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// Ripped from Magic Software
#include "Include\dRay.h"
#include "dxRay.h"
int dCollideSR(dxGeom* RayGeom, dxGeom* SphereGeom, int Flags, dContactGeom* Contacts, int Stride){
const dVector3& Position = *(const dVector3*)dGeomGetPosition(SphereGeom);
dReal Radius = dGeomSphereGetRadius(SphereGeom);
dVector3 Origin, Direction;
dGeomRayGet(RayGeom, Origin, Direction);
dReal Length = dGeomRayGetLength(RayGeom);
dVector3 Diff;
Diff[0] = Origin[0] - Position[0];
Diff[1] = Origin[1] - Position[1];
Diff[2] = Origin[2] - Position[2];
Diff[3] = Origin[3] - Position[3];
Direction[0] *= Length;
Direction[1] *= Length;
Direction[2] *= Length;
Direction[3] *= Length;
dReal A = Length * Length;
dReal B = dDOT(Diff, Direction);
dReal C = dDOT(Diff, Diff) - (Radius * Radius);
dReal Discr = B * B - A * C;
if (Discr < REAL(0.0)){
return 0;
}
else if (Discr > REAL(0.0)){
dReal T[2];
dReal Root = dSqrt(Discr);
dReal InvA = REAL(1.0) / A;
T[0] = (-B - Root) * InvA;
T[1] = (-B + Root) * InvA;
if (T[0] >= REAL(0.0)){
dContactGeom* Contact0 = CONTACT(Flags, Contacts, 0, Stride);
Contact0->pos[0] = Origin[0] + T[0] * Direction[0];
Contact0->pos[1] = Origin[1] + T[0] * Direction[1];
Contact0->pos[2] = Origin[2] + T[0] * Direction[2];
Contact0->pos[3] = Origin[3] + T[0] * Direction[3];
//Contact0->normal = 0;
Contact0->depth = 0.0f;
Contact0->g1 = RayGeom;
Contact0->g2 = SphereGeom;
dContactGeom* Contact1 = CONTACT(Flags, Contacts, 1, Stride);
Contact1->pos[0] = Origin[0] + T[1] * Direction[0];
Contact1->pos[1] = Origin[1] + T[1] * Direction[1];
Contact1->pos[2] = Origin[2] + T[1] * Direction[2];
Contact1->pos[3] = Origin[3] + T[1] * Direction[3];
//Contact1->normal = 0;
Contact1->depth = 0.0f;
Contact1->g1 = RayGeom;
Contact1->g2 = SphereGeom;
return 2;
}
else if (T[1] >= REAL(0.0)){
dContactGeom* Contact = CONTACT(Flags, Contacts, 1, Stride);
Contact->pos[0] = Origin[0] + T[1] * Direction[0];
Contact->pos[1] = Origin[1] + T[1] * Direction[1];
Contact->pos[2] = Origin[2] + T[1] * Direction[2];
Contact->pos[3] = Origin[3] + T[1] * Direction[3];
//Contact->normal = 0;
Contact->depth = 0.0f;
Contact->g1 = RayGeom;
Contact->g2 = SphereGeom;
return 1;
}
else return 0;
}
else{
dReal T;
T = -B / A;
if (T >= REAL(0.0)){
dContactGeom* Contact = CONTACT(Flags, Contacts, 0, Stride);
Contact->pos[0] = Origin[0] + T * Direction[0];
Contact->pos[1] = Origin[1] + T * Direction[1];
Contact->pos[2] = Origin[2] + T * Direction[2];
Contact->pos[3] = Origin[3] + T * Direction[3];
//Contact->normal = 0;
Contact->depth = 0.0f;
Contact->g1 = RayGeom;
Contact->g2 = SphereGeom;
return 1;
}
else return 0;
}
}
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