parry2d/query/gjk/gjk.rs
1//! The Gilbert-Johnson-Keerthi distance algorithm.
2//!
3//! # What is GJK?
4//!
5//! The **Gilbert-Johnson-Keerthi (GJK)** algorithm is a fundamental geometric algorithm used
6//! to compute the distance between two convex shapes. It's one of the most important algorithms
7//! in collision detection and is used extensively in physics engines, robotics, and computer graphics.
8//!
9//! ## How GJK Works (Simplified)
10//!
11//! GJK works by operating on the **Minkowski difference** (also called Configuration Space Obstacle or CSO)
12//! of two shapes. Instead of directly comparing the shapes, GJK:
13//!
14//! 1. Constructs a simplex (triangle in 2D, tetrahedron in 3D) within the Minkowski difference
15//! 2. Iteratively refines this simplex to find the point closest to the origin
16//! 3. The distance from the origin to this closest point equals the distance between the shapes
17//!
18//! If the origin is **inside** the Minkowski difference, the shapes are intersecting.
19//! If the origin is **outside**, the distance to the closest point gives the separation distance.
20//!
21//! ## When is GJK Used?
22//!
23//! GJK is used whenever you need to:
24//! - **Check if two convex shapes intersect** (collision detection)
25//! - **Find the minimum distance** between two convex shapes
26//! - **Compute closest points** on two shapes
27//! - **Cast a shape along a direction** to find the time of impact (continuous collision detection)
28//!
29//! ## Key Advantages of GJK
30//!
31//! - Works with **any convex shape** that can provide a support function
32//! - Does **not require the full geometry** of the shapes (only support points)
33//! - Very **fast convergence** in most practical cases
34//! - Forms the basis for many collision detection systems
35//!
36//! ## Limitations
37//!
38//! - Only works with **convex shapes** (use convex decomposition for concave shapes)
39//! - When shapes are penetrating, GJK can only detect intersection but not penetration depth
40//! (use EPA - Expanding Polytope Algorithm - for penetration depth)
41//!
42//! # Main Functions in This Module
43//!
44//! - [`closest_points`] - The core GJK algorithm for finding distance and closest points
45//! - [`project_origin`] - Projects the origin onto a shape's boundary
46//! - [`cast_local_ray`] - Casts a ray against a shape (used for raycasting)
47//! - [`directional_distance`] - Computes how far a shape can move before touching another
48//!
49//! # Example
50//!
51//! See individual function documentation for usage examples.
52
53use crate::math::ComplexField;
54
55use crate::query::gjk::{ConstantOrigin, CsoPoint, VoronoiSimplex};
56use crate::shape::SupportMap;
57// use query::Proximity;
58use crate::math::{Pose, Real, Vector, DIM};
59use crate::query::{self, Ray};
60
61use num::{Bounded, Zero};
62
63/// Results of the GJK algorithm.
64///
65/// This enum represents the different outcomes when running the GJK algorithm to find
66/// the distance between two shapes. The result depends on whether the shapes are intersecting,
67/// how far apart they are, and what information was requested.
68///
69/// # Understanding the Results
70///
71/// - **Intersection**: The shapes are overlapping. The origin lies inside the Minkowski difference.
72/// - **ClosestPoints**: The exact closest points on both shapes were computed, along with the
73/// separation direction.
74/// - **Proximity**: The shapes are close but not intersecting. Only an approximate separation
75/// direction is provided (used when exact distance computation is not needed).
76/// - **NoIntersection**: The shapes are too far apart (beyond the specified `max_dist` threshold).
77///
78/// # Coordinate Spaces
79///
80/// All points and vectors in this result are expressed in the **local-space of the first shape**
81/// (the shape passed as `g1` to the GJK functions). This is important when working with
82/// transformed shapes.
83#[derive(Clone, Debug, PartialEq)]
84pub enum GJKResult {
85 /// The shapes are intersecting (overlapping).
86 ///
87 /// This means the origin is inside the Minkowski difference of the two shapes.
