diff -r 000000000000 -r 2f259fa3e83a ode/src/collision_cylinder_box.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/ode/src/collision_cylinder_box.cpp Tue Feb 02 01:00:49 2010 +0200 @@ -0,0 +1,985 @@ +/************************************************************************* +* * +* 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-box collider by Alen Ladavac + * Ported to ODE by Nguyen Binh + */ + +#include +#include +#include +#include +#include "collision_util.h" +#include + +static const int MAX_CYLBOX_CLIP_POINTS = 16; +static const int nCYLINDER_AXIS = 2; +// Number of segment of cylinder base circle. +// Must be divisible by 4. +static const int nCYLINDER_SEGMENT = 8; + +#define MAX_FLOAT dInfinity + +// Data that passed through the collider's functions +typedef struct _sCylinderBoxData +{ + // cylinder parameters + dMatrix3 mCylinderRot; + dVector3 vCylinderPos; + dVector3 vCylinderAxis; + dReal fCylinderRadius; + dReal fCylinderSize; + dVector3 avCylinderNormals[nCYLINDER_SEGMENT]; + + // box parameters + + dMatrix3 mBoxRot; + dVector3 vBoxPos; + dVector3 vBoxHalfSize; + // box vertices array : 8 vertices + dVector3 avBoxVertices[8]; + + // global collider data + dVector3 vDiff; + dVector3 vNormal; + dReal fBestDepth; + dReal fBestrb; + dReal fBestrc; + int iBestAxis; + + // contact data + dVector3 vEp0, vEp1; + dReal fDepth0, fDepth1; + + // ODE stuff + dGeomID gBox; + dGeomID gCylinder; + dContactGeom* gContact; + int iFlags; + int iSkip; + int nContacts; + +} sCylinderBoxData; + + +// initialize collision data +void _cldInitCylinderBox(sCylinderBoxData& cData) +{ + // get cylinder position, orientation + const dReal* pRotCyc = dGeomGetRotation(cData.gCylinder); + dMatrix3Copy(pRotCyc,cData.mCylinderRot); + + const dVector3* pPosCyc = (const dVector3*)dGeomGetPosition(cData.gCylinder); + dVector3Copy(*pPosCyc,cData.vCylinderPos); + + dMat3GetCol(cData.mCylinderRot,nCYLINDER_AXIS,cData.vCylinderAxis); + + // get cylinder radius and size + dGeomCylinderGetParams(cData.gCylinder,&cData.fCylinderRadius,&cData.fCylinderSize); + + // get box position, orientation, size + const dReal* pRotBox = dGeomGetRotation(cData.gBox); + dMatrix3Copy(pRotBox,cData.mBoxRot); + const dVector3* pPosBox = (const dVector3*)dGeomGetPosition(cData.gBox); + dVector3Copy(*pPosBox,cData.vBoxPos); + + dGeomBoxGetLengths(cData.gBox, cData.vBoxHalfSize); + cData.vBoxHalfSize[0] = dMUL(cData.vBoxHalfSize[0],REAL(0.5)); + cData.vBoxHalfSize[1] = dMUL(cData.vBoxHalfSize[1],REAL(0.5)); + cData.vBoxHalfSize[2] = dMUL(cData.vBoxHalfSize[2],REAL(0.5)); + + // vertex 0 + cData.avBoxVertices[0][0] = -cData.vBoxHalfSize[0]; + cData.avBoxVertices[0][1] = cData.vBoxHalfSize[1]; + cData.avBoxVertices[0][2] = -cData.vBoxHalfSize[2]; + + // vertex 1 + cData.avBoxVertices[1][0] = cData.vBoxHalfSize[0]; + cData.avBoxVertices[1][1] = cData.vBoxHalfSize[1]; + cData.avBoxVertices[1][2] = -cData.vBoxHalfSize[2]; + + // vertex 