1 | /************************************************************************* |
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2 | * * |
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3 | * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * |
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4 | * All rights reserved. Email: russ@q12.org Web: www.q12.org * |
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5 | * * |
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6 | * This library is free software; you can redistribute it and/or * |
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7 | * modify it under the terms of EITHER: * |
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8 | * (1) The GNU Lesser General Public License as published by the Free * |
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9 | * Software Foundation; either version 2.1 of the License, or (at * |
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10 | * your option) any later version. The text of the GNU Lesser * |
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11 | * General Public License is included with this library in the * |
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12 | * file LICENSE.TXT. * |
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13 | * (2) The BSD-style license that is included with this library in * |
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14 | * the file LICENSE-BSD.TXT. * |
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15 | * * |
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16 | * This library is distributed in the hope that it will be useful, * |
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17 | * but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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18 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * |
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19 | * LICENSE.TXT and LICENSE-BSD.TXT for more details. * |
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20 | * * |
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21 | *************************************************************************/ |
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22 | |
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23 | /* |
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24 | |
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25 | standard ODE geometry primitives: public API and pairwise collision functions. |
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26 | |
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27 | the rule is that only the low level primitive collision functions should set |
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28 | dContactGeom::g1 and dContactGeom::g2. |
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29 | |
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30 | */ |
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31 | |
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32 | #include <ode/common.h> |
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33 | #include <ode/collision.h> |
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34 | #include <ode/matrix.h> |
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35 | #include <ode/rotation.h> |
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36 | #include <ode/odemath.h> |
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37 | #include "collision_kernel.h" |
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38 | #include "collision_std.h" |
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39 | #include "collision_util.h" |
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40 | |
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41 | #ifdef _MSC_VER |
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42 | #pragma warning(disable:4291) // for VC++, no complaints about "no matching operator delete found" |
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43 | #endif |
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44 | |
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45 | //**************************************************************************** |
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46 | // ray public API |
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47 | |
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48 | dxRay::dxRay (dSpaceID space, dReal _length) : dxGeom (space,1) |
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49 | { |
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50 | type = dRayClass; |
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51 | length = _length; |
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52 | } |
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53 | |
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54 | |
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55 | void dxRay::computeAABB() |
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56 | { |
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57 | dVector3 e; |
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58 | e[0] = final_posr->pos[0] + final_posr->R[0*4+2]*length; |
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59 | e[1] = final_posr->pos[1] + final_posr->R[1*4+2]*length; |
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60 | e[2] = final_posr->pos[2] + final_posr->R[2*4+2]*length; |
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61 | |
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62 | if (final_posr->pos[0] < e[0]){ |
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63 | aabb[0] = final_posr->pos[0]; |
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64 | aabb[1] = e[0]; |
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65 | } |
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66 | else{ |
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67 | aabb[0] = e[0]; |
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68 | aabb[1] = final_posr->pos[0]; |
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69 | } |
