reactphysics3d/src/collision/shapes/CylinderShape.cpp

260 lines
11 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2013 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 "CylinderShape.h"
#include "collision/ProxyShape.h"
#include "configuration.h"
using namespace reactphysics3d;
// Constructor
CylinderShape::CylinderShape(decimal radius, decimal height, decimal margin)
: CollisionShape(CYLINDER, margin), mRadius(radius),
mHalfHeight(height/decimal(2.0)) {
assert(radius > decimal(0.0));
assert(height > decimal(0.0));
}
// Private copy-constructor
CylinderShape::CylinderShape(const CylinderShape& shape)
: CollisionShape(shape), mRadius(shape.mRadius), mHalfHeight(shape.mHalfHeight) {
}
// Destructor
CylinderShape::~CylinderShape() {
}
// Return a local support point in a given direction with the object margin
Vector3 CylinderShape::getLocalSupportPointWithMargin(const Vector3& direction,
void** cachedCollisionData) const {
// Compute the support point without the margin
Vector3 supportPoint = getLocalSupportPointWithoutMargin(direction, NULL);
// Add the margin to the support point
Vector3 unitVec(0.0, 1.0, 0.0);
if (direction.lengthSquare() > MACHINE_EPSILON * MACHINE_EPSILON) {
unitVec = direction.getUnit();
}
supportPoint += unitVec * mMargin;
return supportPoint;
}
// Return a local support point in a given direction without the object margin
Vector3 CylinderShape::getLocalSupportPointWithoutMargin(const Vector3& direction,
void** cachedCollisionData) const {
Vector3 supportPoint(0.0, 0.0, 0.0);
decimal uDotv = direction.y;
Vector3 w(direction.x, 0.0, direction.z);
decimal lengthW = sqrt(direction.x * direction.x + direction.z * direction.z);
if (lengthW > MACHINE_EPSILON) {
if (uDotv < 0.0) supportPoint.y = -mHalfHeight;
else supportPoint.y = mHalfHeight;
supportPoint += (mRadius / lengthW) * w;
}
else {
if (uDotv < 0.0) supportPoint.y = -mHalfHeight;
else supportPoint.y = mHalfHeight;
}
return supportPoint;
}
// Raycast method with feedback information
/// Algorithm based on the one described at page 194 in Real-ime Collision Detection by
/// Morgan Kaufmann.
bool CylinderShape::raycast(const Ray& ray, RaycastInfo& raycastInfo, ProxyShape* proxyShape) const {
// Transform the ray direction and origin in local-space coordinates
const Transform localToWorldTransform = proxyShape->getLocalToWorldTransform();
const Transform worldToLocalTransform = localToWorldTransform.getInverse();
const Vector3 pointA = worldToLocalTransform * ray.point1;
const Vector3 pointB = worldToLocalTransform * ray.point2;
const Vector3 n = pointB - pointA;
const decimal epsilon = decimal(0.01);
Vector3 p(decimal(0), -mHalfHeight, decimal(0));
Vector3 q(decimal(0), mHalfHeight, decimal(0));
Vector3 d = q - p;
Vector3 m = pointA - p;
decimal t;
decimal mDotD = m.dot(d);
decimal nDotD = n.dot(d);
decimal dDotD = d.dot(d);
// Test if the segment is outside the cylinder
if (mDotD < decimal(0.0) && mDotD + nDotD < decimal(0.0)) return false;
if (mDotD > dDotD && mDotD + nDotD > dDotD) return false;
decimal nDotN = n.dot(n);
decimal mDotN = m.dot(n);
decimal a = dDotD * nDotN - nDotD * nDotD;
decimal k = m.dot(m) - mRadius * mRadius;
decimal c = dDotD * k - mDotD * mDotD;
// If the ray is parallel to the cylinder axis
if (std::abs(a) < epsilon) {
// If the origin is outside the surface of the cylinder, we return no hit
if (c > decimal(0.0)) return false;
// Here we know that the segment intersect an endcap of the cylinder
// If the ray intersects with the "p" endcap of the cylinder
if (mDotD < decimal(0.0)) {
t = -mDotN / nDotN;
// If the intersection is behind the origin of the ray or beyond the maximum
// raycasting distance, we return no hit
if (t < decimal(0.0) || t > ray.maxFraction) return false;
// Compute the hit information
Vector3 localHitPoint = pointA + t * n;
raycastInfo.body = proxyShape->getBody();
raycastInfo.proxyShape = proxyShape;
raycastInfo.hitFraction = t;