2 + cData.avBoxVertices[2][0] = -cData.vBoxHalfSize[0]; + cData.avBoxVertices[2][1] = -cData.vBoxHalfSize[1]; + cData.avBoxVertices[2][2] = -cData.vBoxHalfSize[2]; + + // vertex 3 + cData.avBoxVertices[3][0] = cData.vBoxHalfSize[0]; + cData.avBoxVertices[3][1] = -cData.vBoxHalfSize[1]; + cData.avBoxVertices[3][2] = -cData.vBoxHalfSize[2]; + + // vertex 4 + cData.avBoxVertices[4][0] = cData.vBoxHalfSize[0]; + cData.avBoxVertices[4][1] = cData.vBoxHalfSize[1]; + cData.avBoxVertices[4][2] = cData.vBoxHalfSize[2]; + + // vertex 5 + cData.avBoxVertices[5][0] = cData.vBoxHalfSize[0]; + cData.avBoxVertices[5][1] = -cData.vBoxHalfSize[1]; + cData.avBoxVertices[5][2] = cData.vBoxHalfSize[2]; + + // vertex 6 + cData.avBoxVertices[6][0] = -cData.vBoxHalfSize[0]; + cData.avBoxVertices[6][1] = -cData.vBoxHalfSize[1]; + cData.avBoxVertices[6][2] = cData.vBoxHalfSize[2]; + + // vertex 7 + cData.avBoxVertices[7][0] = -cData.vBoxHalfSize[0]; + cData.avBoxVertices[7][1] = cData.vBoxHalfSize[1]; + cData.avBoxVertices[7][2] = cData.vBoxHalfSize[2]; + + // temp index + int i = 0; + dVector3 vTempBoxVertices[8]; + // transform vertices in absolute space + for(i=0; i < 8; i++) + { + dMultiplyMat3Vec3(cData.mBoxRot,cData.avBoxVertices[i], vTempBoxVertices[i]); + dVector3Add(vTempBoxVertices[i], cData.vBoxPos, cData.avBoxVertices[i]); + } + + // find relative position + dVector3Subtract(cData.vCylinderPos,cData.vBoxPos,cData.vDiff); + cData.fBestDepth = MAX_FLOAT; + cData.vNormal[0] = REAL(0.0); + cData.vNormal[1] = REAL(0.0); + cData.vNormal[2] = REAL(0.0); + + // calculate basic angle for nCYLINDER_SEGMENT-gon + dReal fAngle = dPI/nCYLINDER_SEGMENT; + + // calculate angle increment + dReal fAngleIncrement = dMUL(fAngle,REAL(2.0)); + + // calculate nCYLINDER_SEGMENT-gon points + for(i = 0; i < nCYLINDER_SEGMENT; i++) + { + cData.avCylinderNormals[i][0] = -dCos(fAngle); + cData.avCylinderNormals[i][1] = -dSin(fAngle); + cData.avCylinderNormals[i][2] = 0; + + fAngle += fAngleIncrement; + } + + cData.fBestrb = 0; + cData.fBestrc = 0; + cData.iBestAxis = 0; + cData.nContacts = 0; + +} + +// test for given separating axis +int _cldTestAxis(sCylinderBoxData& cData, dVector3& vInputNormal, int iAxis ) +{ + // check length of input normal + dReal fL = dVector3Length(vInputNormal); + // if not long enough + if ( fL < REAL(2e-5f) ) + { + // do nothing + return 1; + } + + // otherwise make it unit for sure + dNormalize3(vInputNormal); + + // project box and Cylinder on mAxis + dReal fdot1 = dVector3Dot(cData.vCylinderAxis, vInputNormal); + + dReal frc; + + if (fdot1 > REAL(1.0)) + { + fdot1 = REAL(1.0); + frc = dFabs(dMUL(cData.fCylinderSize,REAL(0.5))); + } + + // project box and capsule on iAxis + frc = dFabs( dMUL(fdot1,(cData.fCylinderSize*REAL(0.5)))) + dMUL(cData.fCylinderRadius,dSqrt(REAL(1.0)-(dMUL(fdot1,fdot1)))); + + dVector3 vTemp1; + dReal frb = REAL(0.0); + + dMat3GetCol(cData.mBoxRot,0,vTemp1); + frb = dMUL(dFabs(dVector3Dot(vTemp1,vInputNormal)),cData.vBoxHalfSize[0]); + + dMat3GetCol(cData.mBoxRot,1,vTemp1); + frb += dMUL(dFabs(dVector3Dot(vTemp1,vInputNormal)),cData.vBoxHalfSize[1]); + + dMat3GetCol(cData.mBoxRot,2,vTemp1); + frb += dMUL(dFabs(dVector3Dot(vTemp1,vInputNormal)),cData.vBoxHalfSize[2]); + + // project their distance on separating axis + dReal fd = dVector3Dot(cData.vDiff,vInputNormal); + + // if they do not overlap exit, we have no intersection + if ( dFabs(fd) > frc+frb ) + { + return 0; + } + + // get depth + dReal fDepth = - dFabs(fd) + (frc+frb); + + // get maximum depth + if ( fDepth < cData.fBestDepth ) + { + cData.fBestDepth = fDepth; + dVector3Copy(vInputNormal,cData.vNormal); + cData.iBestAxis = iAxis; + cData.fBestrb = frb; + cData.fBestrc = frc; + + // flip normal if interval is wrong faced + if (fd > 0) + { + dVector3Inv(cData.vNormal); + } + } + + return 1; +} + + +// check for separation between box edge and cylinder circle edge +int _cldTestEdgeCircleAxis( sCylinderBoxData& cData, + const dVector3 &vCenterPoint, + const dVector3 &vVx0, const dVector3 &vVx1, + int iAxis ) +{ + // calculate direction of edge + dVector3 vDirEdge; + dVector3Subtract(vVx1,vVx0,vDirEdge); + dNormalize3(vDirEdge); + // starting point of edge + dVector3 vEStart; + dVector3Copy(vVx0,vEStart); + + // calculate angle cosine between cylinder axis and edge + dReal fdot2 = dVector3Dot (vDirEdge,cData.vCylinderAxis); + + // if edge is perpendicular to cylinder axis + if(dFabs(fdot2) < REAL(2e-5f)) + { + // this can't be separating axis, because edge is parallel to circle plane + return 1; + } + + // find point of intersection between edge line and circle plane + dVector3 vTemp1; + dVector3Subtract(vCenterPoint,vEStart,vTemp1); + dReal fdot1 = dVector3Dot(vTemp1,cData.vCylinderAxis); + dVector3 vpnt; + vpnt[0]= vEStart[0] + dMUL(vDirEdge[0],dDIV(fdot1,fdot2)); + vpnt[1]= vEStart[1] + dMUL(vDirEdge[1],dDIV(fdot1,fdot2)); + vpnt[2]= vEStart[2] + dMUL(vDirEdge[2],dDIV(fdot1,fdot2)); + + // find tangent vector on circle with same center (vCenterPoint) that + // touches point of intersection (vpnt) + dVector3 vTangent; + dVector3Subtract(vCenterPoint,vpnt,vTemp1); + dVector3Cross(vTemp1,cData.vCylinderAxis,vTangent); + + // find vector orthogonal both to tangent and edge direction + dVector3 vAxis; + dVector3Cross(vTangent,vDirEdge,vAxis); + + // use that vector as separating axis + return _cldTestAxis( cData, vAxis, iAxis ); +} + +// Test separating axis for collision +int _cldTestSeparatingAxes(sCylinderBoxData& cData) +{ + // reset best axis + cData.fBestDepth = MAX_FLOAT; + cData.iBestAxis = 0; + cData.fBestrb = 0; + cData.fBestrc = 0; + cData.nContacts = 0; + + dVector3 vAxis = {REAL(0.0),REAL(0.0),REAL(0.0),REAL(0.0)}; + + // Epsilon value for checking axis vector length + const dReal fEpsilon = REAL(2e-5f); + + // axis A0 + dMat3GetCol(cData.mBoxRot, 0 , vAxis); + if (!