/************************************************************************* * * * 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" 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] *= REAL(0.5); cData.vBoxHalfSize[1] *= REAL(0.5); 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 = M_PI/nCYLINDER_SEGMENT; // calculate angle increment dReal fAngleIncrement = 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 < 1e-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(cData.fCylinderSize*REAL(0.5)); } // project box and capsule on iAxis frc = dFabs( fdot1 * (cData.fCylinderSize*REAL(0.5))) + cData.fCylinderRadius * dSqrt(REAL(1.0)-(fdot1*fdot1)); dVector3 vTemp1; dReal frb = REAL(0.0); dMat3GetCol(cData.mBoxRot,0,vTemp1); frb = dFabs(dVector3Dot(vTemp1,vInputNormal))*cData.vBoxHalfSize[0]; dMat3GetCol(cData.mBoxRot,1,vTemp1); frb += dFabs(dVector3Dot(vTemp1,vInputNormal))*cData.vBoxHalfSize[1]; dMat3GetCol(cData.mBoxRot,2,vTemp1); frb += 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) < 1e-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] + vDirEdge[0] * (fdot1/fdot2); vpnt[1]= vEStart[1] + vDirEdge[1] * (fdot1/fdot2); vpnt[2]= vEStart[2] + vDirEdge[2] * (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 = 1e-6f; // 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] + cData.vCylinderAxis[0]*(cData.fCylinderSize*REAL(0.5)); vcc[1] = (cData.vCylinderPos)[1] + cData.vCylinderAxis[1]*(cData.fCylinderSize*REAL(0.5)); vcc[2] = (cData.vCylinderPos)[2] + cData.vCylinderAxis[2]*(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] - cData.vCylinderAxis[0]*(cData.fCylinderSize*REAL(0.5)); vcc[1] = (cData.vCylinderPos)[1] - cData.vCylinderAxis[1]*(cData.fCylinderSize*REAL(0.5)); vcc[2] = (cData.vCylinderPos)[2] - cData.vCylinderAxis[2]*(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] - cData.vCylinderAxis[0]*fTemp1; vN[1] = cData.vNormal[1] - cData.vCylinderAxis[1]*fTemp1; vN[2] = cData.vNormal[2] - cData.vCylinderAxis[2]*fTemp1; // normalize that vector dNormalize3(vN); // translate cylinder end points by the vector dVector3 vCposTrans; vCposTrans[0] = cData.vCylinderPos[0] + vN[0] * cData.fCylinderRadius; vCposTrans[1] = cData.vCylinderPos[1] + vN[1] * cData.fCylinderRadius; vCposTrans[2] = cData.vCylinderPos[2] + vN[2] * cData.fCylinderRadius; cData.vEp0[0] = vCposTrans[0] + cData.vCylinderAxis[0]*(cData.fCylinderSize*REAL(0.5)); cData.vEp0[1] = vCposTrans[1] + cData.vCylinderAxis[1]*(cData.fCylinderSize*REAL(0.5)); cData.vEp0[2] = vCposTrans[2] + cData.vCylinderAxis[2]*(cData.fCylinderSize*REAL(0.5)); cData.vEp1[0] = vCposTrans[0] - cData.vCylinderAxis[0]*(cData.fCylinderSize*REAL(0.5)); cData.vEp1[1] = vCposTrans[1] - cData.vCylinderAxis[1]*(cData.fCylinderSize*REAL(0.5)); cData.vEp1[2] = vCposTrans[2] - cData.vCylinderAxis[2]*(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] + cData.vCylinderAxis[0]*(cData.fCylinderSize*REAL(0.5)); vCylinderCirclePos[1] = cData.vCylinderPos[1] + cData.vCylinderAxis[1]*(cData.fCylinderSize*REAL(0.5)); vCylinderCirclePos[2] = cData.vCylinderPos[2] + cData.vCylinderAxis[2]*(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] - cData.vCylinderAxis[0]*(cData.fCylinderSize*REAL(0.5)); vCylinderCirclePos[1] = cData.vCylinderPos[1] - cData.vCylinderAxis[1]*(cData.fCylinderSize*REAL(0.5)); vCylinderCirclePos[2] = cData.vCylinderPos[2] - cData.vCylinderAxis[2]*(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] - cData.vBoxHalfSize[iB0]*vTemp[0]; vCenter[1] = cData.vBoxPos[1] - cData.vBoxHalfSize[iB0]*vTemp[1]; vCenter[2] = cData.vBoxPos[2] - cData.vBoxHalfSize[iB0]*vTemp[2]; } else { dMat3GetCol(cData.mBoxRot,iB0,vTemp); vCenter[0] = cData.vBoxPos[0] + cData.vBoxHalfSize[iB0]*vTemp[0]; vCenter[1] = cData.vBoxPos[1] + cData.vBoxHalfSize[iB0]*vTemp[1]; vCenter[2] = cData.vBoxPos[2] + 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= 0 && iTmpCounter1 <= MAX_CYLBOX_CLIP_POINTS ); dIASSERT( iTmpCounter2 >= 0 && iTmpCounter2 <= MAX_CYLBOX_CLIP_POINTS ); } // back transform clipped points to absolute space dReal ftmpdot; dReal fTempDepth; dVector3 vPoint; if (nCircleSegment %2) { 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) dIASSERT(0); // 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; }