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authorsanine <sanine.not@pm.me>2022-10-01 20:59:36 -0500
committersanine <sanine.not@pm.me>2022-10-01 20:59:36 -0500
commitc5fc66ee58f2c60f2d226868bb1cf5b91badaf53 (patch)
tree277dd280daf10bf77013236b8edfa5f88708c7e0 /libs/ode-0.16.1/ode/src/collision_util.h
parent1cf9cc3408af7008451f9133fb95af66a9697d15 (diff)
add ode
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+/*************************************************************************
+ * *
+ * Open Dynamics Engine, Copyright (C) 2001,2002 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. *
+ * *
+ *************************************************************************/
+
+/*
+
+some useful collision utility stuff.
+
+*/
+
+#ifndef _ODE_COLLISION_UTIL_H_
+#define _ODE_COLLISION_UTIL_H_
+
+#include <ode/common.h>
+#include <ode/contact.h>
+#include <ode/rotation.h>
+#include "odemath.h"
+
+
+// given a pointer `p' to a dContactGeom, return the dContactGeom at
+// p + skip bytes.
+#define CONTACT(p,skip) ((dContactGeom*) (((char*)p) + (skip)))
+
+#if 1
+#include "collision_kernel.h"
+// Fetches a contact
+static inline
+dContactGeom* SAFECONTACT(int Flags, dContactGeom* Contacts, int Index, int Stride){
+ dIASSERT(Index >= 0 && Index < (Flags & NUMC_MASK));
+ return ((dContactGeom*)(((char*)Contacts) + (Index * Stride)));
+}
+#endif
+
+
+// if the spheres (p1,r1) and (p2,r2) collide, set the contact `c' and
+// return 1, else return 0.
+
+int dCollideSpheres (dVector3 p1, dReal r1,
+ dVector3 p2, dReal r2, dContactGeom *c);
+
+
+// given two lines
+// qa = pa + alpha* ua
+// qb = pb + beta * ub
+// where pa,pb are two points, ua,ub are two unit length vectors, and alpha,
+// beta go from [-inf,inf], return alpha and beta such that qa and qb are
+// as close as possible
+
+void dLineClosestApproach (const dVector3 pa, const dVector3 ua,
+ const dVector3 pb, const dVector3 ub,
+ dReal *alpha, dReal *beta);
+
+
+// given a line segment p1-p2 and a box (center 'c', rotation 'R', side length
+// vector 'side'), compute the points of closest approach between the box
+// and the line. return these points in 'lret' (the point on the line) and
+// 'bret' (the point on the box). if the line actually penetrates the box
+// then the solution is not unique, but only one solution will be returned.
+// in this case the solution points will coincide.
+
+void dClosestLineBoxPoints (const dVector3 p1, const dVector3 p2,
+ const dVector3 c, const dMatrix3 R,
+ const dVector3 side,
+ dVector3 lret, dVector3 bret);
+
+// 20 Apr 2004
+// Start code by Nguyen Binh
+int dClipEdgeToPlane(dVector3 &vEpnt0, dVector3 &vEpnt1, const dVector4& plPlane);
+// clip polygon with plane and generate new polygon points
+void dClipPolyToPlane(const dVector3 avArrayIn[], const int ctIn, dVector3 avArrayOut[], int &ctOut, const dVector4 &plPlane );
+
+void dClipPolyToCircle(const dVector3 avArrayIn[], const int ctIn, dVector3 avArrayOut[], int &ctOut, const dVector4 &plPlane ,dReal fRadius);
+
+// Some vector math
+static inline
+void dVector3Subtract(const dVector3& a,const dVector3& b,dVector3& c)
+{
+ dSubtractVectors3(c, a, b);
