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- // David Eberly, Geometric Tools, Redmond WA 98052
- // Copyright (c) 1998-2020
- // Distributed under the Boost Software License, Version 1.0.
- // https://www.boost.org/LICENSE_1_0.txt
- // https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
- // Version: 4.0.2019.08.13
- #pragma once
- #include <Mathematics/FIQuery.h>
- #include <Mathematics/TIQuery.h>
- #include <Mathematics/Hypersphere.h>
- #include <Mathematics/DistPointAlignedBox.h>
- #include <Mathematics/Vector2.h>
- // The find-intersection query is based on the document
- // https://www.geometrictools.com/Documentation/IntersectionMovingCircleRectangle.pdf
- namespace WwiseGTE
- {
- template <typename Real>
- class TIQuery<Real, AlignedBox2<Real>, Circle2<Real>>
- {
- public:
- // The intersection query considers the box and circle to be solids;
- // that is, the circle object includes the region inside the circular
- // boundary and the box object includes the region inside the
- // rectangular boundary. If the circle object and box object
- // overlap, the objects intersect.
- struct Result
- {
- bool intersect;
- };
- Result operator()(AlignedBox2<Real> const& box, Circle2<Real> const& circle)
- {
- DCPQuery<Real, Vector2<Real>, AlignedBox2<Real>> pbQuery;
- auto pbResult = pbQuery(circle.center, box);
- Result result;
- result.intersect = (pbResult.sqrDistance <= circle.radius * circle.radius);
- return result;
- }
- };
- template <typename Real>
- class FIQuery<Real, AlignedBox2<Real>, Circle2<Real>>
- {
- public:
- // Currently, only a dynamic query is supported. A static query will
- // need to compute the intersection set of (solid) box and circle.
- struct Result
- {
- // The cases are
- // 1. Objects initially overlapping. The contactPoint is only one
- // of infinitely many points in the overlap.
- // intersectionType = -1
- // contactTime = 0
- // contactPoint = circle.center
- // 2. Objects initially separated but do not intersect later. The
- // contactTime and contactPoint are invalid.
- // intersectionType = 0
- // contactTime = 0
- // contactPoint = (0,0)
- // 3. Objects initially separated but intersect later.
- // intersectionType = +1
- // contactTime = first time T > 0
- // contactPoint = corresponding first contact
- int intersectionType;
- Real contactTime;
- Vector2<Real> contactPoint;
- // TODO: To support arbitrary precision for the contactTime,
- // return q0, q1 and q2 where contactTime = (q0 - sqrt(q1)) / q2.
- // The caller can compute contactTime to desired number of digits
- // of precision. These are valid when intersectionType is +1 but
- // are set to zero (invalid) in the other cases. Do the same for
- // the contactPoint.
- };
- Result operator()(AlignedBox2<Real> const& box, Vector2<Real> const& boxVelocity,
- Circle2<Real> const& circle, Vector2<Real> const& circleVelocity)
- {
- Result result = { 0, (Real)0, { (Real)0, (Real)0 } };
- // Translate the circle and box so that the box center becomes
- // the origin. Compute the velocity of the circle relative to
- // the box.
- Vector2<Real> boxCenter = (box.max + box.min) * (Real)0.5;
- Vector2<Real> extent = (box.max - box.min) * (Real)0.5;
- Vector2<Real> C = circle.center - boxCenter;
- Vector2<Real> V = circleVelocity - boxVelocity;
- // Change signs on components, if necessary, to transform C to the
- // first quadrant. Adjust the velocity accordingly.
- Real sign[2];
- for (int i = 0; i < 2; ++i)
- {
- if (C[i] >= (Real)0)
- {
- sign[i] = (Real)1;
- }
- else
- {
- C[i] = -C[i];
- V[i] = -V[i];
- sign[i] = (Real)-1;
- }
- }
- DoQuery(extent, C, circle.radius, V, result);
- if (result.intersectionType != 0)
- {
- // Translate back to the original coordinate system.