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70 | |
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71 | if (final_posr->pos[1] < e[1]){ |
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72 | aabb[2] = final_posr->pos[1]; |
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73 | aabb[3] = e[1]; |
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74 | } |
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75 | else{ |
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76 | aabb[2] = e[1]; |
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77 | aabb[3] = final_posr->pos[1]; |
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78 | } |
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79 | |
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80 | if (final_posr->pos[2] < e[2]){ |
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81 | aabb[4] = final_posr->pos[2]; |
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82 | aabb[5] = e[2]; |
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83 | } |
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84 | else{ |
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85 | aabb[4] = e[2]; |
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86 | aabb[5] = final_posr->pos[2]; |
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87 | } |
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88 | } |
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89 | |
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90 | |
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91 | dGeomID dCreateRay (dSpaceID space, dReal length) |
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92 | { |
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93 | return new dxRay (space,length); |
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94 | } |
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95 | |
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96 | |
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97 | void dGeomRaySetLength (dGeomID g, dReal length) |
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98 | { |
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99 | dUASSERT (g && g->type == dRayClass,"argument not a ray"); |
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100 | dxRay *r = (dxRay*) g; |
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101 | r->length = length; |
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102 | dGeomMoved (g); |
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103 | } |
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104 | |
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105 | |
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106 | dReal dGeomRayGetLength (dGeomID g) |
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107 | { |
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108 | dUASSERT (g && g->type == dRayClass,"argument not a ray"); |
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109 | dxRay *r = (dxRay*) g; |
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110 | return r->length; |
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111 | } |
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112 | |
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113 | |
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114 | void dGeomRaySet (dGeomID g, dReal px, dReal py, dReal pz, |
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115 | dReal dx, dReal dy, dReal dz) |
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116 | { |
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117 | dUASSERT (g && g->type == dRayClass,"argument not a ray"); |
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118 | g->recomputePosr(); |
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119 | dReal* rot = g->final_posr->R; |
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120 | dReal* pos = g->final_posr->pos; |
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121 | dVector3 n; |
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122 | pos[0] = px; |
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123 | pos[1] = py; |
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124 | pos[2] = pz; |
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125 | |
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126 | n[0] = dx; |
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127 | n[1] = dy; |
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128 | n[2] = dz; |
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129 | dNormalize3(n); |
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130 | rot[0*4+2] = n[0]; |
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131 | rot[1*4+2] = n[1]; |
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132 | rot[2*4+2] = n[2]; |
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133 | dGeomMoved (g); |
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134 | } |
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135 | |
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136 | |
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137 | void dGeomRayGet (dGeomID g, dVector3 start, dVector3 dir) |
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138 | { |
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139 | dUASSERT (g && g->type == dRayClass,"argument not a ray"); |
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140 | g->recomputePosr(); |
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141 | start[0] = g->final_posr->pos[0]; |
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142 | start[1] = g->final_posr->pos[1]; |
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143 | start[2] = g->final_posr->pos[2]; |
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144 | dir[0] = g->final_posr->R[0*4+2]; |
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145 | dir[1] = g->final_posr->R[1*4+2]; |
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146 | dir[2] = g->final_posr->R[2*4+2]; |
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147 | } |
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148 | |
