/
intersects.jl
261 lines (203 loc) · 6.52 KB
/
intersects.jl
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# ------------------------------------------------------------------
# Licensed under the MIT License. See LICENSE in the project root.
# ------------------------------------------------------------------
"""
intersects(geometry₁, geometry₂)
Tells whether or not `geometry₁` and `geometry₂` intersect.
## References
* Gilbert, E., Johnson, D., Keerthi, S. 1988. [A fast
Procedure for Computing the Distance Between Complex
Objects in Three-Dimensional Space]
(https://ieeexplore.ieee.org/document/2083)
### Notes
* The fallback algorithm works with any geometry that has
a well-defined [`supportfun`](@ref).
"""
function intersects end
intersects(g) = Base.Fix2(intersects, g)
intersects(p₁::Point, p₂::Point) = p₁ == p₂
intersects(s₁::Segment, s₂::Segment) = !isnothing(s₁ ∩ s₂)
intersects(b₁::Box, b₂::Box) = !isnothing(b₁ ∩ b₂)
intersects(r::Ray, b::Box) = !isnothing(r ∩ b)
intersects(b::Box, r::Ray) = intersects(r, b)
intersects(r::Ray, t::Triangle) = !isnothing(r ∩ t)
intersects(t::Triangle, r::Ray) = intersects(r, t)
function intersects(r::Ray, s::Sphere)
u = center(s) - r(0)
h = norm(u)
radius(s) > h && return true
v = r(1) - r(0)
abs(∠(u, v)) < asin(radius(s) / h)
end
intersects(s::Sphere, r::Ray) = intersects(r, s)
intersects(r::Ray, b::Ball) = intersects(r, boundary(b))
intersects(b::Ball, r::Ray) = intersects(r, b)
intersects(p::Point, g::Geometry) = p ∈ g
intersects(g::Geometry, p::Point) = intersects(p, g)
intersects(c::Chain, s::Segment) = intersects(segments(c), [s])
intersects(s::Segment, c::Chain) = intersects(c, s)
intersects(c₁::Chain, c₂::Chain) = intersects(segments(c₁), segments(c₂))
intersects(c::Chain, g::Geometry) = any(∈(g), vertices(c)) || intersects(c, boundary(g))
intersects(g::Geometry, c::Chain) = intersects(c, g)
function intersects(g₁::Geometry{Dim,T}, g₂::Geometry{Dim,T}) where {Dim,T}
# must have intersection of bounding boxes
intersects(boundingbox(g₁), boundingbox(g₂)) || return false
# handle non-convex geometries
if !isconvex(g₁)
d₁ = simplexify(g₁)
return intersects(d₁, g₂)
elseif !isconvex(g₂)
d₂ = simplexify(g₂)
return intersects(g₁, d₂)
end
# initial direction
c₁, c₂ = centroid(g₁), centroid(g₂)
d = c₁ ≈ c₂ ? rand(Vec{Dim,T}) : c₂ - c₁
# first point in Minkowski difference
P = minkowskipoint(g₁, g₂, d)
# origin of coordinate system
O = minkowskiorigin(Dim, T)
# initialize simplex vertices
points = [P]
# move towards the origin
d = O - P
while true
P = minkowskipoint(g₁, g₂, d)
if (P - O) ⋅ d < zero(T)
return false
end
push!(points, P)
d = gjk!(O, points)
isnothing(d) && return true
end
end
"""
gjk!(O::Point{Dim,T}, points) where {Dim,T}
Perform one iteration of the GJK algorithm.
It returns `nothing` if the `Dim`-simplex represented by `points`
contains the origin point `O`. Otherwise, it returns a vector with
the direction for searching the next point.
If the simplex is complete, it removes one point from the set to
make room for the next point. A complete simplex must have `Dim + 1` points.
See also [`intersects`](@ref).
