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- /*************************************************************************
- * *
- * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. *
- * All rights reserved. Email: [email protected] Web: www.q12.org *
- * *
- * This library is free software; you can redistribute it and/or *
- * modify it under the terms of EITHER: *
- * (1) The GNU Lesser General Public License as published by the Free *
- * Software Foundation; either version 2.1 of the License, or (at *
- * your option) any later version. The text of the GNU Lesser *
- * General Public License is included with this library in the *
- * file LICENSE.TXT. *
- * (2) The BSD-style license that is included with this library in *
- * the file LICENSE-BSD.TXT. *
- * *
- * This library is distributed in the hope that it will be useful, *
- * but WITHOUT ANY WARRANTY; without even the implied warranty of *
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
- * LICENSE.TXT and LICENSE-BSD.TXT for more details. *
- * *
- *************************************************************************/
- /*******************************************************************
- * *
- * cylinder-sphere collider by Christoph Beyer ([email protected]) *
- * *
- * In Cylinder/Sphere-collisions, there are three possibilies: *
- * 1. collision with the cylinder's nappe *
- * 2. collision with one of the cylinder's disc *
- * 3. collision with one of the disc's border *
- * *
- * This collider computes two distances (s, t) and based on them, *
- * it decides, which collision we have. *
- * This collider always generates 1 (or 0, if we have no collison) *
- * contacts. *
- * It is able to "separate" cylinder and sphere in all *
- * configurations, but it never pays attention to velocity. *
- * So, in extrem situations, "tunneling-effect" is possible. *
- * *
- *******************************************************************/
- #include <ode/collision.h>
- #include <ode/rotation.h>
- #include <ode/objects.h>
- #include "config.h"
- #include "matrix.h"
- #include "odemath.h"
- #include "collision_kernel.h" // for dxGeom
- #include "collision_util.h"
- int dCollideCylinderSphere(dxGeom* Cylinder, dxGeom* Sphere,
- int flags, dContactGeom *contact, int skip)
- {
- dIASSERT (skip >= (int)sizeof(dContactGeom));
- dIASSERT (Cylinder->type == dCylinderClass);
- dIASSERT (Sphere->type == dSphereClass);
- dIASSERT ((flags & NUMC_MASK) >= 1);
- //unsigned char* pContactData = (unsigned char*)contact;
- int GeomCount = 0; // count of used contacts
- #ifdef dSINGLE
- const dReal toleranz = REAL(0.0001);
- #endif
- #ifdef dDOUBLE
- const dReal toleranz = REAL(0.0000001);
- #endif
- // get the data from the geoms
- dReal radius, length;
- dGeomCylinderGetParams(Cylinder, &radius, &length);
- dVector3 &cylpos = Cylinder->final_posr->pos;
- //const dReal* pfRot1 = dGeomGetRotation(Cylinder);
- dReal radius2;
- radius2 = dGeomSphereGetRadius(Sphere);
- const dReal* SpherePos = dGeomGetPosition(Sphere);
- // G1Pos1 is the middle of the first disc
- // G1Pos2 is the middle of the second disc
- // vDir1 is the unit direction of the cylinderaxis
- dVector3 G1Pos1, G1Pos2, vDir1;
- vDir1[0] = Cylinder->final_posr->R[2];
- vDir1[1] = Cylinder->final_posr->R[6];
- vDir1[2] = Cylinder->final_posr->R[10];
- dReal s;
- s = length * REAL(0.5); // just a precomputed factor
- G1Pos2[0] = vDir1[0] * s + cylpos[0];
- G1Pos2[1] = vDir1[1] * s + cylpos[1];
- G1Pos2[2] = vDir1[2] * s + cylpos[2];
- G1Pos1[0] = vDir1[0] * -s + cylpos[0];
- G1Pos1[1] = vDir1[1] * -s + cylpos[1];
- G1Pos1[2] = vDir1[2] * -s + cylpos[2];
- dVector3 C;
- dReal t;
- // Step 1: compute the two distances 's' and 't'
- // 's' is the distance from the first disc (in vDir1-/Zylinderaxis-direction), the disc with G1Pos1 in the middle
- s = (SpherePos[0] - G1Pos1[0]) * vDir1[0] - (G1Pos1[1] - SpherePos[1]) * vDir1[1] - (G1Pos1[2] - SpherePos[2]) * vDir1[2];
- if(s < (-radius2) || s > (length + radius2) )
- {
- // Sphere is too far away from the discs
- // no collision
- return 0;
- }
- // C is the direction from Sphere-middle to the cylinder-axis (vDir1); C is orthogonal to the cylinder-axis
- C[0] = s * vDir1[0] + G1Pos1[0] - SpherePos[0];
- C[1] = s * vDir1[1] + G1Pos1[1] - SpherePos[1];
- C[2] = s * vDir1[2] + G1Pos1[2] - SpherePos[2];
- // t is the distance from the Sphere-middle to the cylinder-axis!
- t = dVector3Length(C);
- if(t > (radius + radius2) )
- {
- // Sphere is too far away from the cylinder axis!
- // no collision
- return 0;
- }
- // decide which kind of collision we have:
- if(t > radius && (s < 0 || s > length) )
- {
- // 3. collision
- if(s <= 0)
- {
- contact->depth = radius2 - dSqrt( (s) * (s) + (t - radius) * (t - radius) );
- if(contact->depth < 0)
- {
- // no collision!
