strex: cosmetix
[iv.d.git] / vmath_tests / gjk_test_simple2d.d
blob7e0ab0bc53565c78b0238d61e97f3d635fa6019c
1 import arsd.simpledisplay;
2 import iv.vfs.io;
3 import iv.vmath;
4 import iv.vmath_gjk2d_simple;
7 // ////////////////////////////////////////////////////////////////////////// //
8 final class Body2D(VT) if (IsVectorDim!(VT, 2)) {
9 VT[] verts; // vertices
10 VT[] norms; // normals
11 VT centroid;
13 // GJK interface
14 VT position () const { return centroid; }
16 // dumb O(n) support function, just brute force check all points
17 VT support() (in auto ref VT dir) const {
18 //dir = matRS_inverse*dir;
19 VT furthestPoint = verts[0];
20 auto maxDot = furthestPoint.dot(dir);
21 foreach (const ref v; verts[1..$]) {
22 auto d = v.dot(dir);
23 if (d > maxDot) {
24 maxDot = d;
25 furthestPoint = v;
28 //auto res = matRS*furthestPoint+pos; // convert support to world space
29 return furthestPoint;
32 void setVerts (const(VT)[] aaverts, VT.Float arot=0) {
33 // no hulls with less than 3 vertices (ensure actual polygon)
34 if (aaverts.length < 3) throw new Exception("degenerate body");
36 // rotate vertices
37 VT[] averts;
38 averts.reserve(aaverts.length);
39 auto rmat = Mat3!VT.Rotate(arot);
40 foreach (const ref v; aaverts) averts ~= rmat*v;
42 // find the right most point on the hull
43 int rightMost = 0;
44 VT.Float highestXCoord = averts[0].x;
45 foreach (immutable i; 1..averts.length) {
46 VT.Float x = averts[i].x;
47 if (x > highestXCoord) {
48 highestXCoord = x;
49 rightMost = cast(int)i;
50 } else if (x == highestXCoord) {
51 // if matching x then take farthest negative y
52 if (averts[i].y < averts[rightMost].y) rightMost = cast(int)i;
56 auto hull = new int[](averts.length);
57 int outCount = 0;
58 int indexHull = rightMost;
59 int vcount = 0;
61 for (;;) {
62 hull[outCount] = indexHull;
64 // search for next index that wraps around the hull by computing cross products to
65 // find the most counter-clockwise vertex in the set, given the previos hull index
66 int nextHullIndex = 0;
67 foreach (immutable i; 1..averts.length) {
68 // skip if same coordinate as we need three unique points in the set to perform a cross product
69 if (nextHullIndex == indexHull) {
70 nextHullIndex = i;
71 continue;
73 // cross every set of three unique vertices
74 // record each counter clockwise third vertex and add to the output hull
75 // See : http://www.oocities.org/pcgpe/math2d.html
76 auto e1 = averts[nextHullIndex]-averts[hull[outCount]];
77 auto e2 = averts[i]-averts[hull[outCount]];
78 auto c = e1.cross(e2);
79 if (c < 0.0f) nextHullIndex = i;
81 // cross product is zero then e vectors are on same line
82 // therefore want to record vertex farthest along that line
83 if (c == 0.0f && e2.lengthSquared > e1.lengthSquared) nextHullIndex = i;
86 ++outCount;
87 indexHull = nextHullIndex;
89 // conclude algorithm upon wrap-around
90 if (nextHullIndex == rightMost) {
91 vcount = outCount;
92 break;
95 if (vcount < 3) throw new Exception("degenerate body");
97 // copy vertices into shape's vertices
98 verts.reserve(vcount);
99 foreach (immutable i; 0..vcount) verts ~= averts[hull[i]];
100 if (!isConvex()) throw new Exception("non-convex body");
102 centroid = VT(0, 0, 0);
103 // compute face normals
104 norms.reserve(verts.length);
105 foreach (immutable i1; 0..verts.length) {
106 centroid += verts[i1];
107 immutable i2 = (i1+1)%verts.length;
108 auto face = verts[i2]-verts[i1];
109 // ensure no zero-length edges, because that's bad
110 assert(face.lengthSquared > EPSILON!(VT.Float)*EPSILON!(VT.Float));
111 // calculate normal with 2D cross product between vector and scalar
112 norms ~= VT(face.y, -face.x).normalized;
114 centroid /= cast(VT.Float)verts.length;
115 assert(isConvex);
118 bool isConvex () const {
119 static int sign() (VT.Float v) { pragma(inline, true); return (v < 0 ? -1 : v > 0 ? 1 : 0); }
120 if (verts.length < 3) return false;
121 if (verts.length == 3) return true; // nothing to check here
122 int dir;
123 foreach (immutable idx, const ref v; verts) {
124 immutable v1 = VT(verts[(idx+1)%verts.length])-v;
125 immutable v2 = VT(verts[(idx+2)%verts.length]);
126 int d = sign(v2.x*v1.y-v2.y*v1.x+v1.x*v.y-v1.y*v.x);
127 if (d == 0) return false;
128 if (idx) {
129 if (dir != d) return false;
130 } else {
131 dir = d;
134 return true;
137 void moveBy() (in auto ref VT delta) {
138 foreach (ref v; verts) v += delta;
139 centroid += delta;
142 void moveBy() (VT.Float dx, VT.Float dy, VT.Float dz=0) { moveBy(VT(dx, dy, dz)); }
144 bool inside() (in auto ref VT p) const {