"""
function gjk! end
function gjk!(O::Point{2,T}, points) where {T}
# line segment case
if length(points) == 2
B, A = points
AB = B - A
AO = O - A
d = perpendicular(AB, AO)
else
# triangle simplex case
C, B, A = points
AB = B - A
AC = C - A
AO = O - A
ABᵀ = -perpendicular(AB, AC)
ACᵀ = -perpendicular(AC, AB)
if ABᵀ ⋅ AO > zero(T)
popat!(points, 1) # pop C
d = ABᵀ
elseif ACᵀ ⋅ AO > zero(T)
popat!(points, 2) # pop B
d = ACᵀ
else
d = nothing
end
end
d
end
function gjk!(O::Point{3,T}, points) where {T}
# line segment case
if length(points) == 2
B, A = points
AB = B - A
AO = O - A
d = perpendicular(AB, AO)
elseif length(points) == 3
# triangle case
C, B, A = points
AB = B - A
AC = C - A
AO = O - A
ABCᵀ = AB × AC
if ABCᵀ ⋅ AO < 0
points[1], points[2] = points[2], points[1]
ABCᵀ = -ABCᵀ
end
d = ABCᵀ
else
# tetrahedron simplex case
# A
# / | \
# / D \
# / / \ \
# C ------- B
# Simplex faces (with normal vectors pointing away from the centroid):
# ABC, ADB, BDC, ACD
# (AXY = AX × AY)
# ACB normal vector points to vertex D
# ABC normal vector points in the opposite direction
D, C, B, A = points
AB = B - A
AC = C - A
AD = D - A
AO = O - A
ABCᵀ = AB × AC
ADBᵀ = AD × AB
ACDᵀ = AC × AD
if ABCᵀ ⋅ AO > zero(T)
popat!(points, 1) # pop D
d = ABCᵀ
elseif ADBᵀ ⋅ AO > zero(T)
popat!(points, 2) # pop C
d = ADBᵀ
elseif ACDᵀ ⋅ AO > zero(T)
popat!(points, 3) # pop B
d = ACDᵀ
else
d = nothing
end
end
d
end
intersects(m::Multi, g::Geometry) = intersects(parent(m), [g])
intersects(g::Geometry, m::Multi) = intersects(m, g)
intersects(m₁::Multi, m₂::Multi) = intersects(parent(m₁), parent(m₂))
intersects(d::Domain, g::Geometry) = intersects(d, [g])
intersects(g::Geometry, d::Domain) = intersects(d, g)
# fallback with iterators of geometries
function intersects(geoms₁, geoms₂)
for g₁ in geoms₁, g₂ in geoms₂
intersects(g₁, g₂) && return true
end
return false
end
# -------------------------
# solve method ambiguities
# -------------------------
intersects(p::Point, c::Chain) = p ∈ c
intersects(c::Chain, p::Point) = intersects(p, c)
intersects(p::Point, m::Multi) = p ∈ m
intersects(m::Multi, p::Point) = intersects(p, m)
intersects(c::Chain, m::Multi) = intersects(segments(c), parent(m))
intersects(m::Multi, c::Chain) = intersects(c, m)
# ------------------
# utility functions
# ------------------
# support point in Minkowski difference
minkowskipoint(g₁::Geometry, g₂::Geometry, d) = Point(supportfun(g₁, d) - supportfun(g₂, -d))
# origin of coordinate system
minkowskiorigin(Dim, T) = Point(ntuple(i -> zero(T), Dim))
# find a vector perpendicular to `v` using vector `d` as some direction hint
# expect that `perpendicular(v, d) ⋅ d ≥ 0` or, in other words,
# that the angle between the result vector and `d` is less or equal than 90º
function perpendicular(v::Vec{2,T}, d::Vec{2,T}) where {T}
a = Vec(v[1], v[2], zero(T))
b = Vec(d[1], d[2], zero(T))
r = a × b × a
Vec(r[1], r[2])
end
perpendicular(v::Vec{3}, d::Vec{3}) = v × d × v