Jitter.Collision.XenoCollide.Detect C# (CSharp) Method

Detect() public static method

Checks two shapes for collisions.
public static Detect ( ISupportMappable support1, ISupportMappable support2, Jitter.LinearMath.JMatrix &orientation1, Jitter.LinearMath.JMatrix &orientation2, Jitter.LinearMath.JVector &position1, Jitter.LinearMath.JVector &position2, Jitter.LinearMath.JVector &point, Jitter.LinearMath.JVector &normal, float &penetration ) : bool
support1 ISupportMappable The SupportMappable implementation of the first shape to test.
support2 ISupportMappable The SupportMappable implementation of the seconds shape to test.
orientation1 Jitter.LinearMath.JMatrix The orientation of the first shape.
orientation2 Jitter.LinearMath.JMatrix The orientation of the second shape.
position1 Jitter.LinearMath.JVector The position of the first shape.
position2 Jitter.LinearMath.JVector The position of the second shape
point Jitter.LinearMath.JVector The pointin world coordinates, where collision occur.
normal Jitter.LinearMath.JVector The normal pointing from body2 to body1.
penetration float Estimated penetration depth of the collision.
return bool
        public static bool Detect(ISupportMappable support1, ISupportMappable support2, ref JMatrix orientation1,
             ref JMatrix orientation2, ref JVector position1, ref JVector position2,
             out JVector point, out JVector normal, out float penetration)
        {
            // Used variables
            JVector temp1, temp2;
            JVector v01, v02, v0;
            JVector v11, v12, v1;
            JVector v21, v22, v2;
            JVector v31, v32, v3;
            JVector v41, v42, v4;
            JVector mn;

            // Initialization of the output
            point = normal = JVector.Zero;
            penetration = 0.0f;

            //JVector right = JVector.Right;

            // Get the center of shape1 in world coordinates -> v01
            support1.SupportCenter(out v01);
            JVector.Transform(ref v01, ref orientation1, out v01);
            JVector.Add(ref position1, ref v01, out v01);

            // Get the center of shape2 in world coordinates -> v02
            support2.SupportCenter(out v02);
            JVector.Transform(ref v02, ref orientation2, out v02);
            JVector.Add(ref position2, ref v02, out v02);

            // v0 is the center of the minkowski difference
            JVector.Subtract(ref v02, ref v01, out v0);

            // Avoid case where centers overlap -- any direction is fine in this case
            if (v0.IsNearlyZero()) v0 = new JVector(0.00001f, 0, 0);

            // v1 = support in direction of origin
            mn = v0;
            JVector.Negate(ref v0, out normal);

            SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v11);
            SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v12);
            JVector.Subtract(ref v12, ref v11, out v1);

            if (JVector.Dot(ref v1, ref normal) <= 0.0f) return false;

            // v2 = support perpendicular to v1,v0
            JVector.Cross(ref v1, ref v0, out normal);

            if (normal.IsNearlyZero())
            {
                JVector.Subtract(ref v1, ref v0, out normal);

                normal.Normalize();

                point = v11;
                JVector.Add(ref point, ref v12, out point);
                JVector.Multiply(ref point, 0.5f, out point);

                JVector.Subtract(ref v12, ref v11, out temp1);
                penetration = JVector.Dot(ref temp1, ref normal);

                //point = v11;
                //point2 = v12;
                return true;
            }

            JVector.Negate(ref normal, out mn);
            SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v21);
            SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v22);
            JVector.Subtract(ref v22, ref v21, out v2);

            if (JVector.Dot(ref v2, ref normal) <= 0.0f) return false;

            // Determine whether origin is on + or - side of plane (v1,v0,v2)
            JVector.Subtract(ref v1, ref v0, out temp1);
            JVector.Subtract(ref v2, ref v0, out temp2);
            JVector.Cross(ref temp1, ref temp2, out normal);

            float dist = JVector.Dot(ref normal, ref v0);

            // If the origin is on the - side of the plane, reverse the direction of the plane
            if (dist > 0.0f)
            {
                JVector.Swap(ref v1, ref v2);
                JVector.Swap(ref v11, ref v21);
                JVector.Swap(ref v12, ref v22);
                JVector.Negate(ref normal, out normal);
            }


            int phase2 = 0;
            int phase1 = 0;
            bool hit = false;