+}
+
+static inline
+void dVector3Scale(dVector3& a,dReal nScale)
+{
+ dScaleVector3(a, nScale);
+}
+
+static inline
+void dVector3Add(const dVector3& a,const dVector3& b,dVector3& c)
+{
+ dAddVectors3(c, a, b);
+}
+
+static inline
+void dVector3Copy(const dVector3& a,dVector3& c)
+{
+ dCopyVector3(c, a);
+}
+
+static inline
+void dVector4Copy(const dVector4& a,dVector4& c)
+{
+ dCopyVector4(c, a);
+}
+
+static inline
+void dVector3Cross(const dVector3& a,const dVector3& b,dVector3& c)
+{
+ dCalcVectorCross3(c, a, b);
+}
+
+static inline
+dReal dVector3Length(const dVector3& a)
+{
+ return dCalcVectorLength3(a);
+}
+
+static inline
+dReal dVector3LengthSquare(const dVector3& a)
+{
+ return dCalcVectorLengthSquare3(a);
+}
+
+static inline
+dReal dVector3Dot(const dVector3& a,const dVector3& b)
+{
+ return dCalcVectorDot3(a, b);
+}
+
+static inline
+void dVector3Inv(dVector3& a)
+{
+ dNegateVector3(a);
+}
+
+static inline
+void dMat3GetCol(const dMatrix3& m,const int col, dVector3& v)
+{
+ dGetMatrixColumn3(v, m, col);
+}
+
+static inline
+void dVector3CrossMat3Col(const dMatrix3& m,const int col,const dVector3& v,dVector3& r)
+{
+ dCalcVectorCross3_114(r, v, m + col);
+}
+
+static inline
+void dMat3ColCrossVector3(const dMatrix3& m,const int col,const dVector3& v,dVector3& r)
+{
+ dCalcVectorCross3_141(r, m + col, v);
+}
+
+static inline
+void dMultiplyMat3Vec3(const dMatrix3& m,const dVector3& v, dVector3& r)
+{
+ dMultiply0_331(r, m, v);
+}
+
+static inline
+dReal dPointPlaneDistance(const dVector3& point,const dVector4& plane)
+{
+ return (plane[0]*point[0] + plane[1]*point[1] + plane[2]*point[2] + plane[3]);
+}
+
+static inline
+void dConstructPlane(const dVector3& normal,const dReal& distance, dVector4& plane)
+{
+ plane[0] = normal[0];
+ plane[1] = normal[1];
+ plane[2] = normal[2];
+ plane[3] = distance;
+}
+
+static inline
+void dMatrix3Copy(const dReal* source,dMatrix3& dest)
+{
+ dCopyMatrix4x3(dest, source);
+}
+
+static inline
+dReal dMatrix3Det( const dMatrix3& mat )
+{
+ dReal det;
+
+ det = mat[0] * ( mat[5]*mat[10] - mat[9]*mat[6] )
+ - mat[1] * ( mat[4]*mat[10] - mat[8]*mat[6] )
+ + mat[2] * ( mat[4]*mat[9] - mat[8]*mat[5] );
+
+ return( det );
+}
+
+
+static inline
+void dMatrix3Inv( const dMatrix3& ma, dMatrix3& dst )
+{
+ dReal det = dMatrix3Det( ma );
+
+ if ( dFabs( det ) < REAL(0.0005) )
+ {
+ dRSetIdentity( dst );
+ return;
+ }
+
+ double detRecip = REAL(1.0) / det;
+
+ dst[0] = (dReal)(( ma[5]*ma[10] - ma[6]*ma[9] ) * detRecip);
+ dst[1] = (dReal)(( ma[9]*ma[2] - ma[1]*ma[10] ) * detRecip);
+ dst[2] = (dReal)(( ma[1]*ma[6] - ma[5]*ma[2] ) * detRecip);
+
+ dst[4] = (dReal)(( ma[6]*ma[8] - ma[4]*ma[10] ) * detRecip);
+ dst[5] = (dReal)(( ma[0]*ma[10] - ma[8]*ma[2] ) * detRecip);
+ dst[6] = (dReal)(( ma[4]*ma[2] - ma[0]*ma[6] ) * detRecip);
+
+ dst[8] = (dReal)(( ma[4]*ma[9] - ma[8]*ma[5] ) * detRecip);
+ dst[9] = (dReal)(( ma[8]*ma[1] - ma[0]*ma[9] ) * detRecip);
+ dst[10] = (dReal)(( ma[0]*ma[5] - ma[1]*ma[4] ) * detRecip);
+}
+
+static inline
+void dQuatTransform(const dQuaternion& quat,const dVector3& source,dVector3& dest)
+{
+
+ // Nguyen Binh : this code seem to be the fastest.
