forked from kevinmoran/GJK
-
Notifications
You must be signed in to change notification settings - Fork 0
/
GJK.h
295 lines (259 loc) · 11.2 KB
/
GJK.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
#pragma once
#include "GameMaths.h"
#include "Collider.h"
//Kevin's implementation of the Gilbert-Johnson-Keerthi intersection algorithm
//and the Expanding Polytope Algorithm
//Most useful references (Huge thanks to all the authors):
// "Implementing GJK" by Casey Muratori:
// The best description of the algorithm from the ground up
// https://www.youtube.com/watch?v=Qupqu1xe7Io
// "Implementing a GJK Intersection Query" by Phill Djonov
// Interesting tips for implementing the algorithm
// http://vec3.ca/gjk/implementation/
// "GJK Algorithm 3D" by Sergiu Craitoiu
// Has nice diagrams to visualise the tetrahedral case
// http://in2gpu.com/2014/05/18/gjk-algorithm-3d/
// "GJK + Expanding Polytope Algorithm - Implementation and Visualization"
// Good breakdown of EPA with demo for visualisation
// https://www.youtube.com/watch?v=6rgiPrzqt9w
//-----------------------------------------------------------------------------
//Returns true if two colliders are intersecting. Has optional Minimum Translation Vector output param;
//If supplied the EPA will be used to find the vector to separate coll1 from coll2
bool gjk(Collider* coll1, Collider* coll2, vec3* mtv=NULL);
//Internal functions used in the GJK algorithm
void update_simplex3(vec3 &a, vec3 &b, vec3 &c, vec3 &d, int &simp_dim, vec3 &search_dir);
bool update_simplex4(vec3 &a, vec3 &b, vec3 &c, vec3 &d, int &simp_dim, vec3 &search_dir);
//Expanding Polytope Algorithm. Used to find the mtv of two intersecting
//colliders using the final simplex obtained with the GJK algorithm
vec3 EPA(vec3 a, vec3 b, vec3 c, vec3 d, Collider* coll1, Collider* coll2);
#define GJK_MAX_NUM_ITERATIONS 64
bool gjk(Collider* coll1, Collider* coll2, vec3* mtv){
vec3 a, b, c, d; //Simplex: just a set of points (a is always most recently added)
vec3 search_dir = coll1->pos - coll2->pos; //initial search direction between colliders
//Get initial point for simplex
c = coll2->support(search_dir) - coll1->support(-search_dir);
search_dir = -c; //search in direction of origin
//Get second point for a line segment simplex
b = coll2->support(search_dir) - coll1->support(-search_dir);
if(dot(b, search_dir)<0) { return false; }//we didn't reach the origin, won't enclose it
search_dir = cross(cross(c-b,-b),c-b); //search perpendicular to line segment towards origin
if(search_dir==vec3(0,0,0)){ //origin is on this line segment
//Apparently any normal search vector will do?
