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Diffstat (limited to 'libraries/ode-0.9/ode/src/collision_cylinder_sphere.cpp')
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diff --git a/libraries/ode-0.9/ode/src/collision_cylinder_sphere.cpp b/libraries/ode-0.9/ode/src/collision_cylinder_sphere.cpp new file mode 100644 index 0000000..964c531 --- /dev/null +++ b/libraries/ode-0.9/ode/src/collision_cylinder_sphere.cpp | |||
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1 | /************************************************************************* | ||
2 | * * | ||
3 | * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * | ||
4 | * All rights reserved. Email: russ@q12.org Web: www.q12.org * | ||
5 | * * | ||
6 | * This library is free software; you can redistribute it and/or * | ||
7 | * modify it under the terms of EITHER: * | ||
8 | * (1) The GNU Lesser General Public License as published by the Free * | ||
9 | * Software Foundation; either version 2.1 of the License, or (at * | ||
10 | * your option) any later version. The text of the GNU Lesser * | ||
11 | * General Public License is included with this library in the * | ||
12 | * file LICENSE.TXT. * | ||
13 | * (2) The BSD-style license that is included with this library in * | ||
14 | * the file LICENSE-BSD.TXT. * | ||
15 | * * | ||
16 | * This library is distributed in the hope that it will be useful, * | ||
17 | * but WITHOUT ANY WARRANTY; without even the implied warranty of * | ||
18 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * | ||
19 | * LICENSE.TXT and LICENSE-BSD.TXT for more details. * | ||
20 | * * | ||
21 | *************************************************************************/ | ||
22 | |||
23 | |||
24 | /******************************************************************* | ||
25 | * * | ||
26 | * cylinder-sphere collider by Christoph Beyer (boernerb@web.de) * | ||
27 | * * | ||
28 | * In Cylinder/Sphere-collisions, there are three possibilies: * | ||
29 | * 1. collision with the cylinder's nappe * | ||
30 | * 2. collision with one of the cylinder's disc * | ||
31 | * 3. collision with one of the disc's border * | ||
32 | * * | ||
33 | * This collider computes two distances (s, t) and based on them, * | ||
34 | * it decides, which collision we have. * | ||
35 | * This collider always generates 1 (or 0, if we have no collison) * | ||
36 | * contacts. * | ||
37 | * It is able to "separate" cylinder and sphere in all * | ||
38 | * configurations, but it never pays attention to velocity. * | ||
39 | * So, in extrem situations, "tunneling-effect" is possible. * | ||
40 | * * | ||
41 | *******************************************************************/ | ||
42 | |||
43 | #include <ode/collision.h> | ||
44 | #include <ode/matrix.h> | ||
45 | #include <ode/rotation.h> | ||
46 | #include <ode/odemath.h> | ||
47 | #include <ode/objects.h> | ||
48 | #include "collision_kernel.h" // for dxGeom | ||
49 | #include "collision_util.h" | ||
50 | |||
51 | int dCollideCylinderSphere(dxGeom* Cylinder, dxGeom* Sphere, | ||
52 | int flags, dContactGeom *contact, int skip) | ||
53 | { | ||
54 | dIASSERT (skip >= (int)sizeof(dContactGeom)); | ||
55 | dIASSERT (Cylinder->type == dCylinderClass); | ||
56 | dIASSERT (Sphere->type == dSphereClass); | ||
57 | dIASSERT ((flags & NUMC_MASK) >= 1); | ||
58 | |||
59 | unsigned char* pContactData = (unsigned char*)contact; | ||
60 | int GeomCount = 0; // count of used contacts | ||
61 | |||
62 | #ifdef dSINGLE | ||
63 | const dReal toleranz = REAL(0.0001); | ||
64 | #endif | ||
65 | #ifdef dDOUBLE | ||
66 | const dReal toleranz = REAL(0.0000001); | ||
67 | #endif | ||
68 | |||
69 | // get the data from the geoms | ||