raycastInfo.worldPoint = localToWorldTransform * localHitPoint;
Vector3 normalDirection(0, decimal(-1), 0);
raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection;
return true;
}
else if (mDotD > dDotD) { // If the ray intersects with the "q" endcap of the cylinder
t = (nDotD - mDotN) / nDotN;
// If the intersection is behind the origin of the ray or beyond the maximum
// raycasting distance, we return no hit
if (t < decimal(0.0) || t > ray.maxFraction) return false;
// Compute the hit information
Vector3 localHitPoint = pointA + t * n;
raycastInfo.body = proxyShape->getBody();
raycastInfo.proxyShape = proxyShape;
raycastInfo.hitFraction = t;
raycastInfo.worldPoint = localToWorldTransform * localHitPoint;
Vector3 normalDirection(0, decimal(1.0), 0);
raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection;
return true;
}
else { // If the origin is inside the cylinder, we return no hit
return false;
}
}
decimal b = dDotD * mDotN - nDotD * mDotD;
decimal discriminant = b * b - a * c;
// If the discriminant is negative, no real roots and therfore, no hit
if (discriminant < decimal(0.0)) return false;
// Compute the smallest root (first intersection along the ray)
decimal t0 = t = (-b - std::sqrt(discriminant)) / a;
// If the intersection is outside the cylinder on "p" endcap side
decimal value = mDotD + t * nDotD;
if (value < decimal(0.0)) {
// If the ray is pointing away from the "p" endcap, we return no hit
if (nDotD <= decimal(0.0)) return false;
// Compute the intersection against the "p" endcap (intersection agains whole plane)
t = -mDotD / nDotD;
// Keep the intersection if the it is inside the cylinder radius
if (k + t * (decimal(2.0) * mDotN + t) > decimal(0.0)) return false;
// If the intersection is behind the origin of the ray or beyond the maximum
// raycasting distance, we return no hit
if (t < decimal(0.0) || t > ray.maxFraction) return false;
// Compute the hit information
Vector3 localHitPoint = pointA + t * n;
raycastInfo.body = proxyShape->getBody();
raycastInfo.proxyShape = proxyShape;
raycastInfo.hitFraction = t;
raycastInfo.worldPoint = localToWorldTransform * localHitPoint;
Vector3 normalDirection(0, decimal(-1.0), 0);
raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection;
return true;
}
else if (value > dDotD) { // If the intersection is outside the cylinder on the "q" side
// If the ray is pointing away from the "q" endcap, we return no hit
if (nDotD >= decimal(0.0)) return false;
// Compute the intersection against the "q" endcap (intersection against whole plane)
t = (dDotD - mDotD) / nDotD;
// Keep the intersection if it is inside the cylinder radius
if (k + dDotD - decimal(2.0) * mDotD + t * (decimal(2.0) * (mDotN - nDotD) + t) >
decimal(0.0)) return false;
// If the intersection is behind the origin of the ray or beyond the maximum
// raycasting distance, we return no hit
if (t < decimal(0.0) || t > ray.maxFraction) return false;
// Compute the hit information
Vector3 localHitPoint = pointA + t * n;
raycastInfo.body = proxyShape->getBody();
raycastInfo.proxyShape = proxyShape;
raycastInfo.hitFraction = t;
raycastInfo.worldPoint = localToWorldTransform * localHitPoint;
Vector3 normalDirection(0, decimal(1.0), 0);
raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection;
return true;
}
t = t0;
// If the intersection is behind the origin of the ray or beyond the maximum
// raycasting distance, we return no hit
if (t < decimal(0.0) || t > ray.maxFraction) return false;
// Compute the hit information
Vector3 localHitPoint = pointA + t * n;
raycastInfo.body = proxyShape->getBody();
raycastInfo.proxyShape = proxyShape;
raycastInfo.hitFraction = t;
raycastInfo.worldPoint = localToWorldTransform * localHitPoint;
Vector3 v = localHitPoint - p;
Vector3 w = (v.dot(d) / d.lengthSquare()) * d;
Vector3 normalDirection = (localHitPoint - (p + w)).getUnit();
raycastInfo.worldNormal = localToWorldTransform.getOrientation() * normalDirection;
return true;
}