145 static int sign() (VT.Float v) { pragma(inline, true); return (v < 0 ? -1 : v > 0 ? 1 : 0); }
146 if (verts.length < 3) return false;
147 int side = 0;
148 foreach (immutable idx, const ref v; verts) {
149 immutable as = verts[(idx+1)%verts.length]-v;
150 immutable ap = p-v;
151 int d = sign(as.cross(ap));
152 if (d != 0) {
153 if (side == 0) side = d; else if (side != d) return false;
156 return true;
159 bool inside() (VT.Float x, VT.Float y) const { return inside(VT(x, y)); }
163 // ////////////////////////////////////////////////////////////////////////// //
164 auto generateBody () {
165 import std.random;
166 vec2[] vtx;
167 foreach (immutable _; 0..uniform!"[]"(3, 20)) vtx ~= vec2(uniform!"[]"(-50, 50), uniform!"[]"(-50, 50));
168 auto flesh = new Body2D!vec2();
169 flesh.setVerts(vtx);
170 return flesh;
174 static assert(IsGoodGJKObject!(Body2D!vec2, vec2));
177 // ////////////////////////////////////////////////////////////////////////// //
178 void main () {
179 auto flesh0 = generateBody();
180 auto flesh1 = generateBody();
182 flesh0.moveBy(350, 450);
183 flesh1.moveBy(250, 350);
185 auto sdwin = new SimpleWindow(1024, 768, "GJK Test");
187 int fhigh = -1;
188 bool checkCollision = true;
190 void repaint () {
191 auto pt = sdwin.draw();
192 pt.fillColor = Color.black;
193 pt.outlineColor = Color.black;
194 pt.drawRectangle(Point(0, 0), sdwin.width, sdwin.height);
195 pt.outlineColor = Color.white;
197 void drawVL(VT) (in auto ref VT v0, in auto ref VT v1) if (IsVectorDim!(VT, 2)) {
198 pt.drawLine(Point(cast(int)v0.x, cast(int)v0.y), Point(cast(int)v1.x, cast(int)v1.y));
201 void drawPoint(VT) (in auto ref VT v) if (IsVector!VT) {
202 immutable v0 = v-2;
203 immutable v1 = v+2;
204 pt.drawEllipse(Point(cast(int)v0.x, cast(int)v0.y), Point(cast(int)v1.x, cast(int)v1.y));
207 void drawBody(BT) (BT flesh) if (is(BT == Body2D!VT, VT)) {
208 foreach (immutable int idx; 0..cast(int)flesh.verts.length) {
209 immutable v0 = flesh.verts[idx];
210 immutable v1 = flesh.verts[(idx+1)%cast(int)flesh.verts.length];
211 drawVL(v0, v1);
213 drawPoint(flesh.centroid);
216 bool collided = false;
217 vec2 mtv;
218 vec2 snorm, p0, p1;
220 if (checkCollision) {
221 collided = gjk(flesh0, flesh1, &mtv);
222 if (collided) {
223 writeln("COLLISION! mtv=", mtv);
224 } else {
225 auto dist = gjkdist(flesh0, flesh1, &p0, &p1, &snorm);
226 if (dist < 0) {
227 writeln("FUCKED DIST! dist=", dist);
228 } else {
229 writeln("distance=", dist);
230 pt.outlineColor = Color.green;
231 drawVL(flesh0.position, flesh0.position+snorm*dist);
236 pt.outlineColor = (fhigh == 0 ? Color.green : collided ? Color.red : Color.white);
237 drawBody(flesh0);
238 pt.outlineColor = (fhigh == 1 ? Color.green : collided ? Color.red : Color.white);
239 drawBody(flesh1);
241 if (collided) {
242 pt.outlineColor = Color(128, 0, 0);
243 flesh0.moveBy(-mtv);
244 drawBody(flesh0);
245 flesh0.moveBy(mtv);
247 pt.outlineColor = Color(64, 0, 0);
248 flesh1.moveBy(mtv);
249 drawBody(flesh1);
250 flesh1.moveBy(-mtv);
251 } else {
252 pt.outlineColor = Color.green;
253 drawPoint(p0);
254 drawPoint(p1);
258 repaint();
259 sdwin.eventLoop(0,
260 delegate (KeyEvent event) {
261 if (!event.pressed) return;
262 if (event == "C-Q") { sdwin.close(); return; }
263 if (event == "C-R") {
264 // regenerate bodies
265 fhigh = -1;
266 flesh0 = generateBody();
267 flesh1 = generateBody();
268 flesh0.moveBy(350, 450);
269 flesh1.moveBy(250, 350);
270 repaint();
271 return;
274 delegate (MouseEvent event) {
275 int oldhi = fhigh;
276 if (event.type == MouseEventType.buttonPressed && event.button == MouseButton.left) {
277 ubyte hp = 0;
278 if (flesh0.inside(event.x, event.y)) hp |= 1;
279 if (flesh1.inside(event.x, event.y)) hp |= 2;
280 if (hp) {
281 if (hp == 1) fhigh = 0;
282 else if (hp == 2) fhigh = 1;
283 else {
284 assert(hp == 3);
285 // choose one with the closest centroid
286 fhigh = (flesh0.centroid.distanceSquared(vec2(event.x, event.y)) < flesh1.centroid.distanceSquared(vec2(event.x, event.y)) ? 0 : 1);
288 } else {
289 fhigh = -1;
291 if (oldhi != fhigh) {
292 checkCollision = (fhigh == -1);
293 repaint();
295 return;
297 if (fhigh != -1 && event.type == MouseEventType.motion && (event.modifierState&ModifierState.leftButtonDown) != 0) {
298 if (fhigh == 0) flesh0.moveBy(event.dx, event.dy);
299 else if (fhigh == 1) flesh1.moveBy(event.dx, event.dy);
300 checkCollision = (fhigh == -1);
301 repaint();
302 return;
304 if (event.type == MouseEventType.buttonReleased && event.button == MouseButton.left) {
305 if (fhigh != -1) {
306 fhigh = -1;
307 checkCollision = true;
308 repaint();