot(&basis[0]),
- face1.vertices[2].coords.dot(&basis[1]),
- ),
- Point2::new(
- face1.vertices[3].coords.dot(&basis[0]),
- face1.vertices[3].coords.dot(&basis[1]),
- ),
- ];
- let projected_edge2 = [
- Point2::new(
- edge2.vertices[0].coords.dot(&basis[0]),
- edge2.vertices[0].coords.dot(&basis[1]),
- ),
- Point2::new(
- edge2.vertices[1].coords.dot(&basis[0]),
- edge2.vertices[1].coords.dot(&basis[1]),
- ),
- ];
-
- // Now we have to compute the intersection between all pairs of
- // edges from the face 1 with the edge 2
- for i in 0..4 {
- let projected_edge1 = [projected_face1[i], projected_face1[(i + 1) % 4]];
-
- if let Some(bcoords) = closest_points_line2d(projected_edge1, projected_edge2) {
- if bcoords.0 > 0.0 && bcoords.0 < 1.0 && bcoords.1 > 0.0 && bcoords.1 < 1.0 {
- // Found a contact between the two edges.
- let edge1 = [face1.vertices[i], face1.vertices[(i + 1) % 4]];
- let local_p1 = edge1[0] * (1.0 - bcoords.0) + edge1[1].coords * bcoords.0;
- let local_p2 = edge2.vertices[0] * (1.0 - bcoords.1)
- + edge2.vertices[1].coords * bcoords.1;
- let dist = (local_p2 - local_p1).dot(&sep_axis1);
-
- if dist < prediction_distance {
- if flipped {
- manifold.points.push(Contact {
- local_p1: local_p2,
- // All points are expressed in the locale space of the first shape
- // (even if there was a flip). So the point we need to transform by
- // pos21 is the one that will go into local_p2.
- local_p2: pos21 * local_p1,
- impulse: 0.0,
- tangent_impulse: Contact::zero_tangent_impulse(),
- fid1: edge2.eid,
- fid2: face1.eids[i],
- dist,
- });
- } else {
- manifold.points.push(Contact {
- local_p1,
- local_p2: pos21 * local_p2,
- impulse: 0.0,
- tangent_impulse: Contact::zero_tangent_impulse(),
- fid1: face1.eids[i],
- fid2: edge2.eid,
- dist,
- });
- }
- }
- }
- }
- }
-
- // Project the two points from the edge into the face.
- let normal1 =
- (face1.vertices[2] - face1.vertices[1]).cross(&(face1.vertices[0] - face1.vertices[1]));
-
- 'point_loop2: for i in 0..2 {
- let p2 = projected_edge2[i];
-
- let sign = (projected_face1[0] - projected_face1[3]).perp(&(p2 - projected_face1[3]));
- for j in 0..3 {
- let new_sign =
- (projected_face1[j + 1] - projected_face1[j]).perp(&(p2 - projected_face1[j]));
- if new_sign * sign < 0.0 {
- // The point lies outside.
- continue 'point_loop2;
- }
- }
-
- // All the perp had the same sign: the point is inside of the other shapes projection.
- // Output the contact.
- let denom = -normal1.dot(&sep_axis1);
- let dist = (face1.vertices[0] - edge2.vertices[i]).dot(&normal1) / denom;
- let local_p2 = edge2.vertices[i];
- let local_p1 = edge2.vertices[i] - dist * sep_axis1;
-
- if dist < prediction_distance {
- if flipped {
- manifold.points.push(Contact {
- local_p1: local_p2,
- // All points are expressed in the locale space of the first shape
- // (even if there was a flip). So the point we need to transform by
- // pos21 is the one that will go into local_p2.
- local_p2: pos21 * local_p1,
- impulse: 0.0,
- tangent_impulse: Contact::zero_tangent_impulse(),
- fid1: edge2.vids[i],
- fid2: face1.fid,
- dist,
- });
- } else {
- manifold.points.push(Contact {
- local_p1,
- local_p2: pos21 * local_p2,
- impulse: 0.0,
- tangent_impulse: Contact::zero_tangent_impulse(),
- fid1: face1.fid,
- fid2: edge2.vids[i],
- dist,
- });
- }
- }
- }
- }
-
- /// Compute contacts points between two edges.
- ///
- /// This method assume we already know that at least one contact exists.
