Box2D.Collision.Distance.GetDistance C# (CSharp) Method

GetDistance() public method

Compute the closest points between two shapes. Supports any combination of: CircleShape and PolygonShape. The simplex cache is input/output. On the first call set SimplexCache.count to zero.
public GetDistance ( DistanceOutput output, SimplexCache cache, DistanceInput input ) : void
output DistanceOutput
cache SimplexCache
input DistanceInput
return void
        public void GetDistance(DistanceOutput output, SimplexCache cache, DistanceInput input)
        {
            GJK_CALLS++;

            DistanceProxy proxyA = input.ProxyA;
            DistanceProxy proxyB = input.ProxyB;

            Transform transformA = input.TransformA;
            Transform transformB = input.TransformB;

            // Initialize the simplex.
            simplex.ReadCache(cache, proxyA, transformA, proxyB, transformB);

            // Get simplex vertices as an array.
            SimplexVertex[] vertices = simplex.Vertices;

            // These store the vertices of the last simplex so that we
            // can check for duplicates and prevent cycling.
            // (pooled above)

            simplex.GetClosestPoint(closestPoint);
            float distanceSqr1 = closestPoint.LengthSquared();

            // Main iteration loop
            int iter = 0;
            while (iter < GJK_MAX_ITERS)
            {

                // Copy simplex so we can identify duplicates.
                int saveCount = simplex.Count;
                for (int i = 0; i < saveCount; i++)
                {
                    saveA[i] = vertices[i].IndexA;
                    saveB[i] = vertices[i].IndexB;
                }

                switch (simplex.Count)
                {

                    case 1:
                        break;

                    case 2:
                        simplex.Solve2();
                        break;

                    case 3:
                        simplex.Solve3();
                        break;

                    default:
                        Debug.Assert(false);
                        break;

                }

                // If we have 3 points, then the origin is in the corresponding triangle.
                if (simplex.Count == 3)
                {
                    break;
                }

                // Compute closest point.
                simplex.GetClosestPoint(closestPoint);
                float distanceSqr2 = closestPoint.LengthSquared();

                // ensure progress
                if (distanceSqr2 >= distanceSqr1)
                {
                    // break;
                }
                distanceSqr1 = distanceSqr2;

                // get search direction;
                simplex.GetSearchDirection(d);

                // Ensure the search direction is numerically fit.
                if (d.LengthSquared() < Settings.EPSILON * Settings.EPSILON)
                {
                    // The origin is probably contained by a line segment
                    // or triangle. Thus the shapes are overlapped.

                    // We can't return zero here even though there may be overlap.
                    // In case the simplex is a point, segment, or triangle it is difficult
                    // to determine if the origin is contained in the CSO or very close to it.
                    break;
                }
                /*
                * SimplexVertex* vertex = vertices + simplex.m_count; vertex.indexA =
                * proxyA.GetSupport(MulT(transformA.R, -d)); vertex.wA = Mul(transformA,
                * proxyA.GetVertex(vertex.indexA)); Vec2 wBLocal; vertex.indexB =
                * proxyB.GetSupport(MulT(transformB.R, d)); vertex.wB = Mul(transformB,
                * proxyB.GetVertex(vertex.indexB)); vertex.w = vertex.wB - vertex.wA;
                */

                // Compute a tentative new simplex vertex using support points.
                SimplexVertex vertex = vertices[simplex.Count];

                Rot.MulTransUnsafe(transformA.Q, d.NegateLocal(), temp);
                vertex.IndexA = proxyA.GetSupport(temp);
                Transform.MulToOutUnsafe(transformA, proxyA.GetVertex(vertex.IndexA), vertex.WA);
                // Vec2 wBLocal;
                Rot.MulTransUnsafe(transformB.Q, d.NegateLocal(), temp);
                vertex.IndexB = proxyB.GetSupport(temp);
                Transform.MulToOutUnsafe(transformB, proxyB.GetVertex(vertex.IndexB), vertex.WB);
                vertex.W.Set(vertex.WB).SubLocal(vertex.WA);

                // Iteration count is equated to the number of support point calls.
                ++iter;
                ++GJK_ITERS;

                // Check for duplicate support points. This is the main termination criteria.
                bool duplicate = false;
                for (int i = 0; i < saveCount; ++i)
                {
                    if (vertex.IndexA == saveA[i] && vertex.IndexB == saveB[i])
                    {
                        duplicate = true;
                        break;
                    }
                }

                // If we found a duplicate support point we must exit to avoid cycling.
                if (duplicate)
                {
                    break;
                }

                // New vertex is ok and needed.
                ++simplex.Count;
            }

            GJK_MAX_ITERS = MathUtils.Max(GJK_MAX_ITERS, iter);

            // Prepare output.
            simplex.GetWitnessPoints(output.PointA, output.PointB);
            output.Distance = MathUtils.Distance(output.PointA, output.PointB);
            output.Iterations = iter;

            // Cache the simplex.
            simplex.WriteCache(cache);

            // Apply radii if requested.
            if (input.UseRadii)
            {
                float rA = proxyA.Radius;
                float rB = proxyB.Radius;

                if (output.Distance > rA + rB && output.Distance > Settings.EPSILON)
                {
                    // Shapes are still no overlapped.
                    // Move the witness points to the outer surface.
                    output.Distance -= (rA + rB);
                    normal.Set(output.PointB).SubLocal(output.PointA);
                    normal.Normalize();
                    temp.Set(normal).MulLocal(rA);
                    output.PointA.AddLocal(temp);
                    temp.Set(normal).MulLocal(rB);
                    output.PointB.SubLocal(temp);
                }
                else
                {
                    // Shapes are overlapped when radii are considered.
                    // Move the witness points to the middle.
                    // Vec2 p = 0.5f * (output.pointA + output.pointB);
                    output.PointA.AddLocal(output.PointB).MulLocal(.5f);
                    output.PointB.Set(output.PointA);
                    output.Distance = 0.0f;
                }
            }
        }
Distance