88 /// GJK cannot compute penetration depth; use the EPA (Expanding Polytope Algorithm)
89 /// for that purpose.
90 Intersection,
91
92 /// The closest points on both shapes were found.
93 ///
94 /// # Fields
95 ///
96 /// - First `Vector`: The closest point on the first shape (in local-space of shape 1)
97 /// - Second `Vector`: The closest point on the second shape (in local-space of shape 1)
98 /// - `Vector`: The unit direction vector from shape 1 to shape 2 (separation axis)
99 ///
100 /// This variant is returned when `exact_dist` is `true` in the GJK algorithm and the
101 /// shapes are not intersecting.
102 ClosestPoints(Vector, Vector, Vector),
103
104 /// The shapes are in proximity (close but not intersecting).
105 ///
106 /// # Fields
107 ///
108 /// - `Vector`: An approximate separation axis (unit direction from shape 1 to shape 2)
109 ///
110 /// This variant is returned when `exact_dist` is `false` and the algorithm determines
111 /// the shapes are close but not intersecting. It's faster than computing exact closest
112 /// points when you only need to know if shapes are nearby.
113 Proximity(Vector),
114
115 /// The shapes are too far apart.
116 ///
117 /// # Fields
118 ///
119 /// - `Vector`: A separation axis (unit direction from shape 1 to shape 2)
120 ///
121 /// This variant is returned when the minimum distance between the shapes exceeds
122 /// the `max_dist` parameter passed to the GJK algorithm.
123 NoIntersection(Vector),
124}
125
126/// The absolute tolerance used by the GJK algorithm.
127///
128/// This function returns the epsilon (tolerance) value that GJK uses to determine when
129/// it has converged to a solution. The tolerance affects:
130///
131/// - When two points are considered "close enough" to be the same
132/// - When the algorithm decides it has found the minimum distance
133/// - Numerical stability in edge cases
134///
135/// The returned value is 10 times the default machine epsilon for the current floating-point
136/// precision (f32 or f64). This provides a balance between accuracy and robustness.
137///
138/// # Returns
139///
140/// The absolute tolerance value (10 * DEFAULT_EPSILON)
141pub fn eps_tol() -> Real {
142 let _eps = crate::math::DEFAULT_EPSILON;
143 _eps * 10.0
144}
145
146/// Projects the origin onto the boundary of the given shape.
147///
148/// This function finds the point on the shape's surface that is closest to the origin (0, 0)
149/// in 2D or (0, 0, 0) in 3D. This is useful for distance queries and collision detection
150/// when you need to know the closest point on a shape.
151///
152/// # Important: Origin Must Be Outside
153///
154/// **The origin is assumed to be outside of the shape.** If the origin is inside the shape,
155/// this function returns `None`. For penetrating cases, use the EPA (Expanding Polytope Algorithm)
156/// instead.
157///
158/// # Parameters
159///
160/// - `m`: The position and orientation (isometry) of the shape in world space
161/// - `g`: The shape to project onto (must implement `SupportMap`)
162/// - `simplex`: A reusable simplex structure for the GJK algorithm. Initialize with
163/// `VoronoiSimplex::new()` before first use.
164///
165/// # Returns
166///
167/// - `Some(Vector)`: The closest point on the shape's boundary, in the shape's **local space**
168/// - `None`: If the origin is inside the shape
169///
170/// # Example
171///
172/// ```rust
173/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
174/// use parry3d::shape::Ball;
175/// use parry3d::query::gjk::{project_origin, VoronoiSimplex};
176/// use parry3d::math::Pose;
177///
178/// // Create a ball at position (5, 0, 0)
179/// let ball = Ball::new(1.0);
180/// let position = Pose::translation(5.0, 0.0, 0.0);
181///
182/// // Project the origin onto the ball
183/// let mut simplex = VoronoiSimplex::new();
184/// if let Some(closest_point) = project_origin(&position, &ball, &mut simplex) {
185/// println!("Closest point on ball: {:?}", closest_point);
186/// // The point will be approximately (-1, 0, 0) in local space
187/// // which is the left side of the ball facing the origin
188/// }
189/// # }
190/// ```
191///
192/// # Performance Note
193///
194/// The `simplex` parameter can be reused across multiple calls to avoid allocations.
