2 Copyright (c) 2009 Hanno Braun <hanno@habraun.net>
4 Licensed under the Apache License, Version 2.0 (the "License");
5 you may not use this file except in compliance with the License.
6 You may obtain a copy of the License at
8 http://www.apache.org/licenses/LICENSE-2.0
10 Unless required by applicable law or agreed to in writing, software
11 distributed under the License is distributed on an "AS IS" BASIS,
12 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 See the License for the specific language governing permissions and
14 limitations under the License.
19 package net
.habraun
.sd
27 class SimpleNarrowPhase
extends NarrowPhase
{
29 def inspectCollision(delta
: Double
, b1
: Body
, b2
: Body
) = {
30 if (b1
.shape
.isInstanceOf
[Circle
] && b2
.shape
.isInstanceOf
[Circle
]) {
31 // This algorithms does continious collision detection between two moving circles. I got this
32 // from "Real-Time Collision Detection" by Christer Ericson, page 223/224.
34 // The two (possibly) colliding circles.
35 val circle1
= b1
.shape
.asInstanceOf
[Circle
]
36 val circle2
= b2
.shape
.asInstanceOf
[Circle
]
38 val s
= b2
.position
- b1
.position
// vector between sphere centers
39 val v
= (b2
.velocity
- b1
.velocity
) * delta
// relative motion between the circles
40 val r
= circle1
.radius
+ circle2
.radius
// the sum of both radii
42 // The time of impact is given by the smaller solution of the quadratic equation
43 // at^2 + 2bt + c = 0.
44 val a
= v
* v
//a, b and c from the equation in the comment above
46 val c
= (s
* s
) - (r
* r
)
47 val d
= (b
* b
) - (a
* c
) // the discriminant of the solution
49 // Check for several corner cases. If none of these occurs, we can compute t after the general
52 // Spheres are initially overlapping.
53 val normal1
= (b2
.position
- b1
.position
).normalize
54 val normal2
= (b1
.position
- b2
.position
).normalize
55 val point
= Vec2D(0, 0) // This doesn't really make sense. The point should be the real point
56 // of impact and t should be negative.
57 Some(Collision(0.0, Contact(b1
, b2
, normal1
, normal2
, point
)))
60 // Spheres are not moving relative to each other.
64 // Spheres are not moving towards each other.
68 // Discriminant is negative, no real solution.
72 // None of the edge cases has occured, so we need to compute the time of contact.
73 val t
= (-b
- Math
.sqrt(d
)) / a
75 val normal1
= (b2
.position
- b1
.position
).normalize
76 val normal2
= (b1
.position
- b2
.position
).normalize
77 val point
= b1
.position
+ (b1
.velocity
* delta
* t
) + (normal1
* circle1
.radius
)
78 Some(Collision(t
, Contact(b1
, b2
, normal1
, normal2
, point
)))
85 else if ((b1
.shape
.isInstanceOf
[Circle
] && b2
.shape
.isInstanceOf
[LineSegment
])
86 || (b1
.shape
.isInstanceOf
[LineSegment
] && b2
.shape
.isInstanceOf
[Circle
])) {
87 // This algorithms does continious collision detection between a moving circle and a moving line
88 // segment. I got this from "Real-Time Collision Detection" by Christer Ericson, page 219-222.
90 // The (possibly) colliding circle and line segment.
91 val circleBody
= if (b1
.shape
.isInstanceOf
[Circle
]) b1
else b2
92 val circleShape
= (if (b1
.shape
.isInstanceOf
[Circle
]) b1
else b2
).shape
.asInstanceOf
[Circle
]
93 val segmentBody
= if (b1
.shape
.isInstanceOf
[LineSegment
]) b1
else b2
94 val segmentShape
= (if (b1
.shape
.isInstanceOf
[LineSegment
]) b1
else b2
)
95 .shape
.asInstanceOf
[LineSegment
]
97 // For this algorithm, we need the normal and the distance from the origin, which together define
98 // the line on which the line segments lies.
99 // The normal is one of two possible line normals. The distance is the distance from the origin
100 // in units of the normal, which basically means that the distance is negative if the normal
101 // points towards the origin, positive if the normal points away from the origin.
102 val lineNormal
= segmentShape
.d
.orthogonal
.normalize
103 val lineDistance
= (segmentBody
.position
+ segmentShape
.p
) * lineNormal
105 // Compute the distance between the line and the circle. The distance is positive if the line
106 // normal points towards the circle (the circle lies in front of the line), negative otherwise.
107 val distance
= lineNormal
* circleBody
.position
- lineDistance
109 // Check if the circle and the line are already intersecting.
110 if (Math
.abs(distance
) <= circleShape
.radius
) {
111 // Circle and line are already intersecting.
113 // The collision normals.
114 val nLine
= if (distance
> 0) lineNormal
else -lineNormal
117 // The point on the line that lies nearest to the circle center.
118 val lambda
= (circleBody
.position
- segmentBody
.position
- segmentShape
.p
) * segmentShape
.d
/
119 segmentShape
.d
.squaredLength
120 if (lambda
>= 0 && lambda
<= segmentShape
.d
.length
) {
121 //val point = segmentBody.position + segmentShape.p + segmentShape.d * lambda
122 Some(Collision(0.0, Contact(circleBody
, segmentBody
, nCircle
, nLine
, Vec2D(0, 0))))
129 // Compute the relative velocity between the two bodies. No matter which of the two bodies
130 // actually moves, we will model this as a moving sphere and a stationary line segment.
131 val velocity
= (circleBody
.velocity
- segmentBody
.velocity
) * delta
133 // Compute the direction of the circle's movement relative to the line normal. A positive
134 // value denotes movment in the direction of the line normal, a negative value the opposite.
135 // A value of zero means, that the sphere moves parallel to the line.
136 val direction
= lineNormal
* velocity
138 // Check if the circle moves towards the line. This is the case if the direction multiplied
139 // with the distance between the line and the circle is negative.
140 // If both are positive, the circle lies in front of the circle (line normal points towards
141 // it) and moves in the direction of the normal. If both are negative, it lies behind the
142 // line (normal points away from the circle) and it moves against the direction of the
144 // The value can only be zero if the circle moves parallel to the line. The direction can't
145 // be zero because that has already been ruled out before.
146 if (direction
* distance
< 0.0) {
147 // The circle moves towards the line. What's left to do is compute the time of impact,
148 // check if it lies within the current timeframe and check if the point of impact lies on
151 // For the following computation, we need the radius of the circle as a positive value if
152 // it lies in front of the plane, as a negative value otherwise.
153 val radius
= if (distance
> 0.0) circleShape
.radius
else -circleShape
.radius
155 // Compute the time of impact.
156 val t
= (radius
- distance
) / direction
158 // Check if the time is within the movement interval.
159 if (t
>= 0.0 && t
<= 1.0) {
160 // The time is within the movement interval, which means the circle will hit the
161 // line. Compute the point of impact and the normals.
163 // The collision normals.
164 val nLine
= if (distance
> 0) lineNormal
else -lineNormal
168 val point
= circleBody
.position
+ (nCircle
* circleShape
.radius
) +
169 (circleBody
.velocity
* delta
* t
)
171 // We now have the point of impact between the circle and the line. But does this
172 // point lie on the circle segment?
173 val pt
= (point
.x
- (segmentBody
.position
.x
+ segmentShape
.p
.x
)) / segmentShape
.d
.x
174 if (pt
>= 0.0 && pt
<= 1.0) {
176 Some(Collision(t
, Contact(circleBody
, segmentBody
, nCircle
, nLine
, point
)))
179 // No, it doesn't. No collision.