            // Phase One: Identify a portal
            while (true)
            {
                if (phase1 > MaximumIterations) return false;

                phase1++;

                // Obtain the support point in a direction perpendicular to the existing plane
                // Note: This point is guaranteed to lie off the plane
                JVector.Negate(ref normal, out mn);
                SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v31);
                SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v32);
                JVector.Subtract(ref v32, ref v31, out v3);

                if (JVector.Dot(ref v3, ref normal) <= 0.0f)
                {
                    return false;
                }

                // If origin is outside (v1,v0,v3), then eliminate v2 and loop
                JVector.Cross(ref v1, ref v3, out temp1);
                if (JVector.Dot(ref temp1, ref v0) < 0.0f)
                {
                    v2 = v3;
                    v21 = v31;
                    v22 = v32;
                    JVector.Subtract(ref v1, ref v0, out temp1);
                    JVector.Subtract(ref v3, ref v0, out temp2);
                    JVector.Cross(ref temp1, ref temp2, out normal);
                    continue;
                }

                // If origin is outside (v3,v0,v2), then eliminate v1 and loop
                JVector.Cross(ref v3, ref v2, out temp1);
                if (JVector.Dot(ref temp1, ref v0) < 0.0f)
                {
                    v1 = v3;
                    v11 = v31;
                    v12 = v32;
                    JVector.Subtract(ref v3, ref v0, out temp1);
                    JVector.Subtract(ref v2, ref v0, out temp2);
                    JVector.Cross(ref temp1, ref temp2, out normal);
                    continue;
                }

                // Phase Two: Refine the portal
                // We are now inside of a wedge...
                while (true)
                {
                    phase2++;

                    // Compute normal of the wedge face
                    JVector.Subtract(ref v2, ref v1, out temp1);
                    JVector.Subtract(ref v3, ref v1, out temp2);
                    JVector.Cross(ref temp1, ref temp2, out normal);

                    // Can this happen???  Can it be handled more cleanly?
                    if (normal.IsNearlyZero()) return true;

                    normal.Normalize();

                    // Compute distance from origin to wedge face
                    float d = JVector.Dot(ref normal, ref v1);


                    // If the origin is inside the wedge, we have a hit
                    if (d >= 0 && !hit)
                    {
                        // HIT!!!
                        hit = true;
                    }

                    // Find the support point in the direction of the wedge face
                    JVector.Negate(ref normal, out mn);
                    SupportMapTransformed(support1, ref orientation1, ref position1, ref mn, out v41);
                    SupportMapTransformed(support2, ref orientation2, ref position2, ref normal, out v42);
                    JVector.Subtract(ref v42, ref v41, out v4);

                    JVector.Subtract(ref v4, ref v3, out temp1);
                    float delta = JVector.Dot(ref temp1, ref normal);
                    penetration = JVector.Dot(ref v4, ref normal);

                    // If the boundary is thin enough or the origin is outside the support plane for the newly discovered vertex, then we can terminate
                    if (delta <= CollideEpsilon || penetration <= 0.0f || phase2 > MaximumIterations)
                    {

                        if (hit)
                        {
                            JVector.Cross(ref v1, ref v2, out temp1);
                            float b0 = JVector.Dot(ref temp1, ref v3);
                            JVector.Cross(ref v3, ref v2, out temp1);
                            float b1 = JVector.Dot(ref temp1, ref v0);
                            JVector.Cross(ref v0, ref v1, out temp1);
                            float b2 = JVector.Dot(ref temp1, ref v3);
                            JVector.Cross(ref v2, ref v1, out temp1);
                            float b3 = JVector.Dot(ref temp1, ref v0);

                            float sum = b0 + b1 + b2 + b3;

                            if (sum <= 0)
                            {
                                b0 = 0;
                                JVector.Cross(ref v2, ref v3, out temp1);
                                b1 = JVector.Dot(ref temp1, ref normal);
                                JVector.Cross(ref v3, ref v1, out temp1);
                                b2 = JVector.Dot(ref temp1, ref normal);
                                JVector.Cross(ref v1, ref v2, out temp1);
                                b3 = JVector.Dot(ref temp1, ref normal);