- pub fn edge_edge_contacts(
- edge1: &CuboidFeatureEdge,
- sep_axis1: &Vector<f32>,
- edge2: &CuboidFeatureEdge,
- pos21: &Isometry<f32>,
- manifold: &mut ContactManifold,
- ) {
- let basis = sep_axis1.orthonormal_basis();
- let projected_edge1 = [
- Point2::new(
- edge1.vertices[0].coords.dot(&basis[0]),
- edge1.vertices[0].coords.dot(&basis[1]),
- ),
- Point2::new(
- edge1.vertices[1].coords.dot(&basis[0]),
- edge1.vertices[1].coords.dot(&basis[1]),
- ),
- ];
- let projected_edge2 = [
- Point2::new(
- edge2.vertices[0].coords.dot(&basis[0]),
- edge2.vertices[0].coords.dot(&basis[1]),
- ),
- Point2::new(
- edge2.vertices[1].coords.dot(&basis[0]),
- edge2.vertices[1].coords.dot(&basis[1]),
- ),
- ];
-
- if let Some(bcoords) = closest_points_line2d(projected_edge1, projected_edge2) {
- let local_p1 =
- edge1.vertices[0] * (1.0 - bcoords.0) + edge1.vertices[1].coords * bcoords.0;
- let local_p2 =
- edge2.vertices[0] * (1.0 - bcoords.1) + edge2.vertices[1].coords * bcoords.1;
- let dist = (local_p2 - local_p1).dot(&sep_axis1);
-
- manifold.points.push(Contact {
- local_p1,
- local_p2: pos21 * local_p2, // NOTE: local_p2 is expressed in the local space of cube1.
- impulse: 0.0,
- tangent_impulse: Contact::zero_tangent_impulse(),
- fid1: edge1.eid,
- fid2: edge2.eid,
- dist,
- });
- }
- }
-
- pub fn face_face_contacts(
- _prediction_distance: f32,
- face1: &CuboidFeatureFace,
- sep_axis1: &Vector<f32>,
- face2: &CuboidFeatureFace,
- pos21: &Isometry<f32>,
- manifold: &mut ContactManifold,
- ) {
- // Project the faces to a 2D plane for contact clipping.
- // The plane they are projected onto has normal sep_axis1
- // and contains the origin (this is numerically OK because
- // we are not working in world-space here).
- let basis = sep_axis1.orthonormal_basis();
- let projected_face1 = [
- Point2::new(
- face1.vertices[0].coords.dot(&basis[0]),
- face1.vertices[0].coords.dot(&basis[1]),
- ),
- Point2::new(
- face1.vertices[1].coords.dot(&basis[0]),
- face1.vertices[1].coords.dot(&basis[1]),
- ),
- Point2::new(
- face1.vertices[2].coords.dot(&basis[0]),
- face1.vertices[2].coords.dot(&basis[1]),
- ),
- Point2::new(
- face1.vertices[3].coords.dot(&basis[0]),
- face1.vertices[3].coords.dot(&basis[1]),
- ),
- ];
- let projected_face2 = [
- Point2::new(
- face2.vertices[0].coords.dot(&basis[0]),
- face2.vertices[0].coords.dot(&basis[1]),
- ),
- Point2::new(
- face2.vertices[1].coords.dot(&basis[0]),
- face2.vertices[1].coords.dot(&basis[1]),
- ),
- Point2::new(
- face2.vertices[2].coords.dot(&basis[0]),
- face2.vertices[2].coords.dot(&basis[1]),
- ),
- Point2::new(
- face2.vertices[3].coords.dot(&basis[0]),
- face2.vertices[3].coords.dot(&basis[1]),
- ),
- ];
-
- // Also find all the vertices located inside of the other projected face.
- let normal1 =
- (face1.vertices[2] - face1.vertices[1]).cross(&(face1.vertices[0] - face1.vertices[1]));
- let normal2 =
- (face2.vertices[2] - face2.vertices[1]).cross(&(face2.vertices[0] - face2.vertices[1]));
-
- // NOTE: The loop iterating on all the vertices for face1 is different from
- // the one iterating on all the vertices of face2. In the second loop, we
- // classify every point wrt. every edge on the other face. This will give
- // us bit masks to filter out several edge-edge intersections.
- 'point_loop1: for i in 0..4 {
- let p1 = projected_face1[i];
-
- let sign = (projected_face2[0] - projected_face2[3]).perp(&(p1 - projected_face2[3]));
- for j in 0..3 {
- let new_sign =
- (projected_face2[j + 1] - projected_face2[j]).perp(&(p1 - projected_face2[j]));
- if new_sign * sign < 0.0 {
- // The point lies outside.
- continue 'point_loop1;
- }
- }
-
- // All the perp had the same sign: the point is inside of the other shapes projection.
- // Output the contact.