search_dir = cross(c-b, vec3(1,0,0)); //normal with x-axis
if(search_dir==vec3(0,0,0)) search_dir = cross(c-b, vec3(0,0,-1)); //normal with z-axis
}
int simp_dim = 2; //simplex dimension
for(int iterations=0; iterations<GJK_MAX_NUM_ITERATIONS; iterations++)
{
a = coll2->support(search_dir) - coll1->support(-search_dir);
if(dot(a, search_dir)<0) { return false; }//we didn't reach the origin, won't enclose it
simp_dim++;
if(simp_dim==3){
update_simplex3(a,b,c,d,simp_dim,search_dir);
}
else if(update_simplex4(a,b,c,d,simp_dim,search_dir)) {
if(mtv) *mtv = EPA(a,b,c,d,coll1,coll2);
return true;
}
}//endfor
return false;
}
//Triangle case
void update_simplex3(vec3 &a, vec3 &b, vec3 &c, vec3 &d, int &simp_dim, vec3 &search_dir){
/* Required winding order:
// b
// | \
// | \
// | a
// | /
// | /
// c
*/
vec3 n = cross(b-a, c-a); //triangle's normal
vec3 AO = -a; //direction to origin
//Determine which feature is closest to origin, make that the new simplex
simp_dim = 2;
if(dot(cross(b-a, n), AO)>0){ //Closest to edge AB
c = a;
//simp_dim = 2;
search_dir = cross(cross(b-a, AO), b-a);
return;
}
if(dot(cross(n, c-a), AO)>0){ //Closest to edge AC
b = a;
//simp_dim = 2;
search_dir = cross(cross(c-a, AO), c-a);
return;
}
simp_dim = 3;
if(dot(n, AO)>0){ //Above triangle
d = c;
c = b;
b = a;
//simp_dim = 3;
search_dir = n;
return;
}
//else //Below triangle
d = b;
b = a;
//simp_dim = 3;
search_dir = -n;
return;
}
//Tetrahedral case
bool update_simplex4(vec3 &a, vec3 &b, vec3 &c, vec3 &d, int &simp_dim, vec3 &search_dir){
// a is peak/tip of pyramid, BCD is the base (counterclockwise winding order)
//We know a priori that origin is above BCD and below a
//Get normals of three new faces
vec3 ABC = cross(b-a, c-a);
vec3 ACD = cross(c-a, d-a);
vec3 ADB = cross(d-a, b-a);
vec3 AO = -a; //dir to origin
simp_dim = 3; //hoisting this just cause
//Plane-test origin with 3 faces
/*
// Note: Kind of primitive approach used here; If origin is in front of a face, just use it as the new simplex.
// We just go through the faces sequentially and exit at the first one which satisfies dot product. Not sure this
// is optimal or if edges should be considered as possible simplices? Thinking this through in my head I feel like
// this method is good enough. Makes no difference for AABBS, should test with more complex colliders.
*/
if(dot(ABC, AO)>0){ //In front of ABC
d = c;
c = b;
b = a;
search_dir = ABC;
return false;
}
if(dot(ACD, AO)>0){ //In front of ACD
b = a;
search_dir = ACD;
return false;
}
if(dot(ADB, AO)>0){ //In front of ADB
c = d;
d = b;
b = a;
search_dir = ADB;
return false;
}
//else inside tetrahedron; enclosed!
return true;
//Note: in the case where two of the faces have similar normals,
//The origin could conceivably be closest to an edge on the tetrahedron
//Right now I don't think it'll make a difference to limit our new simplices
//to just one of the faces, maybe test it later.
}
//Expanding Polytope Algorithm
//Find minimum translation vector to resolve collision
#define EPA_TOLERANCE 0.0001
#define EPA_MAX_NUM_FACES 64
#define EPA_MAX_NUM_LOOSE_EDGES 32
#define EPA_MAX_NUM_ITERATIONS 64
vec3 EPA(vec3 a, vec3 b, vec3 c, vec3 d, Collider* coll1, Collider* coll2){
vec3 faces[EPA_MAX_NUM_FACES][4]; //Array of faces, each with 3 verts and a normal
//Init with final simplex from GJK
faces[0][0] = a;
faces[0][1] = b;
faces[0][2] = c;
faces[0][3] = normalise(cross(b-a, c-a)); //ABC
faces[1][0] = a;
faces[1][1] = c;
faces[1][2] = d;
faces[1][3] = normalise(cross(c-a, d-a)); //ACD
faces[2][0] = a;
faces[2][1] = d;
faces[2][2] = b;
faces[2][3] = normalise(cross(d-a, b-a)); //ADB
faces[3][0] = b;
faces[3][1] = d;
faces[3][2] = c;
faces[3][3] = normalise(cross(d-b, c-b)); //BDC
int num_faces=4;
int closest_face;
for(int iterations=0; iterations<EPA_MAX_NUM_ITERATIONS; iterations++){
//Find face that's closest to origin
float min_dist = dot(faces[0][0], faces[0][3]);
closest_face = 0;
for(int i=1; i<num_faces; i++){
float dist = dot(faces[i][0], faces[i][3]);
if(dist<min_dist){
min_dist = dist;
closest_face = i;
}
}
//search normal to face that's closest to origin
vec3 search_dir = faces[closest_face][3];
vec3 p = coll2->support(search_dir) - coll1->support(-search_dir);
if(dot(p, search_dir)-min_dist<EPA_TOLERANCE){
//Convergence (new point is not significantly further from origin)
return faces[closest_face][3]*dot(p, search_dir); //dot vertex with normal to resolve collision along normal!
