Merge workaround for bug 2012. Ignore workaround for bug 2584 as no longer appears applicable.
/*************************************************************************
* *
* 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. *
* *
*************************************************************************/
/*
standard ODE geometry primitives: public API and pairwise collision functions.
the rule is that only the low level primitive collision functions should set
dContactGeom::g1 and dContactGeom::g2.
*/
#include <ode/common.h>
#include <ode/collision.h>
#include <ode/matrix.h>
#include <ode/rotation.h>
#include <ode/odemath.h>
#include "collision_kernel.h"
#include "collision_std.h"
#include "collision_util.h"
//****************************************************************************
// sphere public API
dxSphere::dxSphere (dSpaceID space, dReal _radius) : dxGeom (space,1)
{
type = dSphereClass;
radius = _radius;
}
void dxSphere::computeAABB()
{
aabb[0] = final_posr->pos[0] - radius;
aabb[1] = final_posr->pos[0] + radius;
aabb[2] = final_posr->pos[1] - radius;
aabb[3] = final_posr->pos[1] + radius;
aabb[4] = final_posr->pos[2] - radius;
aabb[5] = final_posr->pos[2] + radius;
}
EXPORT_C dGeomID dCreateSphere (dSpaceID space, dReal radius)
{
return new dxSphere (space,radius);
}
EXPORT_C void dGeomSphereSetRadius (dGeomID g, dReal radius)
{
dxSphere *s = (dxSphere*) g;
s->radius = radius;
dGeomMoved (g);
}
EXPORT_C dReal dGeomSphereGetRadius (dGeomID g)
{
dxSphere *s = (dxSphere*) g;
return s->radius;
}
EXPORT_C dReal dGeomSpherePointDepth (dGeomID g, dReal x, dReal y, dReal z)
{
g->recomputePosr();
dxSphere *s = (dxSphere*) g;
dReal * pos = s->final_posr->pos;
return s->radius - dSqrt (dMUL((x-pos[0]),(x-pos[0])) +
dMUL((y-pos[1]),(y-pos[1])) +
dMUL((z-pos[2]),(z-pos[2])));
}
//****************************************************************************
// pairwise collision functions for standard geom types
int dCollideSphereSphere (dxGeom *o1, dxGeom *o2, int /*flags*/,
dContactGeom *contact, int /*skip*/)
{
dxSphere *sphere1 = (dxSphere*) o1;
dxSphere *sphere2 = (dxSphere*) o2;
contact->g1 = o1;
contact->g2 = o2;
return dCollideSpheres (o1->final_posr->pos,sphere1->radius,
o2->final_posr->pos,sphere2->radius,contact);
}
int dCollideSphereBox (dxGeom *o1, dxGeom *o2, int /*flags*/,
dContactGeom *contact, int /*skip*/)
{
// this is easy. get the sphere center `p' relative to the box, and then clip
// that to the boundary of the box (call that point `q'). if q is on the
// boundary of the box and |p-q| is <= sphere radius, they touch.
// if q is inside the box, the sphere is inside the box, so set a contact
// normal to push the sphere to the closest box face.
dVector3 l,t,p,q,r;
dReal depth;
int onborder = 0;
dxSphere *sphere = (dxSphere*) o1;
dxBox *box = (dxBox*) o2;
contact->g1 = o1;
contact->g2 = o2;
p[0] = o1->final_posr->pos[0] - o2->final_posr->pos[0];
p[1] = o1->final_posr->pos[1] - o2->final_posr->pos[1];
p[2] = o1->final_posr->pos[2] - o2->final_posr->pos[2];
l[0] = dMUL(box->side[0],REAL(0.5));
t[0] = dDOT14(p,o2->final_posr->R);
if (t[0] < -l[0]) { t[0] = -l[0]; onborder = 1; }
if (t[0] > l[0]) { t[0] = l[0]; onborder = 1; }
l[1] = dMUL(box->side[1],REAL(0.5));
t[1] = dDOT14(p,o2->final_posr->R+1);
if (t[1] < -l[1]) { t[1] = -l[1]; onborder = 1; }
if (t[1] > l[1]) { t[1] = l[1]; onborder = 1; }
t[2] = dDOT14(p,o2->final_posr->R+2);
l[2] = dMUL(box->side[2],REAL(0.5));
if (t[2] < -l[2]) { t[2] = -l[2]; onborder = 1; }
if (t[2] > l[2]) { t[2] = l[2]; onborder = 1; }
if (!onborder) {
// sphere center inside box. find closest face to `t'
dReal min_distance = l[0] - dFabs(t[0]);
int mini = 0;
for (int i=1; i<3; i++) {
dReal face_distance = l[i] - dFabs(t[i]);
if (face_distance < min_distance) {
min_distance = face_distance;
mini = i;
}
}
// contact position = sphere center
contact->pos[0] = o1->final_posr->pos[0];
contact->pos[1] = o1->final_posr->pos[1];
contact->pos[2] = o1->final_posr->pos[2];
// contact normal points to closest face
dVector3 tmp;
tmp[0] = 0;
tmp[1] = 0;
tmp[2] = 0;
tmp[mini] = (t[mini] > 0) ? REAL(1.0) : REAL(-1.0);
dMULTIPLY0_331 (contact->normal,o2->final_posr->R,tmp);
// contact depth = distance to wall along normal plus radius
contact->depth = min_distance + sphere->radius;
return 1;
}
t[3] = 0; //@@@ hmmm
dMULTIPLY0_331 (q,o2->final_posr->R,t);
r[0] = p[0] - q[0];
r[1] = p[1] - q[1];
r[2] = p[2] - q[2];
depth = sphere->radius - dSqrt(dDOT(r,r));
if (depth < 0) return 0;
contact->pos[0] = q[0] + o2->final_posr->pos[0];
contact->pos[1] = q[1] + o2->final_posr->pos[1];
contact->pos[2] = q[2] + o2->final_posr->pos[2];
contact->normal[0] = r[0];
contact->normal[1] = r[1];
contact->normal[2] = r[2];
dNormalize3 (contact->normal);
contact->depth = depth;
return 1;
}
int dCollideSpherePlane (dxGeom *o1, dxGeom *o2, int /*flags*/,
dContactGeom *contact, int /*skip*/)
{
dxSphere *sphere = (dxSphere*) o1;
dxPlane *plane = (dxPlane*) o2;
contact->g1 = o1;
contact->g2 = o2;
dReal k = dDOT (o1->final_posr->pos,plane->p);
dReal depth = plane->p[3] - k + sphere->radius;
if (depth >= 0) {
contact->normal[0] = plane->p[0];
contact->normal[1] = plane->p[1];
contact->normal[2] = plane->p[2];
contact->pos[0] = o1->final_posr->pos[0] - dMUL(plane->p[0],sphere->radius);
contact->pos[1] = o1->final_posr->pos[1] - dMUL(plane->p[1],sphere->radius);
contact->pos[2] = o1->final_posr->pos[2] - dMUL(plane->p[2],sphere->radius);
contact->depth = depth;
return 1;
}
else return 0;
}