195/// This is particularly beneficial when performing many projection queries.
196pub fn project_origin<G: ?Sized + SupportMap>(
197 m: &Pose,
198 g: &G,
199 simplex: &mut VoronoiSimplex,
200) -> Option<Vector> {
201 match closest_points(
202 &m.inverse(),
203 g,
204 &ConstantOrigin,
205 Real::max_value(),
206 true,
207 simplex,
208 ) {
209 GJKResult::Intersection => None,
210 GJKResult::ClosestPoints(p, _, _) => Some(p),
211 _ => unreachable!(),
212 }
213}
214
215/*
216 * Separating Axis GJK
217 */
218/// Computes the closest points between two shapes using the GJK algorithm.
219///
220/// This is the **core function** of the GJK implementation in Parry. It can compute:
221/// - Whether two shapes are intersecting
222/// - The distance between two separated shapes
223/// - The closest points on both shapes
224/// - An approximate separation axis when exact distance isn't needed
225///
226/// # How It Works
227///
228/// The algorithm operates on the Minkowski difference (CSO) of the two shapes and iteratively
229/// builds a simplex that approximates the point closest to the origin. The algorithm terminates
230/// when:
231/// - The shapes are proven to intersect (origin is inside the CSO)
232/// - The minimum distance is found within the tolerance
233/// - The shapes are proven to be farther than `max_dist` apart
234///
235/// # Parameters
236///
237/// - `pos12`: The relative position of shape 2 with respect to shape 1. This is the isometry
238/// that transforms from shape 1's space to shape 2's space.
239/// - `g1`: The first shape (must implement `SupportMap`)
240/// - `g2`: The second shape (must implement `SupportMap`)
241/// - `max_dist`: Maximum distance to check. If shapes are farther than this, the algorithm
242/// returns `GJKResult::NoIntersection` early. Use `Real::max_value()` to disable this check.
243/// - `exact_dist`: Whether to compute exact closest points:
244/// - `true`: Computes exact distance and returns `GJKResult::ClosestPoints`
245/// - `false`: May return `GJKResult::Proximity` with only an approximate separation axis,
246/// which is faster when you only need to know if shapes are nearby
247/// - `simplex`: A reusable simplex structure. Initialize with `VoronoiSimplex::new()` before
248/// first use. Can be reused across calls for better performance.
249///
250/// # Returns
251///
252/// Returns a [`GJKResult`] which can be:
253/// - `Intersection`: The shapes are overlapping
254/// - `ClosestPoints(p1, p2, normal)`: The closest points on each shape (when `exact_dist` is true)
255/// - `Proximity(axis)`: An approximate separation axis (when `exact_dist` is false)
256/// - `NoIntersection(axis)`: The shapes are farther than `max_dist` apart
257///
258/// # Example: Basic Distance Query
259///
260/// ```rust
261/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
262/// use parry3d::shape::{Ball, Cuboid};
263/// use parry3d::query::gjk::{closest_points, VoronoiSimplex};
264/// use parry3d::math::{Pose, Vector};
265///
266/// // Create two shapes
267/// let ball = Ball::new(1.0);
268/// let cuboid = Cuboid::new(Vector::new(1.0, 1.0, 1.0));
269///
270/// // Position them in space
271/// let pos1 = Pose::translation(0.0, 0.0, 0.0);
272/// let pos2 = Pose::translation(5.0, 0.0, 0.0);
273///
274/// // Compute relative position
275/// let pos12 = pos1.inv_mul(&pos2);
276///
277/// // Run GJK
278/// let mut simplex = VoronoiSimplex::new();