_cldTestAxis( cData, vAxis, 1 )) + { + return 0; + } + + // axis A1 + dMat3GetCol(cData.mBoxRot, 1 , vAxis); + if (!_cldTestAxis( cData, vAxis, 2 )) + { + return 0; + } + + // axis A2 + dMat3GetCol(cData.mBoxRot, 2 , vAxis); + if (!_cldTestAxis( cData, vAxis, 3 )) + { + return 0; + } + + // axis C - Cylinder Axis + //vAxis = vCylinderAxis; + dVector3Copy(cData.vCylinderAxis , vAxis); + if (!_cldTestAxis( cData, vAxis, 4 )) + { + return 0; + } + + // axis CxA0 + //vAxis = ( vCylinderAxis cross mthGetColM33f( mBoxRot, 0 )); + dVector3CrossMat3Col(cData.mBoxRot, 0 ,cData.vCylinderAxis, vAxis); + if(dVector3Length2( vAxis ) > fEpsilon ) + { + if (!_cldTestAxis( cData, vAxis, 5 )) + { + return 0; + } + } + + // axis CxA1 + //vAxis = ( vCylinderAxis cross mthGetColM33f( mBoxRot, 1 )); + dVector3CrossMat3Col(cData.mBoxRot, 1 ,cData.vCylinderAxis, vAxis); + if(dVector3Length2( vAxis ) > fEpsilon ) + { + if (!_cldTestAxis( cData, vAxis, 6 )) + { + return 0; + } + } + + // axis CxA2 + //vAxis = ( vCylinderAxis cross mthGetColM33f( mBoxRot, 2 )); + dVector3CrossMat3Col(cData.mBoxRot, 2 ,cData.vCylinderAxis, vAxis); + if(dVector3Length2( vAxis ) > fEpsilon ) + { + if (!_cldTestAxis( cData, vAxis, 7 )) + { + return 0; + } + } + + int i = 0; + dVector3 vTemp1; + dVector3 vTemp2; + // here we check box's vertices axis + for(i=0; i< 8; i++) + { + //vAxis = ( vCylinderAxis cross (cData.avBoxVertices[i] - vCylinderPos)); + dVector3Subtract(cData.avBoxVertices[i],cData.vCylinderPos,vTemp1); + dVector3Cross(cData.vCylinderAxis,vTemp1,vTemp2); + //vAxis = ( vCylinderAxis cross vAxis ); + dVector3Cross(cData.vCylinderAxis,vTemp2,vAxis); + if(dVector3Length2( vAxis ) > fEpsilon ) + { + if (!_cldTestAxis( cData, vAxis, 8 + i )) + { + return 0; + } + } + } + + // ************************************ + // this is defined for first 12 axes + // normal of plane that contains top circle of cylinder + // center of top circle of cylinder + dVector3 vcc; + vcc[0] = (cData.vCylinderPos)[0] + dMUL(cData.vCylinderAxis[0],dMUL(cData.fCylinderSize,REAL(0.5))); + vcc[1] = (cData.vCylinderPos)[1] + dMUL(cData.vCylinderAxis[1],dMUL(cData.fCylinderSize,REAL(0.5))); + vcc[2] = (cData.vCylinderPos)[2] + dMUL(cData.vCylinderAxis[2],dMUL(cData.fCylinderSize,REAL(0.5))); + // ************************************ + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[1], cData.avBoxVertices[0], 16)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[1], cData.avBoxVertices[3], 17)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[2], cData.avBoxVertices[3], 18)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[2], cData.avBoxVertices[0], 19)) + { + return 0; + } + + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[4], cData.avBoxVertices[1], 20)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[4], cData.avBoxVertices[7], 21)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[0], cData.avBoxVertices[7], 