diff options
author | sanine <sanine.not@pm.me> | 2022-10-01 20:59:36 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-10-01 20:59:36 -0500 |
commit | c5fc66ee58f2c60f2d226868bb1cf5b91badaf53 (patch) | |
tree | 277dd280daf10bf77013236b8edfa5f88708c7e0 /libs/ode-0.16.1/ode/src/capsule.cpp | |
parent | 1cf9cc3408af7008451f9133fb95af66a9697d15 (diff) |
add ode
Diffstat (limited to 'libs/ode-0.16.1/ode/src/capsule.cpp')
-rw-r--r-- | libs/ode-0.16.1/ode/src/capsule.cpp | 416 |
1 files changed, 416 insertions, 0 deletions
diff --git a/libs/ode-0.16.1/ode/src/capsule.cpp b/libs/ode-0.16.1/ode/src/capsule.cpp new file mode 100644 index 0000000..80e24ac --- /dev/null +++ b/libs/ode-0.16.1/ode/src/capsule.cpp @@ -0,0 +1,416 @@ +/************************************************************************* + * * + * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * + * All rights reserved. Email: russ@q12.org 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. * + * * + *************************************************************************/ + +/* + +standard ODE geometry primitives: public API and pairwise collision functions. + +the rule is that only the low level primitive collision functions should set +dContactGeom::g1 and dContactGeom::g2. + +*/ + +#include <ode/common.h> +#include <ode/collision.h> +#include <ode/rotation.h> +#include "config.h" +#include "matrix.h" +#include "odemath.h" +#include "collision_kernel.h" +#include "collision_std.h" +#include "collision_util.h" + +#ifdef _MSC_VER +#pragma warning(disable:4291) // for VC++, no complaints about "no matching operator delete found" +#endif + +//**************************************************************************** +// capped cylinder public API + +dxCapsule::dxCapsule (dSpaceID space, dReal _radius, dReal _length) : +dxGeom (space,1) +{ + dAASSERT (_radius >= 0 && _length >= 0); + type = dCapsuleClass; + radius = _radius; + lz = _length; + updateZeroSizedFlag(!_radius/* || !_length -- zero length capsule is not a zero sized capsule*/); +} + + +void dxCapsule::computeAABB() +{ + const dMatrix3& R = final_posr->R; + const dVector3& pos = final_posr->pos; + + dReal xrange = dFabs(R[2] * lz) * REAL(0.5) + radius; + dReal yrange = dFabs(R[6] * lz) * REAL(0.5) + radius; + dReal zrange = dFabs(R[10] * lz) * REAL(0.5) + radius; + aabb[0] = pos[0] - xrange; + aabb[1] = pos[0] + xrange; + aabb[2] = pos[1] - yrange; + aabb[3] = pos[1] + yrange; + aabb[4] = pos[2] - zrange; + aabb[5] = pos[2] + zrange; +} + + +dGeomID dCreateCapsule (dSpaceID space, dReal radius, dReal length) +{ + return new dxCapsule (space,radius,length); +} + + +void dGeomCapsuleSetParams (dGeomID g, dReal radius, dReal length) +{ + dUASSERT (g && g->type == dCapsuleClass,"argument not a ccylinder"); + dAASSERT (radius >= 0 && length >= 0); + dxCapsule *c = (dxCapsule*) g; + c->radius = radius; + c->lz = length; + c->updateZeroSizedFlag(!radius/* || !length -- zero length capsule is not a zero sized capsule*/); + dGeomMoved (g); +} + + +void dGeomCapsuleGetParams (dGeomID g, dReal *radius, dReal *length) +{ + dUASSERT (g && g->type == dCapsuleClass,"argument