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https://github.com/orange-cpp/omath.git
synced 2026-04-18 17:03:27 +00:00
optimized
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@@ -50,89 +50,102 @@ namespace omath::collision
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int max_iterations{64};
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FloatingType tolerance{1e-4}; // absolute tolerance on distance growth
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};
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// Precondition: simplex.size()==4 and contains the origin.
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[[nodiscard]]
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static std::optional<Result> solve(const ColliderInterfaceType& a, const ColliderInterfaceType& b,
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const Simplex<VectorType>& simplex, const Params params = {},
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std::pmr::memory_resource& mem_resource = *std::pmr::get_default_resource())
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{
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// --- Build initial polytope from simplex (4 points) ---
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std::pmr::vector<VectorType> vertexes = build_initial_polytope_from_simplex(simplex, mem_resource);
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// Initial tetra faces (windings corrected in make_face)
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std::pmr::vector<Face> faces = create_initial_tetra_faces(mem_resource, vertexes);
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auto heap = rebuild_heap(faces, mem_resource);
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// Build initial min-heap by distance.
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Heap heap = rebuild_heap(faces, mem_resource);
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Result out{};
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// Hoisted outside the loop to reuse the allocation across iterations.
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std::pmr::vector<Edge> boundary{&mem_resource};
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boundary.reserve(16);
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for (int it = 0; it < params.max_iterations; ++it)
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{
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// If heap might be stale after face edits, rebuild lazily.
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if (heap.empty())
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break;
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// Rebuild when the "closest" face changed (simple cheap guard)
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// (We could keep face handles; this is fine for small Ns.)
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if (const auto top = heap.top(); faces[top.idx].d != top.d)
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heap = rebuild_heap(faces, mem_resource);
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// Lazily discard stale (deleted or index-mismatched) heap entries.
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while (!heap.empty())
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{
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const auto& top = heap.top();
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if (!faces[top.idx].deleted && faces[top.idx].d == top.d)
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break;
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heap.pop();
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}
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if (heap.empty())
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break;
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// FIXME: STORE REF VALUE, DO NOT USE
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// AFTER IF STATEMENT BLOCK
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const Face& face = faces[heap.top().idx];
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// Get the furthest point in face normal direction
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const VectorType p = support_point(a, b, face.n);
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const auto p_dist = face.n.dot(p);
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// Converged if we can’t push the face closer than tolerance
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// Converged: new support can't push the face closer than tolerance.
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if (p_dist - face.d <= params.tolerance)
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{
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out.normal = face.n;
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out.depth = face.d; // along unit normal
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out.depth = face.d;
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out.iterations = it + 1;
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out.num_vertices = static_cast<int>(vertexes.size());
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out.num_faces = static_cast<int>(faces.size());
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out.penetration_vector = out.normal * out.depth;
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return out;
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}
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// Add new vertex
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const int new_idx = static_cast<int>(vertexes.size());
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vertexes.emplace_back(p);
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const auto [to_delete, boundary] = mark_visible_and_collect_horizon(faces, p);
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// Tombstone visible faces and collect the horizon boundary.
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// This avoids copying the faces array (O(n)) each iteration.
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boundary.clear();
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for (auto& f : faces)
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{
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if (!f.deleted && visible_from(f, p))
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{
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f.deleted = true;
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add_edge_boundary(boundary, f.i0, f.i1);
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add_edge_boundary(boundary, f.i1, f.i2);
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add_edge_boundary(boundary, f.i2, f.i0);
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}
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}
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erase_marked(faces, to_delete);
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// Stitch new faces around the horizon
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// Stitch new faces around the horizon and push them directly onto the
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// heap — no full O(n log n) rebuild needed.
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for (const auto& e : boundary)
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{
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const int fi = static_cast<int>(faces.size());
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faces.emplace_back(make_face(vertexes, e.a, e.b, new_idx));
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// Rebuild heap after topology change
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heap = rebuild_heap(faces, mem_resource);
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heap.emplace(faces.back().d, fi);
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}
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if (!std::isfinite(vertexes.back().dot(vertexes.back())))
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break; // safety
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out.iterations = it + 1;
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}
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if (faces.empty())
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// Find the best surviving (non-deleted) face.