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149 | |
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150 | void dGeomRaySetParams (dxGeom *g, int FirstContact, int BackfaceCull) |
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151 | { |
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152 | dUASSERT (g && g->type == dRayClass,"argument not a ray"); |
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153 | |
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154 | if (FirstContact){ |
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155 | g->gflags |= RAY_FIRSTCONTACT; |
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156 | } |
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157 | else g->gflags &= ~RAY_FIRSTCONTACT; |
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158 | |
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159 | if (BackfaceCull){ |
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160 | g->gflags |= RAY_BACKFACECULL; |
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161 | } |
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162 | else g->gflags &= ~RAY_BACKFACECULL; |
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163 | } |
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164 | |
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165 | |
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166 | void dGeomRayGetParams (dxGeom *g, int *FirstContact, int *BackfaceCull) |
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167 | { |
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168 | dUASSERT (g && g->type == dRayClass,"argument not a ray"); |
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169 | |
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170 | (*FirstContact) = ((g->gflags & RAY_FIRSTCONTACT) != 0); |
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171 | (*BackfaceCull) = ((g->gflags & RAY_BACKFACECULL) != 0); |
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172 | } |
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173 | |
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174 | |
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175 | void dGeomRaySetClosestHit (dxGeom *g, int closestHit) |
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176 | { |
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177 | dUASSERT (g && g->type == dRayClass,"argument not a ray"); |
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178 | if (closestHit){ |
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179 | g->gflags |= RAY_CLOSEST_HIT; |
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180 | } |
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181 | else g->gflags &= ~RAY_CLOSEST_HIT; |
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182 | } |
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183 | |
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184 | |
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185 | int dGeomRayGetClosestHit (dxGeom *g) |
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186 | { |
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187 | dUASSERT (g && g->type == dRayClass,"argument not a ray"); |
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188 | return ((g->gflags & RAY_CLOSEST_HIT) != 0); |
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189 | } |
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190 | |
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191 | |
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192 | |
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193 | // if mode==1 then use the sphere exit contact, not the entry contact |
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194 | |
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195 | static int ray_sphere_helper (dxRay *ray, dVector3 sphere_pos, dReal radius, |
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196 | dContactGeom *contact, int mode) |
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197 | { |
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198 | dVector3 q; |
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199 | q[0] = ray->final_posr->pos[0] - sphere_pos[0]; |
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200 | q[1] = ray->final_posr->pos[1] - sphere_pos[1]; |
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201 | q[2] = ray->final_posr->pos[2] - sphere_pos[2]; |
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202 | dReal B = dDOT14(q,ray->final_posr->R+2); |
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203 | dReal C = dDOT(q,q) - radius*radius; |
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204 | // note: if C <= 0 then the start of the ray is inside the sphere |
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205 | dReal k = B*B - C; |
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206 | if (k < 0) return 0; |
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207 | k = dSqrt(k); |
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208 | dReal alpha; |
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209 | if (mode && C >= 0) { |
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210 | alpha = -B + k; |
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211 | if (alpha < 0) return 0; |
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212 | } |
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213 | else { |
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214 | alpha = -B - k; |
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215 | if (alpha < 0) { |
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216 | alpha = -B + k; |
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217 | if (alpha < 0) return 0; |
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218 | } |
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219 | } |
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220 | if (alpha > ray->length) return 0; |
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221 | contact->pos[0] = ray->final_posr->pos[0] + alpha*ray->final_posr->R[0*4+2]; |