- for (int i = 0; i < 2; ++i)
- {
- if (sign[i] < (Real)0)
- {
- result.contactPoint[i] = -result.contactPoint[i];
- }
- }
- result.contactPoint += boxCenter;
- }
- return result;
- }
- protected:
- void DoQuery(Vector2<Real> const& K, Vector2<Real> const& C,
- Real radius, Vector2<Real> const& V, Result& result)
- {
- Vector2<Real> delta = C - K;
- if (delta[1] <= radius)
- {
- if (delta[0] <= radius)
- {
- if (delta[1] <= (Real)0)
- {
- if (delta[0] <= (Real)0)
- {
- InteriorOverlap(C, result);
- }
- else
- {
- EdgeOverlap(0, 1, K, C, delta, radius, result);
- }
- }
- else
- {
- if (delta[0] <= (Real)0)
- {
- EdgeOverlap(1, 0, K, C, delta, radius, result);
- }
- else
- {
- if (Dot(delta, delta) <= radius * radius)
- {
- VertexOverlap(K, delta, radius, result);
- }
- else
- {
- VertexSeparated(K, delta, V, radius, result);
- }
- }
- }
- }
- else
- {
- EdgeUnbounded(0, 1, K, C, radius, delta, V, result);
- }
- }
- else
- {
- if (delta[0] <= radius)
- {
- EdgeUnbounded(1, 0, K, C, radius, delta, V, result);
- }
- else
- {
- VertexUnbounded(K, C, radius, delta, V, result);
- }
- }
- }
- private:
- void InteriorOverlap(Vector2<Real> const& C, Result& result)
- {
- result.intersectionType = -1;
- result.contactTime = (Real)0;
- result.contactPoint = C;
- }
- void EdgeOverlap(int i0, int i1, Vector2<Real> const& K, Vector2<Real> const& C,
- Vector2<Real> const& delta, Real radius, Result& result)
- {
- result.intersectionType = (delta[i0] < radius ? -1 : 1);
- result.contactTime = (Real)0;
- result.contactPoint[i0] = K[i0];
- result.contactPoint[i1] = C[i1];
- }
- void VertexOverlap(Vector2<Real> const& K0, Vector2<Real> const& delta,
- Real radius, Result& result)
- {
- Real sqrDistance = delta[0] * delta[0] + delta[1] * delta[1];
- Real sqrRadius = radius * radius;
- result.intersectionType = (sqrDistance < sqrRadius ? -1 : 1);
- result.contactTime = (Real)0;
- result.contactPoint = K0;
- }
- void VertexSeparated(Vector2<Real> const& K0, Vector2<Real> const& delta0,
- Vector2<Real> const& V, Real radius, Result& result)
- {
- Real q0 = -Dot(V, delta0);
- if (q0 > (Real)0)
- {
- Real dotVPerpD0 = Dot(V, Perp(delta0));
- Real q2 = Dot(V, V);
- Real q1 = radius * radius * q2 - dotVPerpD0 * dotVPerpD0;
- if (q1 >= (Real)0)
- {
- IntersectsVertex(0, 1, K0, q0, q1, q2, result);
- }
- }
- }
- void EdgeUnbounded(int i0, int i1, Vector2<Real> const& K0, Vector2<Real> const& C,
- Real radius, Vector2<Real> const& delta0, Vector2<Real> const& V, Result& result)
- {
- if (V[i0] < (Real)0)
- {
- Real dotVPerpD0 = V[i0] * delta0[i1] - V[i1] * delta0[i0];
- if (radius * V[i1] + dotVPerpD0 >= (Real)0)
- {
- Vector2<Real> K1, delta1;
- K1[i0] = K0[i0];
- K1[i1] = -K0[i1];
- delta1[i0] = C[i0] - K1[i0];