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const Face* best = nullptr;
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for (const auto& f : faces)
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if (!f.deleted && (best == nullptr || f.d < best->d))
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best = &f;
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if (!best)
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return std::nullopt;
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const auto best = *std::ranges::min_element(faces, [](const auto& first, const auto& second)
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{ return first.d < second.d; });
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out.normal = best.n;
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out.depth = best.d;
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out.normal = best->n;
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out.depth = best->d;
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out.num_vertices = static_cast<int>(vertexes.size());
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out.num_faces = static_cast<int>(faces.size());
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out.penetration_vector = out.normal * out.depth;
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return out;
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}
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@@ -140,8 +153,9 @@ namespace omath::collision
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struct Face final
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{
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int i0, i1, i2;
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VectorType n; // unit outward normal
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FloatingType d; // n · v0 (>=0 ideally because origin is inside)
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VectorType n; // unit outward normal
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FloatingType d; // n · v0 (>= 0 ideally because origin is inside)
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bool deleted{false}; // tombstone flag — avoids O(n) compaction per iteration
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};
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struct Edge final
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@@ -154,6 +168,7 @@ namespace omath::collision
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FloatingType d;
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int idx;
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};
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struct HeapCmp final
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{
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[[nodiscard]]
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@@ -169,31 +184,28 @@ namespace omath::collision
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static Heap rebuild_heap(const std::pmr::vector<Face>& faces, auto& memory_resource)
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{
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std::pmr::vector<HeapItem> storage{&memory_resource};
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storage.reserve(faces.size()); // optional but recommended
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storage.reserve(faces.size());
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Heap h{HeapCmp{}, std::move(storage)};
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for (int i = 0; i < static_cast<int>(faces.size()); ++i)
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h.emplace(faces[i].d, i);
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return h; // allocator is preserved
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if (!faces[i].deleted)
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h.emplace(faces[i].d, i);
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return h;
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}
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[[nodiscard]]
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static bool visible_from(const Face& f, const VectorType& p)
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{
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// positive if p is in front of the face
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return f.n.dot(p) - f.d > static_cast<FloatingType>(1e-7);
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}
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static void add_edge_boundary(std::pmr::vector<Edge>& boundary, int a, int b)
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{
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// Keep edges that appear only once; erase if opposite already present
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// Keep edges that appear only once; cancel if opposite already present.
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auto itb = std::ranges::find_if(boundary, [&](const Edge& e) { return e.a == b && e.b == a; });
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if (itb != boundary.end())
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boundary.erase(itb); // internal edge cancels out
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boundary.erase(itb);
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else
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boundary.emplace_back(a, b); // horizon edge (directed)
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boundary.emplace_back(a, b);
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}
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[[nodiscard]]
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@@ -204,9 +216,7 @@ namespace omath::collision
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const VectorType& a2 = vertexes[i2];
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VectorType n = (a1 - a0).cross(a2 - a0);
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if (n.dot(n) <= static_cast<FloatingType>(1e-30))
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{
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n = any_perp_vec(a1 - a0); // degenerate guard
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}
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// Ensure normal points outward (away from origin): require n·a0 >= 0
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if (n.dot(a0) < static_cast<FloatingType>(0.0))
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{
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@@ -243,6 +253,7 @@ namespace omath::collision
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return d;
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return V{1, 0, 0};
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}
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[[nodiscard]]
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static std::pmr::vector<Face> create_initial_tetra_faces(std::pmr::memory_resource& mem_resource,
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const std::pmr::vector<VectorType>& vertexes)
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@@ -262,48 +273,9 @@ namespace omath::collision
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{
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std::pmr::vector<VectorType> vertexes{&mem_resource};
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vertexes.reserve(simplex.size());
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for (std::size_t i = 0; i < simplex.size(); ++i)
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vertexes.emplace_back(simplex[i]);
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return vertexes;
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}
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static void erase_marked(std::pmr::vector<Face>& faces, const std::pmr::vector<bool>& to_delete)
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{
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auto* mr = faces.get_allocator().resource(); // keep same resource
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std::pmr::vector<Face> kept{mr};
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kept.reserve(faces.size());
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for (std::size_t i = 0; i < faces.size(); ++i)
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if (!to_delete[i])
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kept.emplace_back(faces[i]);
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faces.swap(kept);
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}
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struct Horizon
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{
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std::pmr::vector<bool> to_delete;
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std::pmr::vector<Edge> boundary;
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};
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static Horizon mark_visible_and_collect_horizon(const std::pmr::vector<Face>& faces, const VectorType& p)
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{
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auto* mr = faces.get_allocator().resource();
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Horizon horizon{std::pmr::vector<bool>(faces.size(), false, mr), std::pmr::vector<Edge>(mr)};
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horizon.boundary.reserve(faces.size());
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for (std::size_t i = 0; i < faces.size(); ++i)
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if (visible_from(faces[i], p))
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{
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const auto& rf = faces[i];
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horizon.to_delete[i] = true;
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add_edge_boundary(horizon.boundary, rf.i0, rf.i1);
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add_edge_boundary(horizon.boundary, rf.i1, rf.i2);
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add_edge_boundary(horizon.boundary, rf.i2, rf.i0);
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}
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return horizon;
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}
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};
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} // namespace omath::collision
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@@ -43,7 +43,20 @@ namespace omath::collision
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const ColliderInterfaceType& collider_b,
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const GjkSettings& settings = {})
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{
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auto support = find_support_vertex(collider_a, collider_b, VectorType{1, 0, 0});
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// Use centroid difference as initial direction — greatly reduces iterations for separated shapes.
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VectorType initial_dir;
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if constexpr (requires { collider_b.get_origin() - collider_a.get_origin(); })
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{
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initial_dir = collider_b.get_origin() - collider_a.get_origin();
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if (initial_dir.dot(initial_dir) < settings.epsilon * settings.epsilon)
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initial_dir = VectorType{1, 0, 0};
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}
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else
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{
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initial_dir = VectorType{1, 0, 0};
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}
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auto support = find_support_vertex(collider_a, collider_b, initial_dir);
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Simplex<VectorType> simplex;
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simplex.push_front(support);
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