- let denom = normal2.dot(&sep_axis1);
- let dist = (face2.vertices[0] - face1.vertices[i]).dot(&normal2) / denom;
- let local_p1 = face1.vertices[i];
- let local_p2 = face1.vertices[i] + dist * sep_axis1;
-
- if true {
- // dist <= prediction_distance {
- manifold.points.push(Contact {
- local_p1,
- local_p2: pos21 * local_p2,
- impulse: 0.0,
- tangent_impulse: Contact::zero_tangent_impulse(),
- fid1: face1.vids[i],
- fid2: face2.fid,
- dist,
- });
- }
- }
-
- let is_clockwise1 = (projected_face1[0] - projected_face1[1])
- .perp(&(projected_face1[2] - projected_face1[1]))
- >= 0.0;
- let mut vertex_class2 = [0u8; 4];
-
- for i in 0..4 {
- let p2 = projected_face2[i];
-
- let sign = (projected_face1[0] - projected_face1[3]).perp(&(p2 - projected_face1[3]));
- vertex_class2[i] |= ((sign >= 0.0) as u8) << 3;
-
- for j in 0..3 {
- let sign =
- (projected_face1[j + 1] - projected_face1[j]).perp(&(p2 - projected_face1[j]));
- vertex_class2[i] |= ((sign >= 0.0) as u8) << j;
- }
-
- if !is_clockwise1 {
- vertex_class2[i] = (!vertex_class2[i]) & 0b01111;
- }
-
- if vertex_class2[i] == 0 {
- // All the perp had the same sign: the point is inside of the other shapes projection.
- // Output the contact.
- let denom = -normal1.dot(&sep_axis1);
- let dist = (face1.vertices[0] - face2.vertices[i]).dot(&normal1) / denom;
- let local_p2 = face2.vertices[i];
- let local_p1 = face2.vertices[i] - dist * sep_axis1;
-
- if true {
- // dist < prediction_distance {
- manifold.points.push(Contact {
- local_p1,
- local_p2: pos21 * local_p2,
- impulse: 0.0,
- tangent_impulse: Contact::zero_tangent_impulse(),
- fid1: face1.fid,
- fid2: face2.vids[i],
- dist,
- });
- }
- }
- }
-
- // Now we have to compute the intersection between all pairs of
- // edges from the face 1 and from the face2.
- for j in 0..4 {
- let projected_edge2 = [projected_face2[j], projected_face2[(j + 1) % 4]];
-
- if (vertex_class2[j] & vertex_class2[(j + 1) % 4]) != 0 {
- continue;
- }
-
- let edge_class2 = vertex_class2[j] | vertex_class2[(j + 1) % 4];
-
- for i in 0..4 {
- if (edge_class2 & (1 << i)) != 0 {
- let projected_edge1 = [projected_face1[i], projected_face1[(i + 1) % 4]];
- if let Some(bcoords) = closest_points_line2d(projected_edge1, projected_edge2) {
- if bcoords.0 > 0.0 && bcoords.0 < 1.0 && bcoords.1 > 0.0 && bcoords.1 < 1.0
- {
- // Found a contact between the two edges.
- let edge1 = (face1.vertices[i], face1.vertices[(i + 1) % 4]);
- let edge2 = (face2.vertices[j], face2.vertices[(j + 1) % 4]);
- let local_p1 = edge1.0 * (1.0 - bcoords.0) + edge1.1.coords * bcoords.0;
- let local_p2 = edge2.0 * (1.0 - bcoords.1) + edge2.1.coords * bcoords.1;
- let dist = (local_p2 - local_p1).dot(&sep_axis1);
-
- if true {
- // dist <= prediction_distance {
- manifold.points.push(Contact {
- local_p1,
- local_p2: pos21 * local_p2,
- impulse: 0.0,
- tangent_impulse: Contact::zero_tangent_impulse(),
- fid1: face1.eids[i],
- fid2: face2.eids[j],
- dist,
- });
- }
- }
- }
- }
- }
- }
- }
-}
-
-/// Compute the barycentric coordinates of the intersection between the two given lines.
-/// Returns `None` if the lines are parallel.
-fn closest_points_line2d(edge1: [Point2<f32>; 2], edge2: [Point2<f32>; 2]) -> Option<(f32, f32)> {
- use approx::AbsDiffEq;
-
- // Inspired by Real-time collision detection by Christer Ericson.
- let dir1 = edge1[1] - edge1[0];
- let dir2 = edge2[1] - edge2[0];
- let r = edge1[0] - edge2[0];
-
- let a = dir1.norm_squared();
- let e = dir2.norm_squared();
- let f = dir2.dot(&r);
-
- let eps = f32::default_epsilon();
-
- if a <= eps && e <= eps {
- Some((0.0, 0.0))
- } else if a <= eps {
- Some((0.0, f / e))
- } else {
- let c = dir1.dot(&r);
- if e <= eps {
- Some((-c / a, 0.0))
- } else {
- let b = dir1.dot(&dir2);
- let ae = a * e;
- let bb = b * b;
- let denom = ae - bb;
-
- // Use absolute and ulps error to test collinearity.
- let parallel = denom <= eps || approx::ulps_eq!(ae, bb);
-
- let s = if !parallel {
- (b * f - c * e) / denom
- } else {
- 0.0
- };
-
- if parallel {
- None
- } else {
- Some((s, (b * s + f) / e))
- }
- }
- }
-}