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222 | contact->pos[1] = ray->final_posr->pos[1] + alpha*ray->final_posr->R[1*4+2]; |
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223 | contact->pos[2] = ray->final_posr->pos[2] + alpha*ray->final_posr->R[2*4+2]; |
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224 | dReal nsign = (C < 0 || mode) ? REAL(-1.0) : REAL(1.0); |
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225 | contact->normal[0] = nsign*(contact->pos[0] - sphere_pos[0]); |
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226 | contact->normal[1] = nsign*(contact->pos[1] - sphere_pos[1]); |
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227 | contact->normal[2] = nsign*(contact->pos[2] - sphere_pos[2]); |
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228 | dNormalize3 (contact->normal); |
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229 | contact->depth = alpha; |
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230 | return 1; |
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231 | } |
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232 | |
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233 | |
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234 | int dCollideRaySphere (dxGeom *o1, dxGeom *o2, int flags, |
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235 | dContactGeom *contact, int skip) |
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236 | { |
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237 | dIASSERT (skip >= (int)sizeof(dContactGeom)); |
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238 | dIASSERT (o1->type == dRayClass); |
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239 | dIASSERT (o2->type == dSphereClass); |
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240 | dIASSERT ((flags & NUMC_MASK) >= 1); |
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241 | |
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242 | dxRay *ray = (dxRay*) o1; |
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243 | dxSphere *sphere = (dxSphere*) o2; |
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244 | contact->g1 = ray; |
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245 | contact->g2 = sphere; |
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246 | return ray_sphere_helper (ray,sphere->final_posr->pos,sphere->radius,contact,0); |
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247 | } |
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248 | |
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249 | |
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250 | int dCollideRayBox (dxGeom *o1, dxGeom *o2, int flags, |
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251 | dContactGeom *contact, int skip) |
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252 | { |
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253 | dIASSERT (skip >= (int)sizeof(dContactGeom)); |
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254 | dIASSERT (o1->type == dRayClass); |
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255 | dIASSERT (o2->type == dBoxClass); |
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256 | dIASSERT ((flags & NUMC_MASK) >= 1); |
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257 | |
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258 | dxRay *ray = (dxRay*) o1; |
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259 | dxBox *box = (dxBox*) o2; |
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260 | |
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261 | contact->g1 = ray; |
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262 | contact->g2 = box; |
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263 | |
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264 | int i; |
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265 | |
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266 | // compute the start and delta of the ray relative to the box. |
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267 | // we will do all subsequent computations in this box-relative coordinate |
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268 | // system. we have to do a translation and rotation for each point. |
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269 | dVector3 tmp,s,v; |
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270 | tmp[0] = ray->final_posr->pos[0] - box->final_posr->pos[0]; |
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271 | tmp[1] = ray->final_posr->pos[1] - box->final_posr->pos[1]; |
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272 | tmp[2] = ray->final_posr->pos[2] - box->final_posr->pos[2]; |
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273 | dMULTIPLY1_331 (s,box->final_posr->R,tmp); |
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274 | tmp[0] = ray->final_posr->R[0*4+2]; |
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275 | tmp[1] = ray->final_posr->R[1*4+2]; |
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276 | tmp[2] = ray->final_posr->R[2*4+2]; |
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277 | dMULTIPLY1_331 (v,box->final_posr->R,tmp); |
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278 | |
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279 | // mirror the line so that v has all components >= 0 |
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280 | dVector3 sign; |
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281 | for (i=0; i<3; i++) { |
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282 | if (v[i] < 0) { |
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283 | s[i] = -s[i]; |
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284 | v[i] = -v[i]; |
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285 | sign[i] = 1; |
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286 | } |
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287 | else sign[i] = -1; |
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288 | } |
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289 | |
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290 | // compute the half-sides of the box |
