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- /*
- this is code that was once useful but has now been obseleted.
- this file should not be compiled as part of ODE!
- */
- //***************************************************************************
- // intersect a line segment with a plane
- extern "C" int dClipLineToBox (const dVector3 p1, const dVector3 p2,
- const dVector3 p, const dMatrix3 R,
- const dVector3 side)
- {
- // compute the start and end of the line (p1 and p2) relative to the box.
- // we will do all subsequent computations in this box-relative coordinate
- // system. we have to do a translation and rotation for each point.
- dVector3 tmp,s,e;
- tmp[0] = p1[0] - p[0];
- tmp[1] = p1[1] - p[1];
- tmp[2] = p1[2] - p[2];
- dMULTIPLY1_331 (s,R,tmp);
- tmp[0] = p2[0] - p[0];
- tmp[1] = p2[1] - p[1];
- tmp[2] = p2[2] - p[2];
- dMULTIPLY1_331 (e,R,tmp);
- // compute the vector 'v' from the start point to the end point
- dVector3 v;
- v[0] = e[0] - s[0];
- v[1] = e[1] - s[1];
- v[2] = e[2] - s[2];
- // a point on the line is defined by the parameter 't'. t=0 corresponds
- // to the start of the line, t=1 corresponds to the end of the line.
- // we will clip the line to the box by finding the range of t where a
- // point on the line is inside the box. the currently known bounds for
- // t and tlo..thi.
- dReal tlo=0,thi=1;
- // clip in the X/Y/Z direction
- for (int i=0; i<3; i++) {
- // first adjust s,e for the current t range. this is redundant for the
- // first iteration, but never mind.
- e[i] = s[i] + thi*v[i];
- s[i] = s[i] + tlo*v[i];
- // compute where t intersects the positive and negative sides.
- dReal tp = ( side[i] - s[i])/v[i]; // @@@ handle case where denom=0
- dReal tm = (-side[i] - s[i])/v[i];
- // handle 9 intersection cases
- if (s[i] <= -side[i]) {
- tlo = tm;
- if (e[i] <= -side[i]) return 0;
- else if (e[i] >= side[i]) thi = tp;
- }
- else if (s[i] <= side[i]) {
- if (e[i] <= -side[i]) thi = tm;
- else if (e[i] >= side[i]) thi = tp;
- }
- else {
- tlo = tp;
- if (e[i] <= -side[i]) thi = tm;
- else if (e[i] >= side[i]) return 0;
- }
- }
- //... @@@ AT HERE @@@
- return 1;
- }
- //***************************************************************************
- // a nice try at C-B collision. unfortunately it doesn't work. the logic
- // for testing for line-box intersection is correct, but unfortunately the
- // closest-point distance estimates are often too large. as a result contact
- // points are placed incorrectly.
- int dCollideCB (const dxGeom *o1, const dxGeom *o2, int flags,
- dContactGeom *contact, int skip)
- {
- int i;
- dIASSERT (skip >= (int)sizeof(dContactGeom));
- dIASSERT (o1->_class->num == dCCylinderClass);
- dIASSERT (o2->_class->num == dBoxClass);
- contact->g1 = const_cast<dxGeom*> (o1);
- contact->g2 = const_cast<dxGeom*> (o2);
- dxCCylinder *cyl = (dxCCylinder*) CLASSDATA(o1);
- dxBox *box = (dxBox*) CLASSDATA(o2);
- // get p1,p2 = cylinder axis endpoints, get radius
- dVector3 p1,p2;
- dReal clen = cyl->lz * REAL(0.5);
- p1[0] = o1->pos[0] + clen * o1->R[2];
- p1[1] = o1->pos[1] + clen * o1->R[6];
- p1[2] = o1->pos[2] + clen * o1->R[10];
- p2[0] = o1->pos[0] - clen * o1->R[2];
- p2[1] = o1->pos[1] - clen * o1->R[6];
- p2[2] = o1->pos[2] - clen * o1->R[10];
- dReal radius = cyl->radius;
- // copy out box center, rotation matrix, and side array
- dReal *c = o2->pos;
- dReal *R = o2->R;
- dReal *side = box->side;
- // compute the start and end of the line (p1 and p2) relative to the box.
