/
gjk.go
370 lines (356 loc) · 7.29 KB
/
gjk.go
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// Copyright © 2024 Galvanized Logic Inc.
package physics
import (
"log/slog"
"github.com/gazed/vu/math/lin"
)
// gjk_Simplex;
type gjk_Simplex struct {
a, b, c, d lin.V3
num uint32
}
// add_to_simplex
func add_to_simplex(simplex *gjk_Simplex, point lin.V3) {
switch simplex.num {
case 1:
simplex.b = simplex.a
simplex.a = point
case 2:
simplex.c = simplex.b
simplex.b = simplex.a
simplex.a = point
case 3:
simplex.d = simplex.c
simplex.c = simplex.b
simplex.b = simplex.a
simplex.a = point
default:
slog.Error("add_to_simplex")
}
simplex.num += 1
}
// triple_cross
func triple_cross(a, b, c lin.V3) (tc lin.V3) {
tc.Cross(&a, &b)
tc.Cross(&tc, &c)
return tc
}
// do_simplex_2
func do_simplex_2(simplex *gjk_Simplex, direction *lin.V3) bool {
a := simplex.a // the last point added
b := simplex.b
ao := lin.NewV3().Neg(&a)
ab := lin.NewV3().Sub(&b, &a)
if ab.Dot(ao) >= 0.0 {
simplex.a = a
simplex.b = b
simplex.num = 2
*direction = triple_cross(*ab, *ao, *ab)
} else {
simplex.a = a
simplex.num = 1
*direction = *ao
}
return false
}
// do_simplex_3
func do_simplex_3(simplex *gjk_Simplex, direction *lin.V3) bool {
a := simplex.a // the last point added
b := simplex.b
c := simplex.c
ao := lin.NewV3().Neg(&a)
ab := lin.NewV3().Sub(&b, &a)
ac := lin.NewV3().Sub(&c, &a)
abc := lin.NewV3().Cross(ab, ac)
if lin.NewV3().Cross(abc, ac).Dot(ao) >= 0.0 {
if ac.Dot(ao) >= 0.0 {
// AC region
simplex.a = a
simplex.b = c
simplex.num = 2
*direction = triple_cross(*ac, *ao, *ac)
} else {
if ab.Dot(ao) >= 0.0 {
// AB region
simplex.a = a
simplex.b = b
simplex.num = 2
*direction = triple_cross(*ab, *ao, *ab)
} else {
// A region
simplex.a = a
*direction = *ao
}
}
} else {
if lin.NewV3().Cross(ab, abc).Dot(ao) >= 0.0 {
if ab.Dot(ao) >= 0.0 {
// AB region
simplex.a = a
simplex.b = b
simplex.num = 2
*direction = triple_cross(*ab, *ao, *ab)
} else {
// A region
simplex.a = a
*direction = *ao
}
} else {
if abc.Dot(ao) >= 0.0 {
// ABC region ("up")
simplex.a = a
simplex.b = b
simplex.c = c
simplex.num = 3
*direction = *abc
} else {
// ABC region ("down")
simplex.a = a
simplex.b = c
simplex.c = b
simplex.num = 3
*direction = *(abc.Neg(abc))
}
}
}
return false
}
// do_simplex_4
func do_simplex_4(simplex *gjk_Simplex, direction *lin.V3) bool {
a := simplex.a // the last point added
b := simplex.b
c := simplex.c
d := simplex.d
ao := lin.NewV3().Neg(&a)
ab := lin.NewV3().Sub(&b, &a)
ac := lin.NewV3().Sub(&c, &a)
ad := lin.NewV3().Sub(&d, &a)
abc := lin.NewV3().Cross(ab, ac)
acd := lin.NewV3().Cross(ac, ad)
adb := lin.NewV3().Cross(ad, ab)
plane_information := uint8(0)
if abc.Dot(ao) >= 0.0 {
plane_information |= 0x1
}
if acd.Dot(ao) >= 0.0 {
plane_information |= 0x2
}
if adb.Dot(ao) >= 0.0 {
plane_information |= 0x4
}
switch plane_information {
case 0x0:
// Intersection
return true
case 0x1:
// Triangle ABC
if lin.NewV3().Cross(abc, ac).Dot(ao) >= 0.0 {
if ac.Dot(ao) >= 0.0 {
// AC region
simplex.a = a
simplex.b = c
simplex.num = 2
*direction = triple_cross(*ac, *ao, *ac)
} else {
if ab.Dot(ao) >= 0.0 {
// AB region
simplex.a = a
simplex.b = b
simplex.num = 2
*direction = triple_cross(*ab, *ao, *ab)
} else {
// A region
simplex.a = a
*direction = *ao
}
}
} else {