- return 0;
- }
- contact->pos[0] = C[0] / t * -radius + G1Pos1[0];
- contact->pos[1] = C[1] / t * -radius + G1Pos1[1];
- contact->pos[2] = C[2] / t * -radius + G1Pos1[2];
- contact->normal[0] = (contact->pos[0] - SpherePos[0]) / (radius2 - contact->depth);
- contact->normal[1] = (contact->pos[1] - SpherePos[1]) / (radius2 - contact->depth);
- contact->normal[2] = (contact->pos[2] - SpherePos[2]) / (radius2 - contact->depth);
- contact->g1 = Cylinder;
- contact->g2 = Sphere;
- contact->side1 = -1;
- contact->side2 = -1;
- GeomCount++;
- return GeomCount;
- }
- else
- {
- // now s is bigger than length here!
- contact->depth = radius2 - dSqrt( (s - length) * (s - length) + (t - radius) * (t - radius) );
- if(contact->depth < 0)
- {
- // no collision!
- return 0;
- }
- contact->pos[0] = C[0] / t * -radius + G1Pos2[0];
- contact->pos[1] = C[1] / t * -radius + G1Pos2[1];
- contact->pos[2] = C[2] / t * -radius + G1Pos2[2];
- contact->normal[0] = (contact->pos[0] - SpherePos[0]) / (radius2 - contact->depth);
- contact->normal[1] = (contact->pos[1] - SpherePos[1]) / (radius2 - contact->depth);
- contact->normal[2] = (contact->pos[2] - SpherePos[2]) / (radius2 - contact->depth);
- contact->g1 = Cylinder;
- contact->g2 = Sphere;
- contact->side1 = -1;
- contact->side2 = -1;
- GeomCount++;
- return GeomCount;
- }
- }
- else if( (radius - t) <= s && (radius - t) <= (length - s) )
- {
- // 1. collsision
- if(t > (radius2 + toleranz))
- {
- // cylinder-axis is outside the sphere
- contact->depth = (radius2 + radius) - t;
- if(contact->depth < 0)
- {
- // should never happen, but just for safeness
- return 0;
- }
- else
- {
- C[0] /= t;
- C[1] /= t;
- C[2] /= t;
- contact->pos[0] = C[0] * radius2 + SpherePos[0];
- contact->pos[1] = C[1] * radius2 + SpherePos[1];
- contact->pos[2] = C[2] * radius2 + SpherePos[2];
- contact->normal[0] = C[0];
- contact->normal[1] = C[1];
- contact->normal[2] = C[2];
- contact->g1 = Cylinder;
- contact->g2 = Sphere;
- contact->side1 = -1;
- contact->side2 = -1;
- GeomCount++;
- return GeomCount;
- }
- }
- else
- {
- // cylinder-axis is outside of the sphere
- contact->depth = (radius2 + radius) - t;
- if(contact->depth < 0)
- {
- // should never happen, but just for safeness
- return 0;
- }
- else
- {
- contact->pos[0] = C[0] + SpherePos[0];
- contact->pos[1] = C[1] + SpherePos[1];
- contact->pos[2] = C[2] + SpherePos[2];
- contact->normal[0] = C[0] / t;
- contact->normal[1] = C[1] / t;
- contact->normal[2] = C[2] / t;
- contact->g1 = Cylinder;
- contact->g2 = Sphere;
- contact->side1 = -1;
- contact->side2 = -1;
- GeomCount++;
- return GeomCount;
- }
- }
- }
- else
- {
- // 2. collision
- if(s <= (length * REAL(0.5)) )
- {
- // collsision with the first disc
- contact->depth = s + radius2;
- if(contact->depth < 0)
- {
- // should never happen, but just for safeness
- return 0;
- }
- contact->pos[0] = radius2 * vDir1[0] + SpherePos[0];
- contact->pos[1] = radius2 * vDir1[1] + SpherePos[1];
- contact->pos[2] = radius2 * vDir1[2] + SpherePos[2];
- contact->normal[0] = vDir1[0];
- contact->normal[1] = vDir1[1];
- contact->normal[2] = vDir1[2];
- contact->g1 = Cylinder;
- contact->g2 = Sphere;
- contact->side1 = -1;
- contact->side2 = -1;
- GeomCount++;
- return GeomCount;
- }
- else
- {
- // collsision with the second disc
- contact->depth = (radius2 + length - s);
- if(contact->depth < 0)
- {
- // should never happen, but just for safeness
- return 0;
- }
- contact->pos[0] = radius2 * -vDir1[0] + SpherePos[0];
- contact->pos[1] = radius2 * -vDir1[1] + SpherePos[1];
- contact->pos[2] = radius2 * -vDir1[2] + SpherePos[2];
- contact->normal[0] = -vDir1[0];
- contact->normal[1] = -vDir1[1];
- contact->normal[2] = -vDir1[2];
- contact->g1 = Cylinder;
- contact->g2 = Sphere;
- contact->side1 = -1;
- contact->side2 = -1;
- GeomCount++;
- return GeomCount;
- }
- }
- return GeomCount;
- }
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