- // we will do all subsequent computations in this box-relative coordinate
- // system. we have to do a translation and rotation for each point.
- dVector3 tmp3,s,e;
- tmp3[0] = p1[0] - c[0];
- tmp3[1] = p1[1] - c[1];
- tmp3[2] = p1[2] - c[2];
- dMULTIPLY1_331 (s,R,tmp3);
- tmp3[0] = p2[0] - c[0];
- tmp3[1] = p2[1] - c[1];
- tmp3[2] = p2[2] - c[2];
- dMULTIPLY1_331 (e,R,tmp3);
- // compute the vector 'v' from the start point to the end point
- dVector3 v;
- v[0] = e[0] - s[0];
- v[1] = e[1] - s[1];
- v[2] = e[2] - s[2];
- // compute the half-sides of the box
- dReal S0 = side[0] * REAL(0.5);
- dReal S1 = side[1] * REAL(0.5);
- dReal S2 = side[2] * REAL(0.5);
- // compute the size of the bounding box around the line segment
- dReal B0 = dFabs (v[0]);
- dReal B1 = dFabs (v[1]);
- dReal B2 = dFabs (v[2]);
- // for all 6 separation axes, measure the penetration depth. if any depth is
- // less than 0 then the objects don't penetrate at all so we can just
- // return 0. find the axis with the smallest depth, and record its normal.
- // note: normalR is set to point to a column of R if that is the smallest
- // depth normal so far. otherwise normalR is 0 and normalC is set to a
- // vector relative to the box. invert_normal is 1 if the sign of the normal
- // should be flipped.
- dReal depth,trial_depth,tmp,length;
- const dReal *normalR=0;
- dVector3 normalC;
- int invert_normal = 0;
- int code = 0; // 0=no contact, 1-3=face contact, 4-6=edge contact
- depth = dInfinity;
- // look at face-normal axes
- #undef TEST
- #define TEST(center,depth_expr,norm,contact_code) \
- tmp = (center); \
- trial_depth = radius + REAL(0.5) * ((depth_expr) - dFabs(tmp)); \
- if (trial_depth < 0) return 0; \
- if (trial_depth < depth) { \
- depth = trial_depth; \
- normalR = (norm); \
- invert_normal = (tmp < 0); \
- code = contact_code; \
- }
- TEST (s[0]+e[0], side[0] + B0, R+0, 1);
- TEST (s[1]+e[1], side[1] + B1, R+1, 2);
- TEST (s[2]+e[2], side[2] + B2, R+2, 3);
- // look at v x box-edge axes
- #undef TEST
- #define TEST(box_radius,line_offset,nx,ny,nz,contact_code) \
- tmp = (line_offset); \
- trial_depth = (box_radius) - dFabs(tmp); \
- length = dSqrt ((nx)*(nx) + (ny)*(ny) + (nz)*(nz)); \
- if (length > 0) { \
- length = dRecip(length); \
- trial_depth = trial_depth * length + radius; \
- if (trial_depth < 0) return 0; \
- if (trial_depth < depth) { \
- depth = trial_depth; \
- normalR = 0; \
- normalC[0] = (nx)*length; \
- normalC[1] = (ny)*length; \
- normalC[2] = (nz)*length; \
- invert_normal = (tmp < 0); \
- code = contact_code; \
- } \
- }
- TEST (B2*S1+B1*S2,v[1]*s[2]-v[2]*s[1], 0,-v[2],v[1], 4);
- TEST (B2*S0+B0*S2,v[2]*s[0]-v[0]*s[2], v[2],0,-v[0], 5);
- TEST (B1*S0+B0*S1,v[0]*s[1]-v[1]*s[0], -v[1],v[0],0, 6);
- #undef TEST
- // if we get to this point, the box and ccylinder interpenetrate.
- // compute the normal in global coordinates.