- delta1[i1] = C[i1] - K1[i1];
- Real dotVPerpD1 = V[i0] * delta1[i1] - V[i1] * delta1[i0];
- if (radius * V[i1] + dotVPerpD1 <= (Real)0)
- {
- IntersectsEdge(i0, i1, K0, C, radius, V, result);
- }
- else
- {
- Real q2 = Dot(V, V);
- Real q1 = radius * radius * q2 - dotVPerpD1 * dotVPerpD1;
- if (q1 >= (Real)0)
- {
- Real q0 = -(V[i0] * delta1[i0] + V[i1] * delta1[i1]);
- IntersectsVertex(i0, i1, K1, q0, q1, q2, result);
- }
- }
- }
- else
- {
- Real q2 = Dot(V, V);
- Real q1 = radius * radius * q2 - dotVPerpD0 * dotVPerpD0;
- if (q1 >= (Real)0)
- {
- Real q0 = -(V[i0] * delta0[i0] + V[i1] * delta0[i1]);
- IntersectsVertex(i0, i1, K0, q0, q1, q2, result);
- }
- }
- }
- }
- void VertexUnbounded(Vector2<Real> const& K0, Vector2<Real> const& C, Real radius,
- Vector2<Real> const& delta0, Vector2<Real> const& V, Result& result)
- {
- if (V[0] < (Real)0 && V[1] < (Real)0)
- {
- Real dotVPerpD0 = Dot(V, Perp(delta0));
- if (radius * V[0] - dotVPerpD0 <= (Real)0)
- {
- if (-radius * V[1] - dotVPerpD0 >= (Real)0)
- {
- Real q2 = Dot(V, V);
- Real q1 = radius * radius * q2 - dotVPerpD0 * dotVPerpD0;
- Real q0 = -Dot(V, delta0);
- IntersectsVertex(0, 1, K0, q0, q1, q2, result);
- }
- else
- {
- Vector2<Real> K1{ K0[0], -K0[1] };
- Vector2<Real> delta1 = C - K1;
- Real dotVPerpD1 = Dot(V, Perp(delta1));
- if (-radius * V[1] - dotVPerpD1 >= (Real)0)
- {
- IntersectsEdge(0, 1, K0, C, radius, V, result);
- }
- else
- {
- Real q2 = Dot(V, V);
- Real q1 = radius * radius * q2 - dotVPerpD1 * dotVPerpD1;
- if (q1 >= (Real)0)
- {
- Real q0 = -Dot(V, delta1);
- IntersectsVertex(0, 1, K1, q0, q1, q2, result);
- }
- }
- }
- }
- else
- {
- Vector2<Real> K2{ -K0[0], K0[1] };
- Vector2<Real> delta2 = C - K2;
- Real dotVPerpD2 = Dot(V, Perp(delta2));
- if (radius * V[0] - dotVPerpD2 <= (Real)0)
- {
- IntersectsEdge(1, 0, K0, C, radius, V, result);
- }
- else
- {
- Real q2 = Dot(V, V);
- Real q1 = radius * radius * q2 - dotVPerpD2 * dotVPerpD2;
- if (q1 >= (Real)0)
- {
- Real q0 = -Dot(V, delta2);
- IntersectsVertex(1, 0, K2, q0, q1, q2, result);
- }
- }
- }
- }
- }
- void IntersectsVertex(int i0, int i1, Vector2<Real> const& K,
- Real q0, Real q1, Real q2, Result& result)
- {
- result.intersectionType = +1;
- result.contactTime = (q0 - std::sqrt(q1)) / q2;
- result.contactPoint[i0] = K[i0];
- result.contactPoint[i1] = K[i1];
- }
- void IntersectsEdge(int i0, int i1, Vector2<Real> const& K0, Vector2<Real> const& C,
- Real radius, Vector2<Real> const& V, Result& result)
- {
- result.intersectionType = +1;
- result.contactTime = (K0[i0] + radius - C[i0]) / V[i0];
- result.contactPoint[i0] = K0[i0];
- result.contactPoint[i1] = C[i1] + result.contactTime * V[i1];
- }
- };
- }
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