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291 | dReal h[3]; |
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292 | h[0] = REAL(0.5) * box->side[0]; |
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293 | h[1] = REAL(0.5) * box->side[1]; |
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294 | h[2] = REAL(0.5) * box->side[2]; |
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295 | |
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296 | // do a few early exit tests |
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297 | if ((s[0] < -h[0] && v[0] <= 0) || s[0] > h[0] || |
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298 | (s[1] < -h[1] && v[1] <= 0) || s[1] > h[1] || |
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299 | (s[2] < -h[2] && v[2] <= 0) || s[2] > h[2] || |
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300 | (v[0] == 0 && v[1] == 0 && v[2] == 0)) { |
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301 | return 0; |
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302 | } |
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303 | |
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304 | // compute the t=[lo..hi] range for where s+v*t intersects the box |
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305 | dReal lo = -dInfinity; |
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306 | dReal hi = dInfinity; |
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307 | int nlo = 0, nhi = 0; |
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308 | for (i=0; i<3; i++) { |
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309 | if (v[i] != 0) { |
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310 | dReal k = (-h[i] - s[i])/v[i]; |
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311 | if (k > lo) { |
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312 | lo = k; |
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313 | nlo = i; |
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314 | } |
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315 | k = (h[i] - s[i])/v[i]; |
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316 | if (k < hi) { |
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317 | hi = k; |
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318 | nhi = i; |
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319 | } |
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320 | } |
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321 | } |
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322 | |
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323 | // check if the ray intersects |
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324 | if (lo > hi) return 0; |
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325 | dReal alpha; |
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326 | int n; |
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327 | if (lo >= 0) { |
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328 | alpha = lo; |
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329 | n = nlo; |
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330 | } |
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331 | else { |
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332 | alpha = hi; |
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333 | n = nhi; |
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334 | } |
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335 | if (alpha < 0 || alpha > ray->length) return 0; |
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336 | contact->pos[0] = ray->final_posr->pos[0] + alpha*ray->final_posr->R[0*4+2]; |
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337 | contact->pos[1] = ray->final_posr->pos[1] + alpha*ray->final_posr->R[1*4+2]; |
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338 | contact->pos[2] = ray->final_posr->pos[2] + alpha*ray->final_posr->R[2*4+2]; |
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339 | contact->normal[0] = box->final_posr->R[0*4+n] * sign[n]; |
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340 | contact->normal[1] = box->final_posr->R[1*4+n] * sign[n]; |
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341 | contact->normal[2] = box->final_posr->R[2*4+n] * sign[n]; |
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342 | contact->depth = alpha; |
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343 | return 1; |
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344 | } |
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345 | |
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346 | |
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347 | int dCollideRayCapsule (dxGeom *o1, dxGeom *o2, |
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348 | int flags, dContactGeom *contact, int skip) |
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349 | { |
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350 | dIASSERT (skip >= (int)sizeof(dContactGeom)); |
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351 | dIASSERT (o1->type == dRayClass); |
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352 | dIASSERT (o2->type == dCapsuleClass); |
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353 | dIASSERT ((flags & NUMC_MASK) >= 1); |
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354 | |
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355 | dxRay *ray = (dxRay*) o1; |
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356 | dxCapsule *ccyl = (dxCapsule*) o2; |
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357 | |
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358 | contact->g1 = ray; |
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359 | contact->g2 = ccyl; |
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360 | dReal lz2 = ccyl->lz * REAL(0.5); |
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361 | |
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362 | // compute some useful info |
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363 | dVector3 cs,q,r; |