                                sum = b1 + b2 + b3;
                            }

                            float inv = 1.0f / sum;

                            JVector.Multiply(ref v01, b0, out point);
                            JVector.Multiply(ref v11, b1, out temp1);
                            JVector.Add(ref point, ref temp1, out point);
                            JVector.Multiply(ref v21, b2, out temp1);
                            JVector.Add(ref point, ref temp1, out point);
                            JVector.Multiply(ref v31, b3, out temp1);
                            JVector.Add(ref point, ref temp1, out point);

                            JVector.Multiply(ref v02, b0, out temp2);
                            JVector.Add(ref temp2, ref point, out point);
                            JVector.Multiply(ref v12, b1, out temp1);
                            JVector.Add(ref point, ref temp1, out point);
                            JVector.Multiply(ref v22, b2, out temp1);
                            JVector.Add(ref point, ref temp1, out point);
                            JVector.Multiply(ref v32, b3, out temp1);
                            JVector.Add(ref point, ref temp1, out point);

                            JVector.Multiply(ref point, inv * 0.5f, out point);

                        }

                        // Compute the barycentric coordinates of the origin
                        return hit;
                    }

                    // Compute the tetrahedron dividing face (v4,v0,v1)
                    JVector.Cross(ref v4, ref v1, out temp1);
                    float d1 = JVector.Dot(ref temp1, ref v0);


                    // Compute the tetrahedron dividing face (v4,v0,v2)
                    JVector.Cross(ref v4, ref v2, out temp1);
                    float d2 = JVector.Dot(ref temp1, ref v0);


                    // Compute the tetrahedron dividing face (v4,v0,v3)
                    JVector.Cross(ref v4, ref v3, out temp1);
                    float d3 = JVector.Dot(ref temp1, ref v0);

                    if (d1 < 0.0f)
                    {
                        if (d2 < 0.0f)
                        {
                            // Inside d1 & inside d2 ==> eliminate v1
                            v1 = v4;
                            v11 = v41;
                            v12 = v42;
                        }
                        else
                        {
                            // Inside d1 & outside d2 ==> eliminate v3
                            v3 = v4;
                            v31 = v41;
                            v32 = v42;
                        }
                    }
                    else
                    {
                        if (d3 < 0.0f)
                        {
                            // Outside d1 & inside d3 ==> eliminate v2
                            v2 = v4;
                            v21 = v41;
                            v22 = v42;
                        }
                        else
                        {
                            // Outside d1 & outside d3 ==> eliminate v1
                            v1 = v4;
                            v11 = v41;
                            v12 = v42;
                        }
                    }


                }
            }

        }

Usage Example

Example #1
0
        private void DetectSoftSoft(SoftBody body1, SoftBody body2)
        {
            List <int> my    = potentialTriangleLists.GetNew();
            List <int> other = potentialTriangleLists.GetNew();

            body1.dynamicTree.Query(other, my, body2.dynamicTree);

            for (int i = 0; i < other.Count; i++)
            {
                SoftBody.Triangle myTriangle    = body1.dynamicTree.GetUserData(my[i]);
                SoftBody.Triangle otherTriangle = body2.dynamicTree.GetUserData(other[i]);

                JVector point, normal;
                float   penetration;
                bool    result;

                result = XenoCollide.Detect(myTriangle, otherTriangle, ref JMatrix.InternalIdentity, ref JMatrix.InternalIdentity,
                                            ref JVector.InternalZero, ref JVector.InternalZero, out point, out normal, out penetration);

                if (result)
                {
                    int minIndexMy    = FindNearestTrianglePoint(body1, my[i], ref point);
                    int minIndexOther = FindNearestTrianglePoint(body2, other[i], ref point);


                    RaiseCollisionDetected(body1.VertexBodies[minIndexMy],
                                           body2.VertexBodies[minIndexOther], ref point, ref point, ref normal, penetration);
                }
            }

            my.Clear(); other.Clear();
            potentialTriangleLists.GiveBack(my);
            potentialTriangleLists.GiveBack(other);
        }
All Usage Examples Of Jitter.Collision.XenoCollide::Detect