279/// let result = closest_points(
280/// &pos12,
281/// &ball,
282/// &cuboid,
283/// f32::MAX, // No distance limit
284/// true, // Compute exact distance
285/// &mut simplex,
286/// );
287///
288/// match result {
289/// parry3d::query::gjk::GJKResult::ClosestPoints(p1, p2, normal) => {
290/// println!("Closest point on ball: {:?}", p1);
291/// println!("Closest point on cuboid: {:?}", p2);
292/// println!("Separation direction: {:?}", normal);
293/// let distance = (p2 - p1).length();
294/// println!("Distance: {}", distance);
295/// }
296/// parry3d::query::gjk::GJKResult::Intersection => {
297/// println!("Shapes are intersecting!");
298/// }
299/// _ => {}
300/// }
301/// # }
302/// ```
303///
304/// # Example: Fast Proximity Check
305///
306/// ```rust
307/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
308/// use parry3d::shape::Ball;
309/// use parry3d::query::gjk::{closest_points, VoronoiSimplex};
310/// use parry3d::math::Pose;
311///
312/// let ball1 = Ball::new(1.0);
313/// let ball2 = Ball::new(1.0);
314/// let pos12 = Pose::translation(3.0, 0.0, 0.0);
315///
316/// let mut simplex = VoronoiSimplex::new();
317/// let result = closest_points(
318/// &pos12,
319/// &ball1,
320/// &ball2,
321/// 5.0, // Only check up to distance 5.0
322/// false, // Don't compute exact distance
323/// &mut simplex,
324/// );
325///
326/// match result {
327/// parry3d::query::gjk::GJKResult::Proximity(_axis) => {
328/// println!("Shapes are close but not intersecting");
329/// }
330/// parry3d::query::gjk::GJKResult::Intersection => {
331/// println!("Shapes are intersecting");
332/// }
333/// parry3d::query::gjk::GJKResult::NoIntersection(_) => {
334/// println!("Shapes are too far apart (> 5.0 units)");
335/// }
336/// _ => {}
337/// }
338/// # }
339/// ```
340///
341/// # Performance Tips
342///
343/// 1. Reuse the `simplex` across multiple queries to avoid allocations
344/// 2. Set `exact_dist` to `false` when you only need proximity information
345/// 3. Use a reasonable `max_dist` to allow early termination
346/// 4. GJK converges fastest when shapes are well-separated
347///
348/// # Notes
349///
350/// - All returned points and vectors are in the local-space of shape 1
351/// - The algorithm typically converges in 5-10 iterations for well-separated shapes
352/// - Maximum iteration count is 100 to prevent infinite loops
353pub fn closest_points<G1, G2>(
354 pos12: &Pose,
355 g1: &G1,
356 g2: &G2,
357 max_dist: Real,
358 exact_dist: bool,
359 simplex: &mut VoronoiSimplex,
360) -> GJKResult
361where
362 G1: ?Sized + SupportMap,
363 G2: ?Sized + SupportMap,
364{
365 let _eps = crate::math::DEFAULT_EPSILON;
366 let _eps_tol: Real = eps_tol();
367 let _eps_rel: Real = <Real as ComplexField>::sqrt(_eps_tol);
368
369 // TODO: reset the simplex if it is empty?
370 let mut proj = simplex.project_origin_and_reduce();
371
372 let mut old_dir;
373
374 if let Some(proj_dir) = proj.try_normalize() {
375 old_dir = -proj_dir;
376 } else {
377 return GJKResult::Intersection;
378 }
379
380 let mut max_bound = Real::max_value();
381 let mut dir;
382 let mut niter = 0;
383
384 loop {
385 let old_max_bound = max_bound;
386
387 let neg_proj_coords = -proj;
388 let (normalized, dist) = neg_proj_coords.normalize_and_length();
389 if dist > _eps_tol {
390 dir = normalized;
391 max_bound = dist;
392 } else {
393 // The origin is on the simplex.