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364 | dReal C,k; |
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365 | cs[0] = ray->final_posr->pos[0] - ccyl->final_posr->pos[0]; |
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366 | cs[1] = ray->final_posr->pos[1] - ccyl->final_posr->pos[1]; |
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367 | cs[2] = ray->final_posr->pos[2] - ccyl->final_posr->pos[2]; |
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368 | k = dDOT41(ccyl->final_posr->R+2,cs); // position of ray start along ccyl axis |
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369 | q[0] = k*ccyl->final_posr->R[0*4+2] - cs[0]; |
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370 | q[1] = k*ccyl->final_posr->R[1*4+2] - cs[1]; |
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371 | q[2] = k*ccyl->final_posr->R[2*4+2] - cs[2]; |
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372 | C = dDOT(q,q) - ccyl->radius*ccyl->radius; |
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373 | // if C < 0 then ray start position within infinite extension of cylinder |
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374 | |
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375 | // see if ray start position is inside the capped cylinder |
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376 | int inside_ccyl = 0; |
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377 | if (C < 0) { |
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378 | if (k < -lz2) k = -lz2; |
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379 | else if (k > lz2) k = lz2; |
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380 | r[0] = ccyl->final_posr->pos[0] + k*ccyl->final_posr->R[0*4+2]; |
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381 | r[1] = ccyl->final_posr->pos[1] + k*ccyl->final_posr->R[1*4+2]; |
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382 | r[2] = ccyl->final_posr->pos[2] + k*ccyl->final_posr->R[2*4+2]; |
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383 | if ((ray->final_posr->pos[0]-r[0])*(ray->final_posr->pos[0]-r[0]) + |
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384 | (ray->final_posr->pos[1]-r[1])*(ray->final_posr->pos[1]-r[1]) + |
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385 | (ray->final_posr->pos[2]-r[2])*(ray->final_posr->pos[2]-r[2]) < ccyl->radius*ccyl->radius) { |
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386 | inside_ccyl = 1; |
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387 | } |
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388 | } |
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389 | |
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390 | // compute ray collision with infinite cylinder, except for the case where |
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391 | // the ray is outside the capped cylinder but within the infinite cylinder |
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392 | // (it that case the ray can only hit endcaps) |
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393 | if (!inside_ccyl && C < 0) { |
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394 | // set k to cap position to check |
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395 | if (k < 0) k = -lz2; else k = lz2; |
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396 | } |
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397 | else { |
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398 | dReal uv = dDOT44(ccyl->final_posr->R+2,ray->final_posr->R+2); |
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399 | r[0] = uv*ccyl->final_posr->R[0*4+2] - ray->final_posr->R[0*4+2]; |
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400 | r[1] = uv*ccyl->final_posr->R[1*4+2] - ray->final_posr->R[1*4+2]; |
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401 | r[2] = uv*ccyl->final_posr->R[2*4+2] - ray->final_posr->R[2*4+2]; |
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402 | dReal A = dDOT(r,r); |
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403 | dReal B = 2*dDOT(q,r); |
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404 | k = B*B-4*A*C; |
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405 | if (k < 0) { |
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406 | // the ray does not intersect the infinite cylinder, but if the ray is |
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407 | // inside and parallel to the cylinder axis it may intersect the end |
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408 | // caps. set k to cap position to check. |
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409 | if (!inside_ccyl) return 0; |
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410 | if (uv < 0) k = -lz2; else k = lz2; |
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411 | } |
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412 | else { |
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413 | k = dSqrt(k); |
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414 | A = dRecip (2*A); |
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415 | dReal alpha = (-B-k)*A; |
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416 | if (alpha < 0) { |
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417 | alpha = (-B+k)*A; |
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418 | if (alpha < 0) return 0; |
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419 | } |
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420 | if (alpha > ray->length) return 0; |
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421 | |
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422 | // the ray intersects the infinite cylinder. check to see if the |
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423 | // intersection point is between the caps |
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424 | contact->pos[0] = ray->final_posr->pos[0] + alpha*ray->final_posr->R[0*4+2]; |
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425 | contact->pos[1] = ray->final_posr->pos[1] + alpha*ray->final_posr->R[1*4+2]; |