22)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[5], cData.avBoxVertices[3], 23)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[5], cData.avBoxVertices[6], 24)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[2], cData.avBoxVertices[6], 25)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[4], cData.avBoxVertices[5], 26)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[6], cData.avBoxVertices[7], 27)) + { + return 0; + } + + // ************************************ + // this is defined for second 12 axes + // normal of plane that contains bottom circle of cylinder + // center of bottom circle of cylinder + // vcc = vCylinderPos - vCylinderAxis*(fCylinderSize*REAL(0.5)); + vcc[0] = (cData.vCylinderPos)[0] - dMUL(cData.vCylinderAxis[0],dMUL(cData.fCylinderSize,REAL(0.5))); + vcc[1] = (cData.vCylinderPos)[1] - dMUL(cData.vCylinderAxis[1],dMUL(cData.fCylinderSize,REAL(0.5))); + vcc[2] = (cData.vCylinderPos)[2] - dMUL(cData.vCylinderAxis[2],dMUL(cData.fCylinderSize,REAL(0.5))); + // ************************************ + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[1], cData.avBoxVertices[0], 28)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[1], cData.avBoxVertices[3], 29)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[2], cData.avBoxVertices[3], 30)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[2], cData.avBoxVertices[0], 31)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[4], cData.avBoxVertices[1], 32)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[4], cData.avBoxVertices[7], 33)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[0], cData.avBoxVertices[7], 34)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[5], cData.avBoxVertices[3], 35)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[5], cData.avBoxVertices[6], 36)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[2], cData.avBoxVertices[6], 37)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[4], cData.avBoxVertices[5], 38)) + { + return 0; + } + + if (!_cldTestEdgeCircleAxis( cData, vcc, cData.avBoxVertices[6], cData.avBoxVertices[7], 39)) + { + return 0; + } + + return 1; +} + +int _cldClipCylinderToBox(sCylinderBoxData& cData) +{ + + // calculate that vector perpendicular to cylinder axis which closes lowest angle with collision normal + dVector3 vN; + dReal fTemp1 = dVector3Dot(cData.vCylinderAxis,cData.vNormal); + vN[0] = cData.vNormal[0] - dMUL(cData.vCylinderAxis[0],fTemp1); + vN[1] = cData.vNormal[1] - dMUL(cData.vCylinderAxis[1],fTemp1); + vN[2] = cData.vNormal[2] - dMUL(cData.vCylinderAxis[2],fTemp1); + + // normalize that vector + dNormalize3(vN); + + // translate cylinder end points by the vector + dVector3 