- dReal *normal = contact[0].normal;
- if (normalR) {
- normal[0] = normalR[0];
- normal[1] = normalR[4];
- normal[2] = normalR[8];
- }
- else {
- dMULTIPLY0_331 (normal,R,normalC);
- }
- if (invert_normal) {
- normal[0] = -normal[0];
- normal[1] = -normal[1];
- normal[2] = -normal[2];
- }
- // set the depth
- contact[0].depth = depth;
- if (code == 0) {
- return 0; // should never get here
- }
- else if (code >= 4) {
- // handle edge contacts
- // find an endpoint q1 on the intersecting edge of the box
- dVector3 q1;
- dReal sign[3];
- for (i=0; i<3; i++) q1[i] = c[i];
- sign[0] = (dDOT14(normal,R+0) > 0) ? REAL(1.0) : REAL(-1.0);
- for (i=0; i<3; i++) q1[i] += sign[0] * S0 * R[i*4];
- sign[1] = (dDOT14(normal,R+1) > 0) ? REAL(1.0) : REAL(-1.0);
- for (i=0; i<3; i++) q1[i] += sign[1] * S1 * R[i*4+1];
- sign[2] = (dDOT14(normal,R+2) > 0) ? REAL(1.0) : REAL(-1.0);
- for (i=0; i<3; i++) q1[i] += sign[2] * S2 * R[i*4+2];
- // find the other endpoint q2 of the intersecting edge
- dVector3 q2;
- for (i=0; i<3; i++)
- q2[i] = q1[i] - R[code-4 + i*4] * (sign[code-4] * side[code-4]);
- // determine the closest point between the box edge and the line segment
- dVector3 cp1,cp2;
- dClosestLineSegmentPoints (q1,q2, p1,p2, cp1,cp2);
- for (i=0; i<3; i++) contact[0].pos[i] = cp1[i] - REAL(0.5)*normal[i]*depth;
- return 1;
- }
- else {
- // handle face contacts.
- // @@@ temporary: make deepest vertex on the line the contact point.
- // @@@ this kind of works, but we sometimes need two contact points for
- // @@@ stability.
- // compute 'v' in global coordinates
- dVector3 gv;
- for (i=0; i<3; i++) gv[i] = p2[i] - p1[i];
- if (dDOT (normal,gv) > 0) {
- for (i=0; i<3; i++)
- contact[0].pos[i] = p1[i] + (depth*REAL(0.5)-radius)*normal[i];
- }
- else {
- for (i=0; i<3; i++)
- contact[0].pos[i] = p2[i] + (depth*REAL(0.5)-radius)*normal[i];
- }
- return 1;
- }
- }
- //***************************************************************************
- // this function works, it's just not being used for anything at the moment:
- // given a box (R,side), `R' is the rotation matrix for the box, and `side'
- // is a vector of x/y/z side lengths, return the size of the interval of the
- // box projected along the given axis. if the axis has unit length then the
- // return value will be the actual diameter, otherwise the result will be
- // scaled by the axis length.
- static inline dReal boxDiameter (const dMatrix3 R, const dVector3 side,
- const dVector3 axis)
- {
- dVector3 q;
- dMULTIPLY1_331 (q,R,axis); // transform axis to body-relative
- return dFabs(q[0])*side[0] + dFabs(q[1])*side[1] + dFabs(q[2])*side[2];
- }
- //***************************************************************************
- // the old capped cylinder to capped cylinder collision code. this fails to
- // detect cap-to-cap contact points when the cylinder axis are aligned, but
- // other that that it is pretty robust.
- // this returns at most one contact point when the two cylinder's axes are not
- // aligned, and at most two (for stability) when they are aligned.
- // the algorithm minimizes the distance between two "sample spheres" that are
- // positioned along the cylinder axes according to:
- // sphere1 = pos1 + alpha1 * axis1
- // sphere2 = pos2 + alpha2 * axis2
- // alpha1 and alpha2 are limited to +/- half the length of the cylinders.
- // the algorithm works by finding a solution that has both alphas free, or
- // a solution that has one or both alphas fixed to the ends of the cylinder.