not a ccylinder"); + dxCapsule *c = (dxCapsule*) g; + *radius = c->radius; + *length = c->lz; +} + + +dReal dGeomCapsulePointDepth (dGeomID g, dReal x, dReal y, dReal z) +{ + dUASSERT (g && g->type == dCapsuleClass,"argument not a ccylinder"); + g->recomputePosr(); + dxCapsule *c = (dxCapsule*) g; + + const dReal* R = g->final_posr->R; + const dReal* pos = g->final_posr->pos; + + dVector3 a; + a[0] = x - pos[0]; + a[1] = y - pos[1]; + a[2] = z - pos[2]; + dReal beta = dCalcVectorDot3_14(a,R+2); + dReal lz2 = c->lz*REAL(0.5); + if (beta < -lz2) beta = -lz2; + else if (beta > lz2) beta = lz2; + a[0] = c->final_posr->pos[0] + beta*R[0*4+2]; + a[1] = c->final_posr->pos[1] + beta*R[1*4+2]; + a[2] = c->final_posr->pos[2] + beta*R[2*4+2]; + return c->radius - + dSqrt ((x-a[0])*(x-a[0]) + (y-a[1])*(y-a[1]) + (z-a[2])*(z-a[2])); +} + + + +int dCollideCapsuleSphere (dxGeom *o1, dxGeom *o2, int flags, + dContactGeom *contact, int skip) +{ + dIASSERT (skip >= (int)sizeof(dContactGeom)); + dIASSERT (o1->type == dCapsuleClass); + dIASSERT (o2->type == dSphereClass); + dIASSERT ((flags & NUMC_MASK) >= 1); + + dxCapsule *ccyl = (dxCapsule*) o1; + dxSphere *sphere = (dxSphere*) o2; + + contact->g1 = o1; + contact->g2 = o2; + contact->side1 = -1; + contact->side2 = -1; + + // find the point on the cylinder axis that is closest to the sphere + dReal alpha = + o1->final_posr->R[2] * (o2->final_posr->pos[0] - o1->final_posr->pos[0]) + + o1->final_posr->R[6] * (o2->final_posr->pos[1] - o1->final_posr->pos[1]) + + o1->final_posr->R[10] * (o2->final_posr->pos[2] - o1->final_posr->pos[2]); + dReal lz2 = ccyl->lz * REAL(0.5); + if (alpha > lz2) alpha = lz2; + if (alpha < -lz2) alpha = -lz2; + + // collide the spheres + dVector3 p; + p[0] = o1->final_posr->pos[0] + alpha * o1->final_posr->R[2]; + p[1] = o1->final_posr->pos[1] + alpha * o1->final_posr->R[6]; + p[2] = o1->final_posr->pos[2] + alpha * o1->final_posr->R[10]; + return dCollideSpheres (p,ccyl->radius,o2->final_posr->pos,sphere->radius,contact); +} + + +int dCollideCapsuleBox (dxGeom *o1, dxGeom *o2, int flags, + dContactGeom *contact, int skip) +{ + dIASSERT (skip >= (int)sizeof(dContactGeom)); + dIASSERT (o1->type == dCapsuleClass); + dIASSERT (o2->type == dBoxClass); + dIASSERT ((flags & NUMC_MASK) >= 1); + + dxCapsule *cyl = (dxCapsule*) o1; + dxBox *box = (dxBox*) o2; + + contact->g1 = o1; + contact->g2 = o2; + contact->side1 = -1; + contact->side2 = -1; + + // get p1,p2 = cylinder axis endpoints, get radius + dVector3 p1,p2; + dReal clen = cyl->lz * REAL(0.5); + p1[0] = o1->final_posr->pos[0] + clen * o1->final_posr->R[2]; + p1[1] = o1->final_posr->pos[1] + clen * o1->final_posr->R[6]; + p1[2] = o1->final_posr->pos[2] + clen * o1->final_posr->R[10]; + p2[0] = o1->final_posr->pos[0] - clen * o1->final_posr->R[2]; + p2[1] = o1->final_posr->pos[1] - clen * o1->final_posr->R[6]; + p2[2] = o1->final_posr->pos[2] - clen * o1->final_posr->R[10]; + dReal radius = cyl->radius; + + // copy out box center, rotation matrix, and side array + dReal *c = o2->final_posr->pos; + dReal *R = o2->final_posr->R; + const dReal *side = box->side; + + // get the closest