ode/src/collision_cylinder_sphere.cpp
changeset 0 2f259fa3e83a
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/ode/src/collision_cylinder_sphere.cpp	Tue Feb 02 01:00:49 2010 +0200
@@ -0,0 +1,251 @@
+/*************************************************************************
+*                                                                       *
+* 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/matrix.h>
+#include <ode/rotation.h>
+#include <ode/odemath.h>
+#include <ode/objects.h>
+#include "collision_kernel.h"	// for dxGeom
+
+int dCollideCylinderSphere(dxGeom* Cylinder, dxGeom* Sphere, 
+                           int /*flags*/, dContactGeom *contact, int /*skip*/)
+{
+	int GeomCount = 0; // count of used contacts
+
+	const dReal toleranz = REAL(0.0001f);
+
+	// 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 = dMUL(length,REAL(0.5)); // just a precomputed factor
+	G1Pos2[0] = dMUL(vDir1[0],s) + cylpos[0];
+	G1Pos2[1] = dMUL(vDir1[1],s) + cylpos[1];
+	G1Pos2[2] = dMUL(vDir1[2],s) + cylpos[2];
+
+	G1Pos1[0] = dMUL(vDir1[0],-s) + cylpos[0];
+	G1Pos1[1] = dMUL(vDir1[1],-s) + cylpos[1];
+	G1Pos1[2] = dMUL(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 = dMUL((SpherePos[0] - G1Pos1[0]),vDir1[0]) - dMUL((G1Pos1[1] - SpherePos[1]),vDir1[1]) - dMUL((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] = dMUL(s,vDir1[0]) + G1Pos1[0] - SpherePos[0];
+	C[1] = dMUL(s,vDir1[1]) + G1Pos1[1] - SpherePos[1];
+	C[2] = dMUL(s,vDir1[2]) + G1Pos1[2] - SpherePos[2];
+	// t is the distance from the Sphere-middle to the cylinder-axis!
+	t = dSqrt(dMUL(C[0],C[0]) + dMUL(C[1],C[1]) + dMUL(C[2],C[2]) );
+	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( dMUL(s,s) + dMUL((t - radius),(t - radius)) );
+			if(contact->depth < 0)
+			{
+				// no collision!
+				return 0;
+			}
+			contact->pos[0] = dMUL(dDIV(C[0],t),-radius) + G1Pos1[0];
+			contact->pos[1] = dMUL(dDIV(C[1],t),-radius) + G1Pos1[1];
+			contact->pos[2] = dMUL(dDIV(C[2],t),-radius) + G1Pos1[2];
+			contact->normal[0] = dDIV((contact->pos[0] - SpherePos[0]),(radius2 - contact->depth));
+			contact->normal[1] = dDIV((contact->pos[1] - SpherePos[1]),(radius2 - contact->depth));
+			contact->normal[2] = dDIV((contact->pos[2] - SpherePos[2]),(radius2 - contact->depth));
+			contact->g1 = Cylinder;
+			contact->g2 = Sphere;
+			GeomCount++;
+			return GeomCount;
+		}
+		else
+		{
+			// now s is bigger than length here!
+			contact->depth = radius2 - dSqrt( dMUL((s - length),(s - length)) + dMUL((t - radius),(t - radius)) );
+			if(contact->depth < 0)
+			{
+				// no collision!
+				return 0;
+			}
+			contact->pos[0] = dMUL(dDIV(C[0],t),-radius) + G1Pos2[0];
+			contact->pos[1] = dMUL(dDIV(C[1],t),-radius) + G1Pos2[1];
+			contact->pos[2] = dMUL(dDIV(C[2],t),-radius) + G1Pos2[2];
+			contact->normal[0] = dDIV((contact->pos[0] - SpherePos[0]),(radius2 - contact->depth));
+			contact->normal[1] = dDIV((contact->pos[1] - SpherePos[1]),(radius2 - contact->depth));
+			contact->normal[2] = dDIV((contact->pos[2] - SpherePos[2]),(radius2 - contact->depth));
+			contact->g1 = Cylinder;
+			contact->g2 = Sphere;
+			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] = dDIV(C[0],t);
+				C[1] = dDIV(C[1],t);
+				C[2] = dDIV(C[2],t);
+				contact->pos[0] = dMUL(C[0],radius2) + SpherePos[0];
+				contact->pos[1] = dMUL(C[1],radius2) + SpherePos[1];
+				contact->pos[2] = dMUL(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;
+				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] = dDIV(C[0],t);
+				contact->normal[1] = dDIV(C[1],t);
+				contact->normal[2] = dDIV(C[2],t);
+				contact->g1 = Cylinder;
+				contact->g2 = Sphere;
+				GeomCount++;
+				return GeomCount;
+			}
+		}
+	}
+	else
+	{
+		// 2. collision
+		if(s <= dMUL(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] = dMUL(radius2,vDir1[0]) + SpherePos[0];
+			contact->pos[1] = dMUL(radius2,vDir1[1]) + SpherePos[1];
+			contact->pos[2] = dMUL(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;
+			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] = dMUL(radius2,-vDir1[0]) + SpherePos[0];
+			contact->pos[1] = dMUL(radius2,-vDir1[1]) + SpherePos[1];
+			contact->pos[2] = dMUL(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;
+			GeomCount++;
+			return GeomCount;
+		}
+	}
+}