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426 | contact->pos[2] = ray->final_posr->pos[2] + alpha*ray->final_posr->R[2*4+2]; |
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427 | q[0] = contact->pos[0] - ccyl->final_posr->pos[0]; |
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428 | q[1] = contact->pos[1] - ccyl->final_posr->pos[1]; |
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429 | q[2] = contact->pos[2] - ccyl->final_posr->pos[2]; |
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430 | k = dDOT14(q,ccyl->final_posr->R+2); |
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431 | dReal nsign = inside_ccyl ? REAL(-1.0) : REAL(1.0); |
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432 | if (k >= -lz2 && k <= lz2) { |
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433 | contact->normal[0] = nsign * (contact->pos[0] - |
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434 | (ccyl->final_posr->pos[0] + k*ccyl->final_posr->R[0*4+2])); |
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435 | contact->normal[1] = nsign * (contact->pos[1] - |
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436 | (ccyl->final_posr->pos[1] + k*ccyl->final_posr->R[1*4+2])); |
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437 | contact->normal[2] = nsign * (contact->pos[2] - |
---|
438 | (ccyl->final_posr->pos[2] + k*ccyl->final_posr->R[2*4+2])); |
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439 | dNormalize3 (contact->normal); |
---|
440 | contact->depth = alpha; |
---|
441 | return 1; |
---|
442 | } |
---|
443 | |
---|
444 | // the infinite cylinder intersection point is not between the caps. |
---|
445 | // set k to cap position to check. |
---|
446 | if (k < 0) k = -lz2; else k = lz2; |
---|
447 | } |
---|
448 | } |
---|
449 | |
---|
450 | // check for ray intersection with the caps. k must indicate the cap |
---|
451 | // position to check |
---|
452 | q[0] = ccyl->final_posr->pos[0] + k*ccyl->final_posr->R[0*4+2]; |
---|
453 | q[1] = ccyl->final_posr->pos[1] + k*ccyl->final_posr->R[1*4+2]; |
---|
454 | q[2] = ccyl->final_posr->pos[2] + k*ccyl->final_posr->R[2*4+2]; |
---|
455 | return ray_sphere_helper (ray,q,ccyl->radius,contact, inside_ccyl); |
---|
456 | } |
---|
457 | |
---|
458 | |
---|
459 | int dCollideRayPlane (dxGeom *o1, dxGeom *o2, int flags, |
---|
460 | dContactGeom *contact, int skip) |
---|
461 | { |
---|
462 | dIASSERT (skip >= (int)sizeof(dContactGeom)); |
---|
463 | dIASSERT (o1->type == dRayClass); |
---|
464 | dIASSERT (o2->type == dPlaneClass); |
---|
465 | dIASSERT ((flags & NUMC_MASK) >= 1); |
---|
466 | |
---|
467 | dxRay *ray = (dxRay*) o1; |
---|
468 | dxPlane *plane = (dxPlane*) o2; |
---|
469 | |
---|
470 | dReal alpha = plane->p[3] - dDOT (plane->p,ray->final_posr->pos); |
---|
471 | // note: if alpha > 0 the starting point is below the plane |
---|
472 | dReal nsign = (alpha > 0) ? REAL(-1.0) : REAL(1.0); |
---|
473 | dReal k = dDOT14(plane->p,ray->final_posr->R+2); |
---|
474 | if (k==0) return 0; // ray parallel to plane |
---|
475 | alpha /= k; |
---|
476 | if (alpha < 0 || alpha > ray->length) return 0; |
---|
477 | contact->pos[0] = ray->final_posr->pos[0] + alpha*ray->final_posr->R[0*4+2]; |
---|
478 | contact->pos[1] = ray->final_posr->pos[1] + alpha*ray->final_posr->R[1*4+2]; |
---|
479 | contact->pos[2] = ray->final_posr->pos[2] + alpha*ray->final_posr->R[2*4+2]; |
---|
480 | contact->normal[0] = nsign*plane->p[0]; |
---|
481 | contact->normal[1] = nsign*plane->p[1]; |
---|
482 | contact->normal[2] = nsign*plane->p[2]; |
---|
483 | contact->depth = alpha; |
---|
484 | contact->g1 = ray; |
---|
485 | contact->g2 = plane; |
---|
486 | return 1; |
---|
487 | } |
---|
488 | |
---|
489 | // Ray - Cylinder collider by David Walters (June 2006) |
---|
490 | int dCollideRayCylinder( dxGeom *o1, dxGeom *o2, int flags, dContactGeom *contact, int skip ) |
---|
491 | { |
---|
492 | dIASSERT( skip >= (int)sizeof( dContactGeom ) ); |
---|
493 | dIASSERT( o1->type == dRayClass ); |
---|
494 | dIASSERT( o2->type == dCylinderClass ); |
---|
495 | dIASSERT( (flags & NUMC_MASK) >= 1 ); |
---|
496 | |
---|
497 | dxRay* ray = (dxRay*)( o1 ); |
---|
498 | dxCylinder* cyl = (dxCylinder*)( o2 ); |
---|
499 | |
---|
500 | // Fill in contact information. |
---|
501 | contact->g1 = ray; |
---|
502 | contact->g2 = cyl; |
---|
503 | |
---|
504 | const dReal half_length = cyl->lz * REAL( 0.5 ); |
---|
505 | |
---|
506 | // |
---|
507 | // Compute some useful info |
---|
508 | // |
---|
509 | |
---|
510 | dVector3 q, r; |
---|
511 | dReal d, C, k; |
---|
512 | |
---|
513 | // Vector 'r', line segment from C to R (ray start) ( r = R - C ) |
---|
514 | r[ 0 ] = ray->final_posr->pos[0] - cyl->final_posr->pos[0]; |
---|
515 | r[ 1 ] = ray->final_posr->pos[1] - cyl->final_posr->pos[1]; |
---|
516 | r[ 2 ] = ray->final_posr->pos[2] - cyl->final_posr->pos[2]; |
---|
517 | |
---|
518 | // Distance that ray start is along cyl axis ( Z-axis direction ) |
---|
519 | d = dDOT41( cyl->final_posr->R + 2, r ); |
---|
520 | |
---|
521 | // |
---|
522 | // Compute vector 'q' representing the shortest line from R to the cylinder z-axis (Cz). |
---|
523 | // |
---|
524 | // Point on axis ( in world space ): cp = ( d * Cz ) + C |
---|
525 | // |
---|
526 | // Line 'q' from R to cp: q = cp - R |
---|
527 | // q = ( d * Cz ) + C - R |
---|
528 | // q = ( d * Cz ) - ( R - C ) |
---|
529 | |
---|
530 | q[ 0 ] = ( d * cyl->final_posr->R[0*4+2] ) - r[ 0 ]; |
---|
531 | q[ 1 ] = ( d * cyl->final_posr->R[1*4+2] ) - r[ 1 ]; |
---|
532 | q[ 2 ] = ( d * cyl->final_posr->R[2*4+2] ) - r[ 2 ]; |
---|
533 | |
---|
534 | |
---|
535 | // Compute square length of 'q'. Subtract from radius squared to |
---|
536 | // get square distance 'C' between the line q and the radius. |
---|
537 | |
---|
538 | // if C < 0 then ray start position is within infinite extension of cylinder |
---|
539 | |
---|
540 | C = dDOT( q, q ) - ( cyl->radius * cyl->radius ); |
---|
541 | |
---|
542 | // Compute the projection of ray direction normal onto cylinder direction normal. |
---|
543 | dReal uv = dDOT44( cyl->final_posr->R+2, ray->final_posr->R+2 ); |