394 return GJKResult::Intersection;
395 }
396
397 if max_bound >= old_max_bound {
398 if exact_dist {
399 let (p1, p2) = result(simplex, true);
400 return GJKResult::ClosestPoints(p1, p2, old_dir); // upper bounds inconsistencies
401 } else {
402 return GJKResult::Proximity(old_dir);
403 }
404 }
405
406 let cso_point = CsoPoint::from_shapes(pos12, g1, g2, dir);
407 let min_bound = -dir.dot(cso_point.point);
408
409 assert!(min_bound.is_finite());
410
411 if min_bound > max_dist {
412 return GJKResult::NoIntersection(dir);
413 } else if !exact_dist && min_bound > 0.0 && max_bound <= max_dist {
414 return GJKResult::Proximity(old_dir);
415 } else if max_bound - min_bound <= _eps_rel * max_bound {
416 if exact_dist {
417 let (p1, p2) = result(simplex, false);
418 return GJKResult::ClosestPoints(p1, p2, dir); // the distance found has a good enough precision
419 } else {
420 return GJKResult::Proximity(dir);
421 }
422 }
423
424 if !simplex.add_point(cso_point) {
425 if exact_dist {
426 let (p1, p2) = result(simplex, false);
427 return GJKResult::ClosestPoints(p1, p2, dir);
428 } else {
429 return GJKResult::Proximity(dir);
430 }
431 }
432
433 old_dir = dir;
434 proj = simplex.project_origin_and_reduce();
435
436 if simplex.dimension() == DIM {
437 if min_bound >= _eps_tol {
438 if exact_dist {
439 let (p1, p2) = result(simplex, true);
440 return GJKResult::ClosestPoints(p1, p2, old_dir);
441 } else {
442 // NOTE: previous implementation used old_proj here.
443 return GJKResult::Proximity(old_dir);
444 }
445 } else {
446 return GJKResult::Intersection; // Vector inside of the cso.
447 }
448 }
449 niter += 1;
450
451 if niter == 100 {
452 return GJKResult::NoIntersection(Vector::X);
453 }
454 }
455}
456
457/// Casts a ray against a shape using the GJK algorithm.
458///
459/// This function performs raycasting by testing a ray against a shape to find if and where
460/// the ray intersects the shape. It uses a specialized version of GJK that works with rays.
461///
462/// # What is Raycasting?
463///
464/// Raycasting shoots a ray (infinite line starting from a point in a direction) and finds
465/// where it first hits a shape. This is essential for:
466/// - Mouse picking in 3D scenes
467/// - Line-of-sight checks
468/// - Projectile collision detection
469/// - Laser/scanner simulations
470///
471/// # Parameters
472///
473/// - `shape`: The shape to cast the ray against (must implement `SupportMap`)
474/// - `simplex`: A reusable simplex structure. Initialize with `VoronoiSimplex::new()`.
475/// - `ray`: The ray to cast, containing an origin point and direction vector
476/// - `max_time_of_impact`: Maximum distance along the ray to check. The ray will be treated
477/// as a line segment of length `max_time_of_impact * ray.dir.length()`.