}
vec3 loose_edges[EPA_MAX_NUM_LOOSE_EDGES][2]; //keep track of edges we need to fix after removing faces
int num_loose_edges = 0;
//Find all triangles that are facing p
for(int i=0; i<num_faces; i++)
{
if(dot(faces[i][3], p-faces[i][0] )>0) //triangle i faces p, remove it
{
//Add removed triangle's edges to loose edge list.
//If it's already there, remove it (both triangles it belonged to are gone)
for(int j=0; j<3; j++) //Three edges per face
{
vec3 current_edge[2] = {faces[i][j], faces[i][(j+1)%3]};
bool found_edge = false;
for(int k=0; k<num_loose_edges; k++) //Check if current edge is already in list
{
if(loose_edges[k][1]==current_edge[0] && loose_edges[k][0]==current_edge[1]){
//Edge is already in the list, remove it
//THIS ASSUMES EDGE CAN ONLY BE SHARED BY 2 TRIANGLES (which should be true)
//THIS ALSO ASSUMES SHARED EDGE WILL BE REVERSED IN THE TRIANGLES (which
//should be true provided every triangle is wound CCW)
loose_edges[k][0] = loose_edges[num_loose_edges-1][0]; //Overwrite current edge
loose_edges[k][1] = loose_edges[num_loose_edges-1][1]; //with last edge in list
num_loose_edges--;
found_edge = true;
k=num_loose_edges; //exit loop because edge can only be shared once
}
}//endfor loose_edges
if(!found_edge){ //add current edge to list
// assert(num_loose_edges<EPA_MAX_NUM_LOOSE_EDGES);
if(num_loose_edges>=EPA_MAX_NUM_LOOSE_EDGES) break;
loose_edges[num_loose_edges][0] = current_edge[0];
loose_edges[num_loose_edges][1] = current_edge[1];
num_loose_edges++;
}
}
//Remove triangle i from list
faces[i][0] = faces[num_faces-1][0];
faces[i][1] = faces[num_faces-1][1];
faces[i][2] = faces[num_faces-1][2];
faces[i][3] = faces[num_faces-1][3];
num_faces--;
i--;
}//endif p can see triangle i
}//endfor num_faces
//Reconstruct polytope with p added
for(int i=0; i<num_loose_edges; i++)
{
// assert(num_faces<EPA_MAX_NUM_FACES);
if(num_faces>=EPA_MAX_NUM_FACES) break;
faces[num_faces][0] = loose_edges[i][0];
faces[num_faces][1] = loose_edges[i][1];
faces[num_faces][2] = p;
faces[num_faces][3] = normalise(cross(loose_edges[i][0]-loose_edges[i][1], loose_edges[i][0]-p));
//Check for wrong normal to maintain CCW winding
float bias = 0.000001; //in case dot result is only slightly < 0 (because origin is on face)
if(dot(faces[num_faces][0], faces[num_faces][3])+bias < 0){
vec3 temp = faces[num_faces][0];
faces[num_faces][0] = faces[num_faces][1];
faces[num_faces][1] = temp;
faces[num_faces][3] = -faces[num_faces][3];
}
num_faces++;
}
} //End for iterations
printf("EPA did not converge\n");
//Return most recent closest point
return faces[closest_face][3] * dot(faces[closest_face][0], faces[closest_face][3]);
}