---|
544 | |
---|
545 | |
---|
546 | |
---|
547 | // |
---|
548 | // Find ray collision with infinite cylinder |
---|
549 | // |
---|
550 | |
---|
551 | // Compute vector from end of ray direction normal to projection on cylinder direction normal. |
---|
552 | r[ 0 ] = ( uv * cyl->final_posr->R[0*4+2] ) - ray->final_posr->R[0*4+2]; |
---|
553 | r[ 1 ] = ( uv * cyl->final_posr->R[1*4+2] ) - ray->final_posr->R[1*4+2]; |
---|
554 | r[ 2 ] = ( uv * cyl->final_posr->R[2*4+2] ) - ray->final_posr->R[2*4+2]; |
---|
555 | |
---|
556 | |
---|
557 | // Quadratic Formula Magic |
---|
558 | // Compute discriminant 'k': |
---|
559 | |
---|
560 | // k < 0 : No intersection |
---|
561 | // k = 0 : Tangent |
---|
562 | // k > 0 : Intersection |
---|
563 | |
---|
564 | dReal A = dDOT( r, r ); |
---|
565 | dReal B = 2 * dDOT( q, r ); |
---|
566 | |
---|
567 | k = B*B - 4*A*C; |
---|
568 | |
---|
569 | |
---|
570 | |
---|
571 | |
---|
572 | // |
---|
573 | // Collision with Flat Caps ? |
---|
574 | // |
---|
575 | |
---|
576 | // No collision with cylinder edge. ( Use epsilon here or we miss some obvious cases ) |
---|
577 | if ( k < dEpsilon && C <= 0 ) |
---|
578 | { |
---|
579 | // The ray does not intersect the edge of the infinite cylinder, |
---|
580 | // but the ray start is inside and so must run parallel to the axis. |
---|
581 | // It may yet intersect an end cap. The following cases are valid: |
---|
582 | |
---|
583 | // -ve-cap , -half centre +half , +ve-cap |
---|
584 | // <<================|-------------------|------------->>>---|================>> |
---|
585 | // | | |
---|
586 | // | d-------------------> 1. |
---|
587 | // 2. d------------------> | |
---|
588 | // 3. <------------------d | |
---|
589 | // | <-------------------d 4. |
---|
590 | // | | |
---|
591 | // <<================|-------------------|------------->>>---|===============>> |
---|
592 | |
---|
593 | // Negative if the ray and cylinder axes point in opposite directions. |
---|
594 | const dReal uvsign = ( uv < 0 ) ? REAL( -1.0 ) : REAL( 1.0 ); |
---|
595 | |
---|
596 | // Negative if the ray start is inside the cylinder |
---|
597 | const dReal internal = ( d >= -half_length && d <= +half_length ) ? REAL( -1.0 ) : REAL( 1.0 ); |
---|
598 | |
---|
599 | // Ray and Cylinder axes run in the same direction ( cases 1, 2 ) |
---|
600 | // Ray and Cylinder axes run in opposite directions ( cases 3, 4 ) |
---|
601 | if ( ( ( uv > 0 ) && ( d + ( uvsign * ray->length ) < half_length * internal ) ) || |
---|
602 | ( ( uv < 0 ) && ( d + ( uvsign * ray->length ) > half_length * internal ) ) ) |
---|
603 | { |
---|
604 | return 0; // No intersection with caps or curved surface. |
---|
605 | } |
---|
606 | |
---|
607 | // Compute depth (distance from ray to cylinder) |
---|
608 | contact->depth = ( ( -uvsign * d ) - ( internal * half_length ) ); |
---|
609 | |
---|
610 | // Compute contact point. |
---|
611 | contact->pos[0] = ray->final_posr->pos[0] + ( contact->depth * ray->final_posr->R[0*4+2] ); |
---|
612 | contact->pos[1] = ray->final_posr->pos[1] + ( contact->depth * ray->final_posr->R[1*4+2] ); |
---|
613 | contact->pos[2] = ray->final_posr->pos[2] + ( contact->depth * ray->final_posr->R[2*4+2] ); |
---|
614 | |
---|
615 | // Compute reflected contact normal. |
---|
616 | contact->normal[0] = uvsign * ( cyl->final_posr->R[0*4+2] ); |
---|
617 | contact->normal[1] = uvsign * ( cyl->final_posr->R[1*4+2] ); |
---|
618 | contact->normal[2] = uvsign * ( cyl->final_posr->R[2*4+2] ); |
---|
619 | |
---|
620 | // Contact! |
---|
621 | return 1; |
---|
622 | } |
---|
623 | |
---|
624 | |
---|
625 | |
---|
626 | // |
---|
627 | // Collision with Curved Edge ? |
---|
628 | // |
---|
629 | |
---|
630 | if ( k > 0 ) |
---|
631 | { |
---|
632 | // Finish off quadratic formula to get intersection co-efficient |
---|
633 | k = dSqrt( k ); |
---|
634 | A = dRecip( 2 * A ); |
---|
635 | |
---|
636 | // Compute distance along line to contact point. |
---|
637 | dReal alpha = ( -B - k ) * A; |
---|
638 | if ( alpha < 0 ) |
---|
639 | { |
---|
640 | // Flip in the other direction. |
---|
641 | alpha = ( -B + k ) * A; |
---|
642 | } |
---|
643 | |
---|
644 | // Intersection point is within ray length? |
---|
645 | if ( alpha >= 0 && alpha <= ray->length ) |
---|
646 | { |
---|
647 | // The ray intersects the infinite cylinder! |
---|
648 | |
---|
649 | // Compute contact point. |
---|
650 | contact->pos[0] = ray->final_posr->pos[0] + ( alpha * ray->final_posr->R[0*4+2] ); |
---|
651 | contact->pos[1] = ray->final_posr->pos[1] + ( alpha * ray->final_posr->R[1*4+2] ); |
---|
652 | contact->pos[2] = ray->final_posr->pos[2] + ( alpha * ray->final_posr->R[2*4+2] ); |
---|
653 | |
---|
654 | // q is the vector from the cylinder centre to the contact point. |
---|
655 | q[0] = contact->pos[0] - cyl->final_posr->pos[0]; |
---|
656 | q[1] = contact->pos[1] - cyl->final_posr->pos[1]; |
---|
657 | q[2] = contact->pos[2] - cyl->final_posr->pos[2]; |
---|
658 | |
---|
659 | // Compute the distance along the cylinder axis of this contact point. |
---|
660 | d = dDOT14( q, cyl->final_posr->R+2 ); |
---|
661 | |
---|
662 | // Check to see if the intersection point is between the flat end caps |
---|
663 | if ( d >= -half_length && d <= +half_length ) |
---|
664 | { |
---|
665 | // Flip the normal if the start point is inside the cylinder. |
---|
666 | const dReal nsign = ( C < 0 ) ? REAL( -1.0 ) : REAL( 1.0 ); |
---|
667 | |
---|
668 | // Compute contact normal. |
---|
669 | contact->normal[0] = nsign * (contact->pos[0] - (cyl->final_posr->pos[0] + d*cyl->final_posr->R[0*4+2])); |
---|
670 | contact->normal[1] = nsign * (contact->pos[1] - (cyl->final_posr->pos[1] + d*cyl->final_posr->R[1*4+2])); |
---|
671 | contact->normal[2] = nsign * (contact->pos[2] - (cyl->final_posr->pos[2] + d*cyl->final_posr->R[2*4+2])); |
---|
672 | dNormalize3( contact->normal ); |
---|
673 | |
---|
674 | // Store depth. |
---|
675 | contact->depth = alpha; |
---|
676 | |
---|
677 | // Contact! |
---|
678 | return 1; |
---|
679 | } |
---|
680 | } |
---|
681 | } |
---|
682 | |
---|
683 | // No contact with anything. |
---|
684 | return 0; |
---|
685 | } |
---|
686 | |
---|