70 | dReal radius, length; | ||
71 | dGeomCylinderGetParams(Cylinder, &radius, &length); | ||
72 | dVector3 &cylpos = Cylinder->final_posr->pos; | ||
73 | const dReal* pfRot1 = dGeomGetRotation(Cylinder); | ||
74 | |||
75 | dReal radius2; | ||
76 | radius2 = dGeomSphereGetRadius(Sphere); | ||
77 | const dReal* SpherePos = dGeomGetPosition(Sphere); | ||
78 | |||
79 | // G1Pos1 is the middle of the first disc | ||
80 | // G1Pos2 is the middle of the second disc | ||
81 | // vDir1 is the unit direction of the cylinderaxis | ||
82 | dVector3 G1Pos1, G1Pos2, vDir1; | ||
83 | vDir1[0] = Cylinder->final_posr->R[2]; | ||
84 | vDir1[1] = Cylinder->final_posr->R[6]; | ||
85 | vDir1[2] = Cylinder->final_posr->R[10]; | ||
86 | |||
87 | dReal s; | ||
88 | s = length * REAL(0.5); // just a precomputed factor | ||
89 | G1Pos2[0] = vDir1[0] * s + cylpos[0]; | ||
90 | G1Pos2[1] = vDir1[1] * s + cylpos[1]; | ||
91 | G1Pos2[2] = vDir1[2] * s + cylpos[2]; | ||
92 | |||
93 | G1Pos1[0] = vDir1[0] * -s + cylpos[0]; | ||
94 | G1Pos1[1] = vDir1[1] * -s + cylpos[1]; | ||
95 | G1Pos1[2] = vDir1[2] * -s + cylpos[2]; | ||
96 | |||
97 | dVector3 C; | ||
98 | dReal t; | ||
99 | // Step 1: compute the two distances 's' and 't' | ||
100 | // 's' is the distance from the first disc (in vDir1-/Zylinderaxis-direction), the disc with G1Pos1 in the middle | ||
101 | s = (SpherePos[0] - G1Pos1[0]) * vDir1[0] - (G1Pos1[1] - SpherePos[1]) * vDir1[1] - (G1Pos1[2] - SpherePos[2]) * vDir1[2]; | ||
102 | if(s < (-radius2) || s > (length + radius2) ) | ||
103 | { | ||
104 | // Sphere is too far away from the discs | ||
105 | // no collision | ||
106 | return 0; | ||
107 | } | ||
108 | |||
109 | // C is the direction from Sphere-middle to the cylinder-axis (vDir1); C is orthogonal to the cylinder-axis | ||
110 | C[0] = s * vDir1[0] + G1Pos1[0] - SpherePos[0]; | ||
111 | C[1] = s * vDir1[1] + G1Pos1[1] - SpherePos[1]; | ||
112 | C[2] = s * vDir1[2] + G1Pos1[2] - SpherePos[2]; | ||
113 | // t is the distance from the Sphere-middle to the cylinder-axis! | ||
114 | t = dVector3Length(C); | ||
115 | if(t > (radius + radius2) ) | ||
116 | { | ||
117 | // Sphere is too far away from the cylinder axis! | ||
118 | // no collision | ||
119 | return 0; | ||
120 | } | ||
121 | |||
122 | // decide which kind of collision we have: | ||
123 | if(t > radius && (s < 0 || s > length) ) | ||
124 | { | ||
125 | // 3. collision | ||
126 | if(s <= 0) | ||
127 | { | ||
128 | contact->depth = radius2 - dSqrt( (s) * (s) + (t - radius) * (t - radius) ); | ||
129 | if(contact->depth < 0) | ||
130 | { | ||
131 | // no collision! | ||
132 | return 0; | ||
133 | } | ||
134 | contact->pos[0] = C[0] / t * -radius + G1Pos1[0]; | ||
135 | contact->pos[1] = C[1] / t * -radius + G1Pos1[1]; | ||
136 | contact->pos[2] = C[2] / t * -radius + G1Pos1[2]; | ||
137 | contact->normal[0] = (contact->pos[0] - SpherePos[0]) / (radius2 - contact->depth); | ||
138 | contact->normal[1] = (contact->pos[1] - SpherePos[1]) / (radius2 - contact->depth); | ||
139 | contact->normal[2] = (contact->pos[2] - SpherePos[2]) / (radius2 - contact->depth); | ||
140 | contact->g1 = Cylinder; | ||
141 | contact->g2 = Sphere; | ||
142 | GeomCount++; | ||
143 | return GeomCount; | ||
144 | } | ||
145 | else | ||
146 | { | ||
147 | // now s is bigger than length here! | ||
148 | contact->depth = radius2 - dSqrt( (s - length) * (s - length) + (t - radius) * (t - radius) ); | ||
149 | if(contact->depth < 0) | ||
150 | { | ||
151 | // no collision! | ||
152 | return 0; | ||
153 | } | ||
154 | contact->pos[0] = C[0] / t * -radius + G1Pos2[0]; | ||
155 | contact->pos[1] = C[1] / t * -radius + G1Pos2[1]; | ||
156 | contact->pos[2] = C[2] / t * -radius + G1Pos2[2]; | ||