point between the cylinder axis and the box + dVector3 pl,pb; + dClosestLineBoxPoints (p1,p2,c,R,side,pl,pb); + + // if the capsule is penetrated further than radius + // then pl and pb are equal (up to mindist) -> unknown normal + // use normal vector of closest box surface +#ifdef dSINGLE + dReal mindist = REAL(1e-6); +#else + dReal mindist = REAL(1e-15); +#endif + if (dCalcPointsDistance3(pl, pb)<mindist) { + // consider capsule as box + dVector3 normal; + dReal depth; + int code; + // WARNING! rad2 is declared as #define in Microsoft headers (as well as psh2, chx2, grp2, frm2, rct2, ico2, stc2, lst2, cmb2, edt2, scr2). Avoid abbreviations! + /* dReal rad2 = radius*REAL(2.0); */ dReal radiusMul2 = radius * REAL(2.0); + const dVector3 capboxside = {radiusMul2, radiusMul2, cyl->lz + radiusMul2}; + int num = dBoxBox (c, R, side, + o1->final_posr->pos, o1->final_posr->R, capboxside, + normal, &depth, &code, flags, contact, skip); + + for (int i=0; i<num; i++) { + dContactGeom *currContact = CONTACT(contact,i*skip); + currContact->normal[0] = normal[0]; + currContact->normal[1] = normal[1]; + currContact->normal[2] = normal[2]; + currContact->g1 = o1; + currContact->g2 = o2; + currContact->side1 = -1; + currContact->side2 = -1; + } + return num; + } else { + // generate contact point + return dCollideSpheres (pl,radius,pb,0,contact); + } +} + + +int dCollideCapsuleCapsule (dxGeom *o1, dxGeom *o2, + int flags, dContactGeom *contact, int skip) +{ + dIASSERT (skip >= (int)sizeof(dContactGeom)); + dIASSERT (o1->type == dCapsuleClass); + dIASSERT (o2->type == dCapsuleClass); + dIASSERT ((flags & NUMC_MASK) >= 1); + + int i; + const dReal tolerance = REAL(1e-5); + + dxCapsule *cyl1 = (dxCapsule*) o1; + dxCapsule *cyl2 = (dxCapsule*) o2; + + contact->g1 = o1; + contact->g2 = o2; + contact->side1 = -1; + contact->side2 = -1; + + // copy out some variables, for convenience + dReal lz1 = cyl1->lz * REAL(0.5); + dReal lz2 = cyl2->lz * REAL(0.5); + dReal *pos1 = o1->final_posr->pos; + dReal *pos2 = o2->final_posr->pos; + dReal axis1[3],axis2[3]; + axis1[0] = o1->final_posr->R[2]; + axis1[1] = o1->final_posr->R[6]; + axis1[2] = o1->final_posr->R[10]; + axis2[0] = o2->final_posr->R[2]; + axis2[1] = o2->final_posr->R[6]; + axis2[2] = o2->final_posr->R[10]; + + // if the cylinder axes are close to parallel, we'll try to detect up to + // two contact points along the body of the cylinder. if we can't find any + // points then we'll fall back to the closest-points algorithm. note that + // we are not treating this special case for reasons of degeneracy, but + // because we want two contact points in some situations. the closet-points + // algorithm is robust in all casts, but it can return only one contact. + + dVector3 sphere1,sphere2; + dReal a1a2 = dCalcVectorDot3 (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. alpha1 and alpha2 (line position parameters) 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 = dCalcVectorDot3 (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; + c2->side1 = -1; + c2->side2 = -1; + return 2; + } + } + } + + // just one contact to generate, so put it in the