/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ // Libraries #include "CapsuleVsCapsuleAlgorithm.h" #include "collision/shapes/CapsuleShape.h" // We want to use the ReactPhysics3D namespace using namespace reactphysics3d; bool CapsuleVsCapsuleAlgorithm::testCollision(const NarrowPhaseInfo* narrowPhaseInfo, ContactPointInfo& contactPointInfo) { const decimal parallelEpsilon = decimal(0.001); // Get the capsule collision shapes const CapsuleShape* capsuleShape1 = static_cast(narrowPhaseInfo->collisionShape1); const CapsuleShape* capsuleShape2 = static_cast(narrowPhaseInfo->collisionShape2); // Get the transform from capsule 1 local-space to capsule 2 local-space const Transform capsule1ToCapsule2SpaceTransform = narrowPhaseInfo->shape1ToWorldTransform * narrowPhaseInfo->shape2ToWorldTransform.getInverse(); // Compute the end-points of the inner segment of the first capsule Vector3 capsule1SegA(0, -capsuleShape1->getHeight() * decimal(0.5), 0); Vector3 capsule1SegB(0, capsuleShape1->getHeight() * decimal(0.5), 0); capsule1SegA = capsule1ToCapsule2SpaceTransform * capsule1SegA; capsule1SegB = capsule1ToCapsule2SpaceTransform * capsule1SegB; // Compute the end-points of the inner segment of the second capsule const Vector3 capsule2SegA(0, -capsuleShape2->getHeight() * decimal(0.5), 0); const Vector3 capsule2SegB(0, capsuleShape2->getHeight() * decimal(0.5), 0); // The two inner capsule segments const Vector3 seg1 = capsule1SegB - capsule1SegA; const Vector3 seg2 = capsule2SegB - capsule2SegA; // Compute the sum of the radius of the two capsules (virtual spheres) decimal sumRadius = capsuleShape2->getRadius() + capsuleShape1->getRadius(); // If the two capsules are parallel (we create two contact points) if (seg1.cross(seg2).lengthSquare() < parallelEpsilon * parallelEpsilon) { // If the distance between the two segments is larger than the sum of the capsules radius (we do not have overlapping) const decimal segmentsDistance = computeDistancePointToLineDistance(capsule1SegA, capsule1SegB, capsule2SegA); if (segmentsDistance > sumRadius || segmentsDistance < MACHINE_EPSILON) { // The capsule are parallel but their inner segment distance is larger than the sum of the capsules radius. // Therefore, we do not have overlap. If the inner segments overlap, we do not report any collision. return false; } // Compute the planes that goes through the extrem points of the inner segment of capsule 1 decimal d1 = seg1.dot(capsule1SegA); decimal d2 = -seg1.dot(capsule1SegB); // Clip the inner segment of capsule 2 with the two planes that go through extreme points of inner // segment of capsule 1 decimal t1 = computePlaneSegmentIntersection(capsule2SegB, capsule2SegA, d1, seg1); decimal t2 = computePlaneSegmentIntersection(capsule2SegA, capsule2SegB, d2, -seg1); bool isClipValid = false; // True if the segments were overlapping (the clip segment is valid) // Clip the inner segment of capsule 2 Vector3 clipPointA, clipPointB; if (t1 >= decimal(0.0)) { if (t1 > decimal(1.0)) t1 = decimal(1.0); clipPointA = capsule2SegB - t1 * seg2; isClipValid = true; } if (t2 >= decimal(0.0) && t2 <= decimal(1.0)) { if (t2 > decimal(1.0)) t2 = decimal(1.0); clipPointB = capsule2SegA + t2 * seg2; isClipValid = true; } // If we have a valid clip segment if (isClipValid) { Vector3 segment1ToSegment2 = (capsule2SegA - capsule1SegA); Vector3 segment1ToSegment2Normalized = segment1ToSegment2.getUnit(); const Vector3 contactPointACapsule1Local = capsule1ToCapsule2SpaceTransform.getInverse() * (clipPointA - segment1ToSegment2 + segment1ToSegment2Normalized * capsuleShape1->getRadius()); const Vector3 contactPointBCapsule1Local = capsule1ToCapsule2SpaceTransform.getInverse() * (clipPointB - segment1ToSegment2 + segment1ToSegment2Normalized * capsuleShape1->getRadius()); const Vector3 contactPointACapsule2Local = clipPointA - segment1ToSegment2Normalized * capsuleShape2->getRadius(); const Vector3 contactPointBCapsule2Local = clipPointB - segment1ToSegment2Normalized * capsuleShape2->getRadius(); const Vector3 normalWorld = narrowPhaseInfo->shape2ToWorldTransform.getOrientation() * segment1ToSegment2Normalized; decimal penetrationDepth = sumRadius - segmentsDistance; // Create the contact info object // TODO : Make sure we create two contact points at the same time (same method here) contactPointInfo.init(normalWorld, penetrationDepth, contactPointACapsule1Local, contactPointBCapsule1Local); contactPointInfo.init(normalWorld, penetrationDepth, contactPointACapsule2Local, contactPointBCapsule2Local); } } // Compute the closest points between the two inner capsule segments Vector3 closestPointCapsule1Seg; Vector3 closestPointCapsule2Seg; computeClosestPointBetweenTwoSegments(capsule1SegA, capsule1SegB, capsule2SegA, capsule2SegB, closestPointCapsule1Seg, closestPointCapsule2Seg); // Compute the distance between the sphere center and the closest point on the segment Vector3 closestPointsSeg1ToSeg2 = (closestPointCapsule2Seg - closestPointCapsule1Seg); const decimal closestPointsDistanceSquare = closestPointsSeg1ToSeg2.lengthSquare(); // If the collision shapes overlap if (closestPointsDistanceSquare <= sumRadius * sumRadius && closestPointsDistanceSquare > MACHINE_EPSILON) { decimal closestPointsDistance = std::sqrt(closestPointsDistanceSquare); closestPointsSeg1ToSeg2 /= closestPointsDistance; const Vector3 contactPointCapsule1Local = capsule1ToCapsule2SpaceTransform.getInverse() * (closestPointCapsule1Seg + closestPointsSeg1ToSeg2 * capsuleShape1->getRadius()); const Vector3 contactPointCapsule2Local = closestPointCapsule2Seg - closestPointsSeg1ToSeg2 * capsuleShape2->getRadius(); const Vector3 normalWorld = narrowPhaseInfo->shape2ToWorldTransform.getOrientation() * closestPointsSeg1ToSeg2; decimal penetrationDepth = sumRadius - closestPointsDistance; // Create the contact info object contactPointInfo.init(normalWorld, penetrationDepth, contactPointCapsule1Local, contactPointCapsule2Local); return true; } return false; }