478///
479/// # Returns
480///
481/// - `Some((toi, normal))`: If the ray hits the shape
482/// - `toi`: Time of impact - multiply by `ray.dir.length()` to get the actual distance
483/// - `normal`: Surface normal at the hit point
484/// - `None`: If the ray doesn't hit the shape within the maximum distance
485///
486/// # Example
487///
488/// ```rust
489/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
490/// use parry3d::shape::Ball;
491/// use parry3d::query::{Ray, gjk::{cast_local_ray, VoronoiSimplex}};
492/// use parry3d::math::Vector;
493///
494/// // Create a ball at the origin
495/// let ball = Ball::new(1.0);
496///
497/// // Create a ray starting at (0, 0, -5) pointing toward +Z
498/// let ray = Ray::new(
499/// Vector::new(0.0, 0.0, -5.0),
500/// Vector::new(0.0, 0.0, 1.0)
501/// );
502///
503/// let mut simplex = VoronoiSimplex::new();
504/// if let Some((toi, normal)) = cast_local_ray(&ball, &mut simplex, &ray, f32::MAX) {
505/// let hit_point = ray.point_at(toi);
506/// println!("Ray hit at: {:?}", hit_point);
507/// println!("Surface normal: {:?}", normal);
508/// println!("Distance: {}", toi);
509/// } else {
510/// println!("Ray missed the shape");
511/// }
512/// # }
513/// ```
514///
515/// # Notes
516///
517/// - The ray is specified in the local-space of the shape
518/// - The returned normal points outward from the shape
519/// - For normalized ray directions, `toi` equals the distance to the hit point
520/// - This function is typically called by higher-level raycasting APIs
521pub fn cast_local_ray<G: ?Sized + SupportMap>(
522 shape: &G,
523 simplex: &mut VoronoiSimplex,
524 ray: &Ray,
525 max_time_of_impact: Real,
526) -> Option<(Real, Vector)> {
527 let g2 = ConstantOrigin;
528 minkowski_ray_cast(
529 &Pose::IDENTITY,
530 shape,
531 &g2,
532 ray,
533 max_time_of_impact,
534 simplex,
535 )
536}
537
538/// Computes how far a shape can move in a direction before touching another shape.
539///
540/// This function answers the question: "If I move shape 1 along this direction, how far
541/// can it travel before it touches shape 2?" This is useful for:
542/// - Continuous collision detection (CCD)
543/// - Movement planning and obstacle avoidance
544/// - Computing time-of-impact for moving objects
545/// - Safe navigation distances
546///
547/// # How It Works
548///
549/// The function casts shape 1 along the given direction vector and finds the first point
550/// where it would contact shape 2. It returns:
551/// - The distance that can be traveled
552/// - The contact normal at the point of first contact
553/// - The witness points (closest points) on both shapes at contact
554///
555/// # Parameters
556///
557/// - `pos12`: The relative position of shape 2 with respect to shape 1 (isometry from
558/// shape 1's space to shape 2's space)
559/// - `g1`: The first shape being moved (must implement `SupportMap`)
560/// - `g2`: The second shape (static target, must implement `SupportMap`)
561/// - `dir`: The direction vector to move shape 1 in (in local-space of shape 1)
562/// - `simplex`: A reusable simplex structure. Initialize with `VoronoiSimplex::new()`.
563///
564/// # Returns
565///
566/// - `Some((distance, normal, witness1, witness2))`: If contact would occur
567/// - `distance`: How far shape 1 can travel before touching shape 2
568/// - `normal`: The contact normal at the point of first contact
569/// - `witness1`: The contact point on shape 1 (in local-space of shape 1)
570/// - `witness2`: The contact point on shape 2 (in local-space of shape 1)
571/// - `None`: If no contact would occur (shapes don't intersect along this direction)
572///
573/// # Example
574///
575/// ```rust
576/// # #[cfg(all(feature = "dim3", feature = "f32"))] {
577/// use parry3d::shape::Ball;
578/// use parry3d::query::gjk::{directional_distance, VoronoiSimplex};
579/// use parry3d::math::{Pose, Vector};
580///
581/// // Two balls: one at origin, one at (10, 0, 0)
582/// let ball1 = Ball::new(1.0);