157 | contact->normal[0] = (contact->pos[0] - SpherePos[0]) / (radius2 - contact->depth); | ||
158 | contact->normal[1] = (contact->pos[1] - SpherePos[1]) / (radius2 - contact->depth); | ||
159 | contact->normal[2] = (contact->pos[2] - SpherePos[2]) / (radius2 - contact->depth); | ||
160 | contact->g1 = Cylinder; | ||
161 | contact->g2 = Sphere; | ||
162 | GeomCount++; | ||
163 | return GeomCount; | ||
164 | } | ||
165 | } | ||
166 | else if( (radius - t) <= s && (radius - t) <= (length - s) ) | ||
167 | { | ||
168 | // 1. collsision | ||
169 | if(t > (radius2 + toleranz)) | ||
170 | { | ||
171 | // cylinder-axis is outside the sphere | ||
172 | contact->depth = (radius2 + radius) - t; | ||
173 | if(contact->depth < 0) | ||
174 | { | ||
175 | // should never happen, but just for safeness | ||
176 | return 0; | ||
177 | } | ||
178 | else | ||
179 | { | ||
180 | C[0] /= t; | ||
181 | C[1] /= t; | ||
182 | C[2] /= t; | ||
183 | contact->pos[0] = C[0] * radius2 + SpherePos[0]; | ||
184 | contact->pos[1] = C[1] * radius2 + SpherePos[1]; | ||
185 | contact->pos[2] = C[2] * radius2 + SpherePos[2]; | ||
186 | contact->normal[0] = C[0]; | ||
187 | contact->normal[1] = C[1]; | ||
188 | contact->normal[2] = C[2]; | ||
189 | contact->g1 = Cylinder; | ||
190 | contact->g2 = Sphere; | ||
191 | GeomCount++; | ||
192 | return GeomCount; | ||
193 | } | ||
194 | } | ||
195 | else | ||
196 | { | ||
197 | // cylinder-axis is outside of the sphere | ||
198 | contact->depth = (radius2 + radius) - t; | ||
199 | if(contact->depth < 0) | ||
200 | { | ||
201 | // should never happen, but just for safeness | ||
202 | return 0; | ||
203 | } | ||
204 | else | ||
205 | { | ||
206 | contact->pos[0] = C[0] + SpherePos[0]; | ||
207 | contact->pos[1] = C[1] + SpherePos[1]; | ||
208 | contact->pos[2] = C[2] + SpherePos[2]; | ||
209 | contact->normal[0] = C[0] / t; | ||
210 | contact->normal[1] = C[1] / t; | ||
211 | contact->normal[2] = C[2] / t; | ||
212 | contact->g1 = Cylinder; | ||
213 | contact->g2 = Sphere; | ||
214 | GeomCount++; | ||
215 | return GeomCount; | ||
216 | } | ||
217 | } | ||
218 | } | ||
219 | else | ||
220 | { | ||
221 | // 2. collision | ||
222 | if(s <= (length * REAL(0.5)) ) | ||
223 | { | ||
224 | // collsision with the first disc | ||
225 | contact->depth = s + radius2; | ||
226 | if(contact->depth < 0) | ||
227 | { | ||
228 | // should never happen, but just for safeness | ||
229 | return 0; | ||
230 | } | ||
231 | contact->pos[0] = radius2 * vDir1[0] + SpherePos[0]; | ||
232 | contact->pos[1] = radius2 * vDir1[1] + SpherePos[1]; | ||
233 | contact->pos[2] = radius2 * vDir1[2] + SpherePos[2]; | ||
234 | contact->normal[0] = vDir1[0]; | ||
235 | contact->normal[1] = vDir1[1]; | ||
236 | contact->normal[2] = vDir1[2]; | ||
237 | contact->g1 = Cylinder; | ||
238 | contact->g2 = Sphere; | ||
239 | GeomCount++; | ||
240 | return GeomCount; | ||
241 | } | ||
242 | else | ||
243 | { | ||
244 | // collsision with the second disc | ||
245 | contact->depth = (radius2 + length - s); | ||
246 | if(contact->depth < 0) | ||
247 | { | ||
248 | // should never happen, but just for safeness | ||
249 | return 0; | ||
250 | } | ||
251 | contact->pos[0] = radius2 * -vDir1[0] + SpherePos[0]; | ||
252 | contact->pos[1] = radius2 * -vDir1[1] + SpherePos[1]; | ||
253 | contact->pos[2] = radius2 * -vDir1[2] + SpherePos[2]; | ||
254 | contact->normal[0] = -vDir1[0]; | ||
255 | contact->normal[1] = -vDir1[1]; | ||
256 | contact->normal[2] = -vDir1[2]; | ||
257 | contact->g1 = Cylinder; | ||
258 | contact->g2 = Sphere; | ||
259 | GeomCount++; | ||
260 | return GeomCount; | ||
261 | } | ||
262 | } | ||
263 | return GeomCount; | ||
264 | } | ||