OpenGJKSharp is a C# native implementation of the GJK (Gilbert-Johnson-Keerthi) algorithm, designed for efficient collision detection between convex polyhedra in 3D space. This project is inspired by the original openGJK (written in C) and reimagined for the .NET ecosystem.
Targets netstandard2.1 and net8.0, so it can be used from .NET Core 3.0+, .NET 5+, Unity 2021.2+, and Mono.
You can install OpenGJKSharp via NuGet:
dotnet add package OpenGJKSharpOr using the Package Manager:
Install-Package OpenGJKSharpNote: Starting with 0.3.0, the entry-point class is named
OpenGjk(previouslyOpenGJKSharp, which collided with the namespace and could not be referenced without a namespace alias).
Here is an example of detecting a collision between two overlapping cubes:
using System.Numerics;
using OpenGJKSharp;
// Cube 1
var a = new Vector3[]
{
new(0, 0, 0),
new(1, 0, 0),
new(0, 1, 0),
new(1, 1, 0),
new(0, 0, 1),
new(1, 0, 1),
new(0, 1, 1),
new(1, 1, 1),
};
// Cube 2
var b = new Vector3[]
{
new(0.5f, 0.5f, 0),
new(1.5f, 0.5f, 0),
new(0.5f, 1.5f, 0),
new(1.5f, 1.5f, 0),
new(0.5f, 0.5f, 1),
new(1.5f, 0.5f, 1),
new(0.5f, 1.5f, 1),
new(1.5f, 1.5f, 1),
};
bool hasCollision = OpenGjk.HasCollision(a, b);
Console.WriteLine($"Collision detected: {hasCollision}"); // Outputs: trueThe following image illustrates the collision between the two cubes:
ComputeCollisionInformation runs the GJK algorithm and, when a collision is detected,
the EPA (Expanding Polytope Algorithm) to compute the penetration depth and contact normal:
double distance = OpenGjk.ComputeCollisionInformation(a, b, out Vector3 contactNormal);
if (distance < 0)
{
// Colliding: -distance is the penetration depth, contactNormal is the contact normal
Console.WriteLine($"Penetration depth: {-distance}, normal: {contactNormal}");
}
else
{
// Separated: distance is the minimum distance between the two bodies
Console.WriteLine($"Distance: {distance}");
}ComputeMinimumDistance returns the minimum distance between two bodies
(0 when they collide) and can also report the closest point on each body:
double distance = OpenGjk.ComputeMinimumDistance(a, b, out Vector3 closestA, out Vector3 closestB);
Console.WriteLine($"Distance: {distance}");
Console.WriteLine($"Closest points: {closestA} <-> {closestB}");HasCollision and ComputeMinimumDistance also accept Vector2[] polygons
(treated as flat shapes on the z = 0 plane).
