Add GetDistanceToConvex2D function

This commit is contained in:
Steve Streeting 2023-11-23 16:46:38 +00:00
parent 244302781b
commit f47d80b62e

View File

@ -98,4 +98,56 @@ public:
const FVector& ShapePos,
const FQuat& ShapeRot,
FMTDResult& OutResult);
/**
* Return the distance to a convex polygon in 2D
* @param ConvexPoints Points on the convex polygon, anti-clockwise order, in local space
* @param ConvexTransform World transform for convex polygon
* @param WorldPoint Point in world space
* @return The distance to this convex polygon in 2D space. <= 0 if inside
*/
static float GetDistanceToConvex2D(const TArray<FVector2f>& ConvexPoints,
const FTransform& ConvexTransform,
const FVector& WorldPoint)
{
checkf(ConvexTransform.GetMaximumAxisScale() == ConvexTransform.GetMinimumAxisScale(), TEXT("Non-uniform scale not supported in GetDistanceToConvex2D"));
const FVector LocalPoint = ConvexTransform.InverseTransformPosition(WorldPoint);
// Assume inside until 1 or more tests show it's outside
bool bInside = true;
float ClosestOutside = 0;
float ClosestInside = -1e30f;
const int N = ConvexPoints.Num();
for (int i = 0; i < N; ++i)
{
const int OtherIdx = (i + 1) % N;
const FVector2f Edge = ConvexPoints[OtherIdx] - ConvexPoints[i];
// Simple cross procduct to get the normal
const FVector2f Normal = FVector2f(Edge.Y, -Edge.X).GetSafeNormal();
if (!Normal.IsNearlyZero())
{
const FVector2f ToPoint = FVector2f(LocalPoint.X, LocalPoint.Y) - ConvexPoints[i];
const float Dot = Normal.Dot(ToPoint);
if (Dot > 0)
{
// Outside
// When outside we want the largest separation because convex
ClosestOutside = FMath::Max(ClosestOutside, Dot);
bInside = false;
}
else if (bInside)
{
// Inside (don't bother if we've already found one outside)
// Max because negative and inside we want the closest dot
ClosestInside = FMath::Max(ClosestInside, Dot);
}
}
}
// Need to rescale distance back up to world scale, only uniform scale supported for simplicity
return (bInside ? ClosestInside : ClosestOutside) * ConvexTransform.GetScale3D().X;
}
};