use crate::geometry::{Contact, ContactManifold, CuboidFeatureFace, Triangle}; use crate::math::{Isometry, Point, Vector}; use crate::utils::WBasis; use na::Point2; use ncollide::shape::Segment; #[derive(Debug)] pub struct PolyhedronFace { pub vertices: [Point; 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. pub num_vertices: usize, } impl From for PolyhedronFace { fn from(face: CuboidFeatureFace) -> Self { Self { vertices: face.vertices, vids: face.vids, eids: face.eids, fid: face.fid, num_vertices: 4, } } } impl From for PolyhedronFace { fn from(tri: Triangle) -> Self { Self { vertices: [tri.a, tri.b, tri.c, tri.c], vids: [0, 2, 4, 4], eids: [1, 3, 5, 5], fid: 0, num_vertices: 3, } } } impl From> for PolyhedronFace { fn from(seg: Segment) -> Self { Self { vertices: [seg.a, seg.b, seg.b, seg.b], vids: [0, 2, 2, 2], eids: [1, 1, 1, 1], fid: 0, num_vertices: 2, } } } impl PolyhedronFace { pub fn transform_by(&mut self, iso: &Isometry) { for v in &mut self.vertices[0..self.num_vertices] { *v = iso * *v; } } pub fn contacts( prediction_distance: f32, face1: &PolyhedronFace, sep_axis1: &Vector, face2: &PolyhedronFace, pos21: &Isometry, 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. if face2.num_vertices > 2 { let normal2 = (face2.vertices[2] - face2.vertices[1]) .cross(&(face2.vertices[0] - face2.vertices[1])); let last_index2 = face2.num_vertices as usize - 1; 'point_loop1: for i in 0..face1.num_vertices as usize { let p1 = projected_face1[i]; let sign = (projected_face2[0] - projected_face2[last_index2]) .perp(&(p1 - projected_face2[last_index2])); for j in 0..last_index2 { 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 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, }); } } } if face1.num_vertices > 2 { let normal1 = (face1.vertices[2] - face1.vertices[1]) .cross(&(face1.vertices[0] - face1.vertices[1])); let last_index1 = face1.num_vertices as usize - 1; 'point_loop2: for i in 0..face2.num_vertices as usize { let p2 = projected_face2[i]; let sign = (projected_face1[0] - projected_face1[last_index1]) .perp(&(p2 - projected_face1[last_index1])); for j in 0..last_index1 { 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] - 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..face2.num_vertices { let projected_edge2 = [ projected_face2[j], projected_face2[(j + 1) % face2.num_vertices], ]; for i in 0..face1.num_vertices { let projected_edge1 = [ projected_face1[i], projected_face1[(i + 1) % face1.num_vertices], ]; 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) % face1.num_vertices], ); let edge2 = ( face2.vertices[j], face2.vertices[(j + 1) % face2.num_vertices], ); 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 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; 2], edge2: [Point2; 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)) } } } }