+ dReal x0 = source[0] * quat[0] + source[2] * quat[2] - source[1] * quat[3];
+ dReal x1 = source[1] * quat[0] + source[0] * quat[3] - source[2] * quat[1];
+ dReal x2 = source[2] * quat[0] + source[1] * quat[1] - source[0] * quat[2];
+ dReal x3 = source[0] * quat[1] + source[1] * quat[2] + source[2] * quat[3];
+
+ dest[0] = quat[0] * x0 + quat[1] * x3 + quat[2] * x2 - quat[3] * x1;
+ dest[1] = quat[0] * x1 + quat[2] * x3 + quat[3] * x0 - quat[1] * x2;
+ dest[2] = quat[0] * x2 + quat[3] * x3 + quat[1] * x1 - quat[2] * x0;
+
+ /*
+ // nVidia SDK implementation
+ dVector3 uv, uuv;
+ dVector3 qvec;
+ qvec[0] = quat[1];
+ qvec[1] = quat[2];
+ qvec[2] = quat[3];
+
+ dVector3Cross(qvec,source,uv);
+ dVector3Cross(qvec,uv,uuv);
+
+ dVector3Scale(uv,REAL(2.0)*quat[0]);
+ dVector3Scale(uuv,REAL(2.0));
+
+ dest[0] = source[0] + uv[0] + uuv[0];
+ dest[1] = source[1] + uv[1] + uuv[1];
+ dest[2] = source[2] + uv[2] + uuv[2];
+ */
+}
+
+static inline
+void dQuatInvTransform(const dQuaternion& quat,const dVector3& source,dVector3& dest)
+{
+
+ dReal norm = quat[0]*quat[0] + quat[1]*quat[1] + quat[2]*quat[2] + quat[3]*quat[3];
+
+ if (norm > REAL(0.0))
+ {
+ dQuaternion invQuat;
+ invQuat[0] = quat[0] / norm;
+ invQuat[1] = -quat[1] / norm;
+ invQuat[2] = -quat[2] / norm;
+ invQuat[3] = -quat[3] / norm;
+
+ dQuatTransform(invQuat,source,dest);
+
+ }
+ else
+ {
+ // Singular -> return identity
+ dVector3Copy(source,dest);
+ }
+}
+
+static inline
+void dGetEulerAngleFromRot(const dMatrix3& mRot,dReal& rX,dReal& rY,dReal& rZ)
+{
+ rY = asin(mRot[0 * 4 + 2]);
+ if (rY < M_PI /2)
+ {
+ if (rY > -M_PI /2)
+ {
+ rX = atan2(-mRot[1*4 + 2], mRot[2*4 + 2]);
+ rZ = atan2(-mRot[0*4 + 1], mRot[0*4 + 0]);
+ }
+ else
+ {
+ // not unique
+ rX = -atan2(mRot[1*4 + 0], mRot[1*4 + 1]);
+ rZ = REAL(0.0);
+ }
+ }
+ else
+ {
+ // not unique
+ rX = atan2(mRot[1*4 + 0], mRot[1*4 + 1]);
+ rZ = REAL(0.0);
+ }
+}
+
+static inline
+void dQuatInv(const dQuaternion& source, dQuaternion& dest)
+{
+ dReal norm = source[0]*source[0] + source[1]*source[1] + source[2]*source[2] + source[3]*source[3];
+
+ if (norm > 0.0f)
+ {
+ dReal neg_norm_recip = -REAL(1.0) / norm;
+ dest[0] = -source[0] * neg_norm_recip;
+ dest[1] = source[1] * neg_norm_recip;
+ dest[2] = source[2] * neg_norm_recip;
+ dest[3] = source[3] * neg_norm_recip;
+ }
+ else
+ {
+ // Singular -> return identity
+ dest[0] = REAL(1.0);
+ dest[1] = REAL(0.0);
+ dest[2] = REAL(0.0);
+ dest[3] = REAL(0.0);
+ }
+}
+
+// Finds barycentric
+static inline
+void GetPointFromBarycentric(const dVector3 dv[3], dReal u, dReal v, dVector3 Out){
+ dReal w = REAL(1.0) - u - v;
+
+ Out[0] = (dv[0][0] * w) + (dv[1][0] * u) + (dv[2][0] * v);
+ Out[1] = (dv[0][1] * w) + (dv[1][1] * u) + (dv[2][1] * v);
+ Out[2] = (dv[0][2] * w) + (dv[1][2] * u) + (dv[2][2] * v);
+ Out[3] = (dv[0][3] * w) + (dv[1][3] * u) + (dv[2][3] * v);
+}
+
+
+
+
+#endif