583/// let ball2 = Ball::new(1.0);
584/// let pos12 = Pose::translation(10.0, 0.0, 0.0);
585///
586/// // Move ball1 toward ball2 along the +X axis
587/// let direction = Vector::new(1.0, 0.0, 0.0);
588///
589/// let mut simplex = VoronoiSimplex::new();
590/// if let Some((distance, normal, w1, w2)) = directional_distance(
591/// &pos12,
592/// &ball1,
593/// &ball2,
594/// direction,
595/// &mut simplex
596/// ) {
597/// println!("Ball1 can move {} units before contact", distance);
598/// println!("Contact normal: {:?}", normal);
599/// println!("Contact point on ball1: {:?}", w1);
600/// println!("Contact point on ball2: {:?}", w2);
601/// // Expected: distance ≈ 8.0 (10.0 - 1.0 - 1.0)
602/// }
603/// # }
604/// ```
605///
606/// # Use Cases
607///
608/// **1. Continuous Collision Detection:**
609/// ```ignore
610/// let movement_dir = velocity * time_step;
611/// if let Some((toi, normal, _, _)) = directional_distance(...) {
612/// if toi < 1.0 {
613/// // Collision will occur during this timestep
614/// let collision_time = toi * time_step;
615/// }
616/// }
617/// ```
618///
619/// **2. Safe Movement Distance:**
620/// ```ignore
621/// let desired_movement = Vector::new(5.0, 0.0, 0.0);
622/// if let Some((max_safe_dist, _, _, _)) = directional_distance(...) {
623/// let actual_movement = desired_movement.normalize() * max_safe_dist.min(5.0);
624/// }
625/// ```
626///
627/// # Notes
628///
629/// - All inputs and outputs are in the local-space of shape 1
630/// - If the shapes are already intersecting, the returned distance is 0.0 and witness
631/// points are undefined (set to origin)
632/// - The direction vector does not need to be normalized
633/// - This function internally uses GJK raycasting on the Minkowski difference
634pub fn directional_distance<G1, G2>(
635 pos12: &Pose,
636 g1: &G1,
637 g2: &G2,
638 dir: Vector,
639 simplex: &mut VoronoiSimplex,
640) -> Option<(Real, Vector, Vector, Vector)>
641where
642 G1: ?Sized + SupportMap,
643 G2: ?Sized + SupportMap,
644{
645 let ray = Ray::new(Vector::ZERO, dir);
646 minkowski_ray_cast(pos12, g1, g2, &ray, Real::max_value(), simplex).map(
647 |(time_of_impact, normal)| {
648 let witnesses = if !time_of_impact.is_zero() {
649 result(simplex, simplex.dimension() == DIM)
650 } else {
651 // If there is penetration, the witness points
652 // are undefined.
653 (Vector::ZERO, Vector::ZERO)
654 };
655
656 (time_of_impact, normal, witnesses.0, witnesses.1)
657 },
658 )
659}
660
661// Ray-cast on the Minkowski Difference `g1 - pos12 * g2`.
662fn minkowski_ray_cast<G1, G2>(
663 pos12: &Pose,
664 g1: &G1,
665 g2: &G2,
666 ray: &Ray,
667 max_time_of_impact: Real,
668 simplex: &mut VoronoiSimplex,
669) -> Option<(Real, Vector)>
670where
671 G1: ?Sized + SupportMap,
672 G2: ?Sized + SupportMap,
673{
674 let _eps = crate::math::DEFAULT_EPSILON;
675 let _eps_tol: Real = eps_tol();
676 let _eps_rel: Real = <Real as ComplexField>::sqrt(_eps_tol);
677
678 let ray_length = ray.dir.length();
679
680 if relative_eq!(ray_length, 0.0) {
681 return None;
682 }
683
684 let mut ltoi = 0.0;
685 let mut curr_ray = Ray::new(ray.origin, ray.dir / ray_length);
686 let dir = -curr_ray.dir;
687 let mut ldir = dir;
688
689 // Initialize the simplex.
690 let support_point = CsoPoint::from_shapes(pos12, g1, g2, dir);
691 simplex.reset(support_point.translate(-curr_ray.origin));
692
693 // TODO: reset the simplex if it is empty?
694 let mut proj = simplex.project_origin_and_reduce();
695 let mut max_bound = Real::max_value();
696 let mut dir;
697 let mut niter = 0;
698 let mut last_chance = false;
699
700 loop {
701 let old_max_bound = max_bound;
702
703 let neg_proj_coords = -proj;
704 let (normalized, dist) = neg_proj_coords.normalize_and_length();
705 if dist > _eps_tol {
706 dir = normalized;
707 max_bound = dist;
708 } else {
709 return Some((ltoi / ray_length, ldir));
710 }
711
712 let support_point = if max_bound >= old_max_bound {
713 // Upper bounds inconsistencies. Consider the projection as a valid support point.
