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Diffstat (limited to 'libs/ode-0.16.1/ode/src/collision_cylinder_sphere.cpp')
-rw-r--r-- | libs/ode-0.16.1/ode/src/collision_cylinder_sphere.cpp | 277 |
1 files changed, 277 insertions, 0 deletions
diff --git a/libs/ode-0.16.1/ode/src/collision_cylinder_sphere.cpp b/libs/ode-0.16.1/ode/src/collision_cylinder_sphere.cpp new file mode 100644 index 0000000..4a5f6ec --- /dev/null +++ b/libs/ode-0.16.1/ode/src/collision_cylinder_sphere.cpp @@ -0,0 +1,277 @@ +/************************************************************************* + * * + * 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. * + * * + *************************************************************************/ + + +/******************************************************************* + * * + * cylinder-sphere collider by Christoph Beyer (boernerb@web.de) * + * * + * 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; +} |