middle of + // the range + dReal alpha1 = (lo + hi) * REAL(0.5); + dReal 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); + } + } + + // use the closest point algorithm + dVector3 a1,a2,b1,b2; + a1[0] = o1->final_posr->pos[0] + axis1[0]*lz1; + a1[1] = o1->final_posr->pos[1] + axis1[1]*lz1; + a1[2] = o1->final_posr->pos[2] + axis1[2]*lz1; + a2[0] = o1->final_posr->pos[0] - axis1[0]*lz1; + a2[1] = o1->final_posr->pos[1] - axis1[1]*lz1; + a2[2] = o1->final_posr->pos[2] - axis1[2]*lz1; + b1[0] = o2->final_posr->pos[0] + axis2[0]*lz2; + b1[1] = o2->final_posr->pos[1] + axis2[1]*lz2; + b1[2] = o2->final_posr->pos[2] + axis2[2]*lz2; + b2[0] = o2->final_posr->pos[0] - axis2[0]*lz2; + b2[1] = o2->final_posr->pos[1] - axis2[1]*lz2; + b2[2] = o2->final_posr->pos[2] - axis2[2]*lz2; + + dClosestLineSegmentPoints (a1,a2,b1,b2,sphere1,sphere2); + return dCollideSpheres (sphere1,cyl1->radius,sphere2,cyl2->radius,contact); +} + + +int dCollideCapsulePlane (dxGeom *o1, dxGeom *o2, int flags, + dContactGeom *contact, int skip) +{ + dIASSERT (skip >= (int)sizeof(dContactGeom)); + dIASSERT (o1->type == dCapsuleClass); + dIASSERT (o2->type == dPlaneClass); + dIASSERT ((flags & NUMC_MASK) >= 1); + + dxCapsule *ccyl = (dxCapsule*) o1; + dxPlane *plane = (dxPlane*) o2; + + // collide the deepest capping sphere with the plane + dReal sign = (dCalcVectorDot3_14 (plane->p,o1->final_posr->R+2) > 0) ? REAL(-1.0) : REAL(1.0); + dVector3 p; + p[0] = o1->final_posr->pos[0] + o1->final_posr->R[2] * ccyl->lz * REAL(0.5) * sign; + p[1] = o1->final_posr->pos[1] + o1->final_posr->R[6] * ccyl->lz * REAL(0.5) * sign; + p[2] = o1->final_posr->pos[2] + o1->final_posr->R[10] * ccyl->lz * REAL(0.5) * sign; + + dReal k = dCalcVectorDot3 (p,plane->p); + dReal depth = plane->p[3] - k + ccyl->radius; + if (depth < 0) return 0; + contact->normal[0] = plane->p[0]; + contact->normal[1] = plane->p[1]; + contact->normal[2] = plane->p[2]; + contact->pos[0] = p[0] - plane->p[0] * ccyl->radius; + contact->pos[1] = p[1] - plane->p[1] * ccyl->radius; + contact->pos[2] = p[2] - plane->p[2] * ccyl->radius; + contact->depth = depth; + + int ncontacts = 1; + if ((flags & NUMC_MASK) >= 2) { + // collide the other capping sphere with the plane + p[0] = o1->final_posr->pos[0] - o1->final_posr->R[2] * ccyl->lz * REAL(0.5) * sign; + p[1] = o1->final_posr->pos[1] - o1->final_posr->R[6] * ccyl->lz * REAL(0.5) * sign; + p[2] = o1->final_posr->pos[2] - o1->final_posr->R[10] * ccyl->lz * REAL(0.5) * sign; + + k = dCalcVectorDot3 (p,plane->p); + depth = plane->p[3] - k + ccyl->radius; + if (depth >= 0) { + dContactGeom *c2 = CONTACT(contact,skip); + c2->normal[0] = plane->p[0]; + c2->normal[1] = plane->p[1]; + c2->normal[2] = plane->p[2]; + c2->pos[0] = p[0] - plane->p[0] * ccyl->radius; + c2->pos[1] = p[1] - plane->p[1] * ccyl->radius; + c2->pos[2] = p[2] - plane->p[2] * ccyl->radius; + c2->depth = depth; + ncontacts = 2; + } + } + + for (int i=0; i < ncontacts; i++) { + dContactGeom *currContact = CONTACT(contact,i*skip); + currContact->g1 = o1; + currContact->g2 = o2; + currContact->side1 = -1; + currContact->side2 = -1; + } + return ncontacts; +} + |