714 last_chance = true;
715 CsoPoint::single_point(proj + curr_ray.origin)
716 } else {
717 CsoPoint::from_shapes(pos12, g1, g2, dir)
718 };
719
720 if last_chance && ltoi > 0.0 {
721 // last_chance && ltoi > 0.0 && (support_point.point - curr_ray.origin).dot(ldir) >= 0.0 {
722 return Some((ltoi / ray_length, ldir));
723 }
724
725 // Clip the ray on the support halfspace (None <=> t < 0)
726 // The configurations are:
727 // dir.dot(curr_ray.dir) | t | Action
728 // −−−−−−−−−−−−−−−−−−−−-----+−−−−−−−+−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
729 // < 0 | < 0 | Continue.
730 // < 0 | > 0 | New lower bound, move the origin.
731 // > 0 | < 0 | Miss. No intersection.
732 // > 0 | > 0 | New higher bound.
733 match query::details::ray_toi_with_halfspace(support_point.point, dir, &curr_ray) {
734 Some(t) => {
735 if dir.dot(curr_ray.dir) < 0.0 && t > 0.0 {
736 // new lower bound
737 ldir = dir;
738 ltoi += t;
739
740 // NOTE: we divide by ray_length instead of doing max_time_of_impact * ray_length
741 // because the multiplication may cause an overflow if max_time_of_impact is set
742 // to Real::max_value() by users that want to have an infinite ray.
743 if ltoi / ray_length > max_time_of_impact {
744 return None;
745 }
746
747 let shift = curr_ray.dir * t;
748 curr_ray.origin += shift;
749 max_bound = Real::max_value();
750 simplex.modify_pnts(&|pt| pt.translate_mut(-shift));
751 last_chance = false;
752 }
753 }
754 None => {
755 if dir.dot(curr_ray.dir) > _eps_tol {
756 // miss
757 return None;
758 }
759 }
760 }
761
762 if last_chance {
763 return None;
764 }
765
766 let min_bound = -dir.dot(support_point.point - curr_ray.origin);
767
768 assert!(min_bound.is_finite());
769
770 if max_bound - min_bound <= _eps_rel * max_bound {
771 // This is needed when using fixed-points to avoid missing
772 // some castes.
773 // TODO: I feel like we should always return `Some` in
774 // this case, even with floating-point numbers. Though it
775 // has not been sufficiently tested with floats yet to be sure.
776 if cfg!(feature = "improved_fixed_point_support") {
777 return Some((ltoi / ray_length, ldir));
778 } else {
779 return None;
780 }
781 }
782
783 let _ = simplex.add_point(support_point.translate(-curr_ray.origin));
784 proj = simplex.project_origin_and_reduce();
785
786 if simplex.dimension() == DIM {
787 if min_bound >= _eps_tol {
788 return None;
789 } else {
790 return Some((ltoi / ray_length, ldir)); // Vector inside of the cso.
791 }
792 }
793
794 niter += 1;
795 if niter == 100 {
796 return None;
797 }
798 }
799}
800
801fn result(simplex: &VoronoiSimplex, prev: bool) -> (Vector, Vector) {
802 let mut res = (Vector::ZERO, Vector::ZERO);
803 if prev {
804 for i in 0..simplex.prev_dimension() + 1 {
805 let coord = simplex.prev_proj_coord(i);
806 let point = simplex.prev_point(i);
807 res.0 += point.orig1 * coord;
808 res.1 += point.orig2 * coord;
809 }
810
811 res
812 } else {
813 for i in 0..simplex.dimension() + 1 {
814 let coord = simplex.proj_coord(i);
815 let point = simplex.point(i);
816 res.0 += point.orig1 * coord;
817 res.1 += point.orig2 * coord;
818 }
819
820 res
821 }
822}