- int dCollideCCylinderCCylinder (dxGeom *o1, dxGeom *o2,
- int flags, dContactGeom *contact, int skip)
- {
- int i;
- const dReal tolerance = REAL(1e-5);
- dIASSERT (skip >= (int)sizeof(dContactGeom));
- dIASSERT (o1->type == dCCylinderClass);
- dIASSERT (o2->type == dCCylinderClass);
- dxCCylinder *cyl1 = (dxCCylinder*) o1;
- dxCCylinder *cyl2 = (dxCCylinder*) o2;
- contact->g1 = o1;
- contact->g2 = o2;
- // copy out some variables, for convenience
- dReal lz1 = cyl1->lz * REAL(0.5);
- dReal lz2 = cyl2->lz * REAL(0.5);
- dReal *pos1 = o1->pos;
- dReal *pos2 = o2->pos;
- dReal axis1[3],axis2[3];
- axis1[0] = o1->R[2];
- axis1[1] = o1->R[6];
- axis1[2] = o1->R[10];
- axis2[0] = o2->R[2];
- axis2[1] = o2->R[6];
- axis2[2] = o2->R[10];
- dReal alpha1,alpha2,sphere1[3],sphere2[3];
- int fix1 = 0; // 0 if alpha1 is free, +/-1 to fix at +/- lz1
- int fix2 = 0; // 0 if alpha2 is free, +/-1 to fix at +/- lz2
- for (int count=0; count<9; count++) {
- // find a trial solution by fixing or not fixing the alphas
- if (fix1) {
- if (fix2) {
- // alpha1 and alpha2 are fixed, so the solution is easy
- if (fix1 > 0) alpha1 = lz1; else alpha1 = -lz1;
- if (fix2 > 0) alpha2 = lz2; else alpha2 = -lz2;
- for (i=0; i<3; i++) sphere1[i] = pos1[i] + alpha1*axis1[i];
- for (i=0; i<3; i++) sphere2[i] = pos2[i] + alpha2*axis2[i];
- }
- else {
- // fix alpha1 but let alpha2 be free
- if (fix1 > 0) alpha1 = lz1; else alpha1 = -lz1;
- for (i=0; i<3; i++) sphere1[i] = pos1[i] + alpha1*axis1[i];
- alpha2 = (axis2[0]*(sphere1[0]-pos2[0]) +
- axis2[1]*(sphere1[1]-pos2[1]) +
- axis2[2]*(sphere1[2]-pos2[2]));
- for (i=0; i<3; i++) sphere2[i] = pos2[i] + alpha2*axis2[i];
- }
- }
- else {
- if (fix2) {
- // fix alpha2 but let alpha1 be free
- if (fix2 > 0) alpha2 = lz2; else alpha2 = -lz2;
- for (i=0; i<3; i++) sphere2[i] = pos2[i] + alpha2*axis2[i];
- alpha1 = (axis1[0]*(sphere2[0]-pos1[0]) +
- axis1[1]*(sphere2[1]-pos1[1]) +
- axis1[2]*(sphere2[2]-pos1[2]));
- for (i=0; i<3; i++) sphere1[i] = pos1[i] + alpha1*axis1[i];
- }
- else {
- // let alpha1 and alpha2 be free
- // compute determinant of d(d^2)\d(alpha) jacobian
- dReal a1a2 = dDOT (axis1,axis2);
- dReal det = REAL(1.0)-a1a2*a1a2;
- if (det < tolerance) {
- // the cylinder axes (almost) parallel, so we will generate up to two
- // contacts. the solution matrix is rank deficient so alpha1 and
- // alpha2 are related by:
- // alpha2 = alpha1 + (pos1-pos2)'*axis1 (if axis1==axis2)
- // or alpha2 = -(alpha1 + (pos1-pos2)'*axis1) (if axis1==-axis2)
- // first compute where the two cylinders overlap in alpha1 space:
- if (a1a2 < 0) {
- axis2[0] = -axis2[0];
- axis2[1] = -axis2[1];
- axis2[2] = -axis2[2];
- }
- dReal q[3];
- for (i=0; i<3; i++) q[i] = pos1[i]-pos2[i];
- dReal k = dDOT (axis1,q);
- dReal a1lo = -lz1;
- dReal a1hi = lz1;
- dReal a2lo = -lz2 - k;
- dReal a2hi = lz2 - k;
- dReal lo = (a1lo > a2lo) ? a1lo : a2lo;
- dReal hi = (a1hi < a2hi) ? a1hi : a2hi;
- if (lo <= hi) {
- int num_contacts = flags & NUMC_MASK;
- if (num_contacts >= 2 && lo < hi) {
- // generate up to two contacts. if one of those contacts is
- // not made, fall back on the one-contact strategy.