vCposTrans; + vCposTrans[0] = cData.vCylinderPos[0] + dMUL(vN[0],cData.fCylinderRadius); + vCposTrans[1] = cData.vCylinderPos[1] + dMUL(vN[1],cData.fCylinderRadius); + vCposTrans[2] = cData.vCylinderPos[2] + dMUL(vN[2],cData.fCylinderRadius); + + cData.vEp0[0] = vCposTrans[0] + dMUL(cData.vCylinderAxis[0],dMUL(cData.fCylinderSize,REAL(0.5))); + cData.vEp0[1] = vCposTrans[1] + dMUL(cData.vCylinderAxis[1],dMUL(cData.fCylinderSize,REAL(0.5))); + cData.vEp0[2] = vCposTrans[2] + dMUL(cData.vCylinderAxis[2],dMUL(cData.fCylinderSize,REAL(0.5))); + + cData.vEp1[0] = vCposTrans[0] - dMUL(cData.vCylinderAxis[0],dMUL(cData.fCylinderSize,REAL(0.5))); + cData.vEp1[1] = vCposTrans[1] - dMUL(cData.vCylinderAxis[1],dMUL(cData.fCylinderSize,REAL(0.5))); + cData.vEp1[2] = vCposTrans[2] - dMUL(cData.vCylinderAxis[2],dMUL(cData.fCylinderSize,REAL(0.5))); + + // transform edge points in box space + cData.vEp0[0] -= cData.vBoxPos[0]; + cData.vEp0[1] -= cData.vBoxPos[1]; + cData.vEp0[2] -= cData.vBoxPos[2]; + + cData.vEp1[0] -= cData.vBoxPos[0]; + cData.vEp1[1] -= cData.vBoxPos[1]; + cData.vEp1[2] -= cData.vBoxPos[2]; + + dVector3 vTemp1; + // clip the edge to box + dVector4 plPlane; + // plane 0 +x + dMat3GetCol(cData.mBoxRot,0,vTemp1); + dConstructPlane(vTemp1,cData.vBoxHalfSize[0],plPlane); + if(!dClipEdgeToPlane( cData.vEp0, cData.vEp1, plPlane )) + { + return 0; + } + + // plane 1 +y + dMat3GetCol(cData.mBoxRot,1,vTemp1); + dConstructPlane(vTemp1,cData.vBoxHalfSize[1],plPlane); + if(!dClipEdgeToPlane( cData.vEp0, cData.vEp1, plPlane )) + { + return 0; + } + + // plane 2 +z + dMat3GetCol(cData.mBoxRot,2,vTemp1); + dConstructPlane(vTemp1,cData.vBoxHalfSize[2],plPlane); + if(!dClipEdgeToPlane( cData.vEp0, cData.vEp1, plPlane )) + { + return 0; + } + + // plane 3 -x + dMat3GetCol(cData.mBoxRot,0,vTemp1); + dVector3Inv(vTemp1); + dConstructPlane(vTemp1,cData.vBoxHalfSize[0],plPlane); + if(!dClipEdgeToPlane( cData.vEp0, cData.vEp1, plPlane )) + { + return 0; + } + + // plane 4 -y + dMat3GetCol(cData.mBoxRot,1,vTemp1); + dVector3Inv(vTemp1); + dConstructPlane(vTemp1,cData.vBoxHalfSize[1],plPlane); + if(!dClipEdgeToPlane( cData.vEp0, cData.vEp1, plPlane )) + { + return 0; + } + + // plane 5 -z + dMat3GetCol(cData.mBoxRot,2,vTemp1); + dVector3Inv(vTemp1); + dConstructPlane(vTemp1,cData.vBoxHalfSize[2],plPlane); + if(!dClipEdgeToPlane( cData.vEp0, cData.vEp1, plPlane )) + { + return 0; + } + + // calculate depths for both contact points + cData.fDepth0 = cData.fBestrb + dVector3Dot(cData.vEp0, cData.vNormal); + cData.fDepth1 = cData.fBestrb + dVector3Dot(cData.vEp1, cData.vNormal); + + // clamp depths to 0 + if(cData.fDepth0<0) + { + cData.fDepth0 = REAL(0.0); + } + + if(cData.fDepth1<0) + { + cData.fDepth1 = REAL(0.0); + } + + // back transform edge points from box to absolute space + cData.vEp0[0] += cData.vBoxPos[0]; + cData.vEp0[1] += cData.vBoxPos[1]; + cData.vEp0[2] += cData.vBoxPos[2]; + + cData.vEp1[0] += cData.vBoxPos[0]; + cData.vEp1[1] += cData.vBoxPos[1]; + cData.vEp1[2] += cData.vBoxPos[2]; + + dContactGeom* Contact0 = SAFECONTACT(cData.iFlags, cData.gContact, cData.nContacts, cData.iSkip); + Contact0->depth = cData.fDepth0; + dVector3Copy(cData.vNormal,Contact0->normal); + dVector3Copy(cData.vEp0,Contact0->pos); + Contact0->g1 = cData.gCylinder; + Contact0->g2 = cData.gBox; + dVector3Inv(Contact0->normal); + cData.nContacts++; + + dContactGeom* Contact1 = SAFECONTACT(cData.iFlags, cData.gContact, cData.nContacts, cData.iSkip); + Contact1->depth = cData.fDepth1; + dVector3Copy(cData.vNormal,Contact1->normal); + dVector3Copy(cData.vEp1,Contact1->pos); + Contact1->g1 = cData.gCylinder; + Contact1->g2 = cData.gBox; + dVector3Inv(Contact1->normal); + cData.nContacts++; + + return 1; +} + + +void _cldClipBoxToCylinder(sCylinderBoxData& cData ) +{ + dVector3 vCylinderCirclePos, vCylinderCircleNormal_Rel; + // check which circle from cylinder we take for clipping + if ( dVector3Dot(cData.vCylinderAxis, cData.vNormal) > REAL(0.0) ) + { + // get top circle + vCylinderCirclePos[0] = cData.vCylinderPos[0] + dMUL(cData.vCylinderAxis[0],dMUL(cData.fCylinderSize,REAL(0.5))); + vCylinderCirclePos[1] = cData.vCylinderPos[1] + dMUL(cData.vCylinderAxis[1],dMUL(cData.fCylinderSize,REAL(0.5))); + vCylinderCirclePos[2] = cData.vCylinderPos[2] + dMUL(cData.vCylinderAxis[2],dMUL(cData.fCylinderSize,REAL(0.5))); + + vCylinderCircleNormal_Rel[0] = REAL(0.0); + vCylinderCircleNormal_Rel[1] = REAL(0.0); + vCylinderCircleNormal_Rel[2] = REAL(0.0); + vCylinderCircleNormal_Rel[nCYLINDER_AXIS] = REAL(-1.0); + } + else + { + // get bottom circle + vCylinderCirclePos[0] = cData.vCylinderPos[0] - dMUL(cData.vCylinderAxis[0],dMUL(cData.fCylinderSize,REAL(0.5))); + vCylinderCirclePos[1] = cData.vCylinderPos[1] - dMUL(cData.vCylinderAxis[1],dMUL(cData.fCylinderSize,REAL(0.5))); + vCylinderCirclePos[2] = cData.vCylinderPos[2] - dMUL(cData.vCylinderAxis[2],dMUL(cData.fCylinderSize,REAL(0.5))); + + vCylinderCircleNormal_Rel[0] = REAL(0.0); + vCylinderCircleNormal_Rel[1] = REAL(0.0); + vCylinderCircleNormal_Rel[2] = REAL(0.0); + vCylinderCircleNormal_Rel[nCYLINDER_AXIS] = REAL(1.0); + } + + // vNr is normal in Box frame, pointing from Cylinder to Box + dVector3 vNr; + dMatrix3 mBoxInv; + + // Find a way to use quaternion + dMatrix3Inv(cData.mBoxRot,mBoxInv); + dMultiplyMat3Vec3(mBoxInv,cData.vNormal,vNr); + + dVector3 vAbsNormal; + + vAbsNormal[0] = dFabs( vNr[0] ); + vAbsNormal[1] = dFabs( vNr[1] ); + vAbsNormal[2] = dFabs( vNr[2] ); + + // find which face in box is closest to cylinder + int iB0, iB1, iB2; + + // Different from Croteam's code + if (vAbsNormal[1] > vAbsNormal[0]) + { + // 1 > 0 + if (vAbsNormal[0]> vAbsNormal[2]) + { + // 0 > 2 -> 1 > 0 >2 + iB0 = 1; iB1 = 0; iB2 = 2; + } + else + { + // 2 > 0-> Must compare 1 and 2 + if (vAbsNormal[1] > vAbsNormal[2]) + { + // 1 > 2 -> 1 > 2 > 0 + iB0 = 1; iB1 = 2; iB2 = 0; + } + else + { + // 2 > 1 -> 2 > 1 > 0; + iB0 = 2; iB1 = 1; iB2 = 0; + } + } + } + else + { + // 0 > 1 + if (vAbsNormal[1] > vAbsNormal[2]) + { + // 1 > 2 -> 0 > 1 > 2 + iB0 = 0; iB1 = 1; iB2 = 2; + } + else + { + // 2 > 1 -> Must compare 0 and 2 + if (vAbsNormal[0] > vAbsNormal[2]) + { + // 0 > 2 -> 0 > 2 > 1; + iB0 = 0; iB1 = 2; iB2 = 1; + } + else + { + // 2 > 0 -> 2 > 0 > 1; + iB0 = 2; iB1 = 0; iB2 = 1; + } + } + } + + dVector3 vCenter; + // find center of box polygon + dVector3 vTemp; + if (vNr[iB0] > 0) + { + dMat3GetCol(cData.mBoxRot,iB0,vTemp); + vCenter[0] = cData.vBoxPos[0] - dMUL(cData.vBoxHalfSize[iB0],vTemp[0]); + vCenter[1] = cData.vBoxPos[1] - dMUL(cData.vBoxHalfSize[iB0],vTemp[1]); + vCenter[2] = cData.vBoxPos[2] - dMUL(cData.vBoxHalfSize[iB0],vTemp[2]); + } + else + { + dMat3GetCol(cData.mBoxRot,iB0,vTemp); + vCenter[0] = cData.vBoxPos[0] + dMUL(cData.vBoxHalfSize[iB0],vTemp[0]); + vCenter[1] = cData.vBoxPos[1] + dMUL(cData.vBoxHalfSize[iB0],vTemp[1]); + vCenter[2] = cData.vBoxPos[2] + dMUL(cData.vBoxHalfSize[iB0],vTemp[2]); + } + + // find the vertices of box polygon + dVector3 avPoints[4]; + dVector3 avTempArray1[MAX_CYLBOX_CLIP_POINTS]; + dVector3 avTempArray2[MAX_CYLBOX_CLIP_POINTS]; + + int i=0; + for(i=0; i REAL(0.0)) + { + // generate contacts + dContactGeom* Contact0 = SAFECONTACT(cData.iFlags, cData.gContact, cData.nContacts, cData.iSkip); + Contact0->depth = fTempDepth; + dVector3Copy(cData.vNormal,Contact0->normal); + dVector3Copy(vPoint,Contact0->pos); + Contact0->g1 = cData.gCylinder; + Contact0->g2 = cData.gBox; + dVector3Inv(Contact0->normal); + cData.nContacts++; + } + } + } + else + { + for( i=0; i REAL(0.0)) + { + // generate contacts + dContactGeom* Contact0 = SAFECONTACT(cData.iFlags, cData.gContact, cData.nContacts, cData.iSkip); + Contact0->depth = fTempDepth; + dVector3Copy(cData.vNormal,Contact0->normal); + dVector3Copy(vPoint,Contact0->pos); + Contact0->g1 = cData.gCylinder; + Contact0->g2 = cData.gBox; + dVector3Inv(Contact0->normal); + cData.nContacts++; + } + } + } +} + + +// Cylinder - Box by CroTeam +// Ported by Nguyen Binh +int dCollideCylinderBox(dxGeom *o1, dxGeom *o2, int flags, dContactGeom *contact, int skip) +{ + sCylinderBoxData cData; + + // Assign ODE stuff + cData.gCylinder = o1; + cData.gBox = o2; + cData.iFlags = flags; + cData.iSkip = skip; + cData.gContact = contact; + + // initialize collider + _cldInitCylinderBox( cData ); + + // do intersection test and find best separating axis + if(!_cldTestSeparatingAxes( cData ) ) + { + // if not found do nothing + return 0; + } + + // if best separation axis is not found + if ( cData.iBestAxis == 0 ) + { + // this should not happen (we should already exit in that case) + + // do nothing + return 0; + } + + dReal fdot = dVector3Dot(cData.vNormal,cData.vCylinderAxis); + // choose which clipping method are we going to apply + if (dFabs(fdot) < REAL(0.9) ) + { + // clip cylinder over box + if(!_cldClipCylinderToBox(cData)) + { + return 0; + } + } + else + { + _cldClipBoxToCylinder(cData); + } + + return cData.nContacts; +} +