if lin.NewV3().Cross(ab, abc).Dot(ao) >= 0.0 {
if ab.Dot(ao) >= 0.0 {
// AB region
simplex.a = a
simplex.b = b
simplex.num = 2
*direction = triple_cross(*ab, *ao, *ab)
} else {
// A region
simplex.a = a
*direction = *ao
}
} else {
// ABC region
simplex.a = a
simplex.b = b
simplex.c = c
simplex.num = 3
*direction = *abc
}
}
case 0x2:
// Triangle ACD
if lin.NewV3().Cross(acd, ad).Dot(ao) >= 0.0 {
if ad.Dot(ao) >= 0.0 {
// AD region
simplex.a = a
simplex.b = d
simplex.num = 2
*direction = triple_cross(*ad, *ao, *ad)
} else {
if ac.Dot(ao) >= 0.0 {
// AC region
simplex.a = a
simplex.b = c
simplex.num = 2
*direction = triple_cross(*ab, *ao, *ab)
} else {
// A region
simplex.a = a
*direction = *ao
}
}
} else {
if lin.NewV3().Cross(ac, acd).Dot(ao) >= 0.0 {
if ac.Dot(ao) >= 0.0 {
// AC region
simplex.a = a
simplex.b = c
simplex.num = 2
*direction = triple_cross(*ac, *ao, *ac)
} else {
// A region
simplex.a = a
*direction = *ao
}
} else {
// ACD region
simplex.a = a
simplex.b = c
simplex.c = d
simplex.num = 3
*direction = *acd
}
}
case 0x3:
// Line AC
if ac.Dot(ao) >= 0.0 {
simplex.a = a
simplex.b = c
simplex.num = 2
*direction = triple_cross(*ac, *ao, *ac)
} else {
simplex.a = a
simplex.num = 1
*direction = *ao
}
case 0x4:
// Triangle ADB
if lin.NewV3().Cross(adb, ab).Dot(ao) >= 0.0 {
if ab.Dot(ao) >= 0.0 {
// AB region
simplex.a = a
simplex.b = b
simplex.num = 2
*direction = triple_cross(*ab, *ao, *ab)
} else {
if ad.Dot(ao) >= 0.0 {
// AD region
simplex.a = a
simplex.b = d
simplex.num = 2
*direction = triple_cross(*ad, *ao, *ad)
} else {
// A region
simplex.a = a
*direction = *ao
}
}
} else {
if lin.NewV3().Cross(ad, adb).Dot(ao) >= 0.0 {
if ad.Dot(ao) >= 0.0 {
// AD region
simplex.a = a
simplex.b = d
simplex.num = 2
*direction = triple_cross(*ad, *ao, *ad)
} else {
// A region
simplex.a = a
*direction = *ao
}
} else {
// ADB region
simplex.a = a
simplex.b = d
simplex.c = b
simplex.num = 3
*direction = *adb
}
}
case 0x5:
// Line AB
if ab.Dot(ao) >= 0.0 {
simplex.a = a
simplex.b = b
simplex.num = 2
*direction = triple_cross(*ab, *ao, *ab)
} else {
simplex.a = a
simplex.num = 1
*direction = *ao
}
case 0x6:
// Line AD
if ad.Dot(ao) >= 0.0 {
simplex.a = a
simplex.b = d
simplex.num = 2
*direction = triple_cross(*ad, *ao, *ad)
} else {
simplex.a = a
simplex.num = 1
*direction = *ao
}
case 0x7:
// Point A
simplex.a = a
simplex.num = 1
*direction = *ao
}
return false
}
// do_simplex
func do_simplex(simplex *gjk_Simplex, direction *lin.V3) bool {
switch simplex.num {
case 2:
return do_simplex_2(simplex, direction)
case 3:
return do_simplex_3(simplex, direction)
case 4:
return do_simplex_4(simplex, direction)
}
return false
}
// gjk_collides
func gjk_collides(collider1, collider2 *collider, _simplex *gjk_Simplex) bool {
var simplex gjk_Simplex
simplex.a = support_point_of_minkowski_difference(collider1, collider2, lin.V3{0, 0, 1})
simplex.num = 1
direction := lin.NewV3().Scale(&simplex.a, -1.0)
for i := 0; i < 100; i++ {
next_point := support_point_of_minkowski_difference(collider1, collider2, *direction)
if next_point.Dot(direction) < 0.0 {
// No intersection.
return false
}
add_to_simplex(&simplex, next_point)
if do_simplex(&simplex, direction) {
// Intersection.
if _simplex != nil {
*_simplex = simplex
}
return true
}
}
// slog.Warn("GJK did not converge")
return false
}