- for (i=0; i<3; i++) sphere1[i] = pos1[i] + lo*axis1[i];
- for (i=0; i<3; i++) sphere2[i] = pos2[i] + (lo+k)*axis2[i];
- int n1 = dCollideSpheres (sphere1,cyl1->radius,
- sphere2,cyl2->radius,contact);
- if (n1) {
- for (i=0; i<3; i++) sphere1[i] = pos1[i] + hi*axis1[i];
- for (i=0; i<3; i++) sphere2[i] = pos2[i] + (hi+k)*axis2[i];
- dContactGeom *c2 = CONTACT(contact,skip);
- int n2 = dCollideSpheres (sphere1,cyl1->radius,
- sphere2,cyl2->radius, c2);
- if (n2) {
- c2->g1 = o1;
- c2->g2 = o2;
- return 2;
- }
- }
- }
- // just one contact to generate, so put it in the middle of
- // the range
- alpha1 = (lo + hi) * REAL(0.5);
- alpha2 = alpha1 + k;
- for (i=0; i<3; i++) sphere1[i] = pos1[i] + alpha1*axis1[i];
- for (i=0; i<3; i++) sphere2[i] = pos2[i] + alpha2*axis2[i];
- return dCollideSpheres (sphere1,cyl1->radius,
- sphere2,cyl2->radius,contact);
- }
- else return 0;
- }
- det = REAL(1.0)/det;
- dReal delta[3];
- for (i=0; i<3; i++) delta[i] = pos1[i] - pos2[i];
- dReal q1 = dDOT (delta,axis1);
- dReal q2 = dDOT (delta,axis2);
- alpha1 = det*(a1a2*q2-q1);
- alpha2 = det*(q2-a1a2*q1);
- for (i=0; i<3; i++) sphere1[i] = pos1[i] + alpha1*axis1[i];
- for (i=0; i<3; i++) sphere2[i] = pos2[i] + alpha2*axis2[i];
- }
- }
- // if the alphas are outside their allowed ranges then fix them and
- // try again
- if (fix1==0) {
- if (alpha1 < -lz1) {
- fix1 = -1;
- continue;
- }
- if (alpha1 > lz1) {
- fix1 = 1;
- continue;
- }
- }
- if (fix2==0) {
- if (alpha2 < -lz2) {
- fix2 = -1;
- continue;
- }
- if (alpha2 > lz2) {
- fix2 = 1;
- continue;
- }
- }
- // unfix the alpha variables if the local distance gradient indicates
- // that we are not yet at the minimum
- dReal tmp[3];
- for (i=0; i<3; i++) tmp[i] = sphere1[i] - sphere2[i];
- if (fix1) {
- dReal gradient = dDOT (tmp,axis1);
- if ((fix1 > 0 && gradient > 0) || (fix1 < 0 && gradient < 0)) {
- fix1 = 0;
- continue;
- }
- }
- if (fix2) {
- dReal gradient = -dDOT (tmp,axis2);
- if ((fix2 > 0 && gradient > 0) || (fix2 < 0 && gradient < 0)) {
- fix2 = 0;
- continue;
- }
- }
- return dCollideSpheres (sphere1,cyl1->radius,sphere2,cyl2->radius,contact);
- }
- // if we go through the loop too much, then give up. we should NEVER get to
- // this point (i hope).
- dMessage (0,"dCollideCC(): too many iterations");
- return 0;
- }
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