add shape cast function
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@ -114,4 +114,18 @@ b3GJKOutput b3GJK(const b3Transform& xf1, const b3GJKProxy& proxy1,
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const b3Transform& xf2, const b3GJKProxy& proxy2,
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bool applyRadius, b3SimplexCache* cache);
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// The output of the GJK-based ray cast algorithm.
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struct b3GJKRayCastOutput
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{
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float32 t; // time of impact
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b3Vec3 point; // contact point at t
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b3Vec3 normal; // contact normal at t
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u32 iterations; // number of iterations
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};
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// Find the time of impact between two proxies given the relative target translation vector.
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bool b3GJKRayCast(b3GJKRayCastOutput* output,
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const b3Transform& xf1, const b3GJKProxy& proxy1,
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const b3Transform& xf2, const b3GJKProxy& proxy2, const b3Vec3& translation2);
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#endif
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@ -849,3 +849,98 @@ b3GJKOutput b3GJK(const b3Transform& xf1, const b3GJKProxy& proxy1,
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cache.count = 0;
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return b3GJK(xf1, proxy1, xf2, proxy2, false, &cache);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Brian Mirtich
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// "Conservative Advancement"
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bool b3GJKRayCast(b3GJKRayCastOutput* output,
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const b3Transform& xf1, const b3GJKProxy& proxy1,
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const b3Transform& xf2, const b3GJKProxy& proxy2, const b3Vec3& translation2)
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{
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float32 r1 = proxy1.radius;
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float32 r2 = proxy2.radius;
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float32 radius = r1 + r2;
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float32 d_max = b3Length(translation2);
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B3_ASSERT(d_max > 0.0f);
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float32 t = 0.0f;
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const float32 tolerance = 0.5f * B3_LINEAR_SLOP;
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b3SimplexCache cache;
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cache.count = 0;
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b3GJKOutput gjkOut = b3GJK(xf1, proxy1, xf2, proxy2, false, &cache);
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float32 d = gjkOut.distance;
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if (d == 0.0f)
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{
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// Overlap
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return false;
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}
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if (d < radius + tolerance)
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{
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b3Vec3 n = gjkOut.point2 - gjkOut.point1;
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n /= d;
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// Touch
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output->t = t;
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output->point = gjkOut.point1 + r1 * n;
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output->normal = n;
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output->iterations = 0;
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return true;
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}
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const u32 kMaxIters = 20;
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u32 iter = 0;
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for (;;)
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{
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B3_ASSERT(d < d_max);
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B3_ASSERT(d >= radius);
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float32 dt = (d - radius) / d_max;
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t += dt;
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if (t >= 1.0f)
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{
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// No overlap
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output->iterations = iter;
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return false;
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}
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b3Transform txf1 = xf1;
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b3Transform txf2;
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txf2.rotation = xf2.rotation;
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txf2.position = (1.0f - t) * xf2.position + t * (xf2.position + r);
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gjkOut = b3GJK(txf1, proxy1, txf2, proxy2, false, &cache);
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d = gjkOut.distance;
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if (d < radius + tolerance)
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{
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break;
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}
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++iter;
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if (iter == kMaxIters)
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{
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output->iterations = iter;
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return false;
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}
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}
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b3Vec3 n = gjkOut.point2 - gjkOut.point1;
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n /= d;
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output->t = t;
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output->point = gjkOut.point1 + r1 * n;
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output->normal = n;
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output->iterations = iter;
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return true;
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}
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