/************************************************************************* * * * Open Dynamics Engine, Copyright (C) 2001,2002 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. * * * *************************************************************************/ /* some useful collision utility stuff. */ #ifndef _ODE_COLLISION_UTIL_H_ #define _ODE_COLLISION_UTIL_H_ #include #include #include #include // given a pointer `p' to a dContactGeom, return the dContactGeom at // p + skip bytes. #define CONTACT(p,skip) ((dContactGeom*) (((char*)p) + (skip))) // if the spheres (p1,r1) and (p2,r2) collide, set the contact `c' and // return 1, else return 0. int dCollideSpheres (dVector3 p1, dReal r1, dVector3 p2, dReal r2, dContactGeom *c); // given two lines // qa = pa + alpha* ua // qb = pb + beta * ub // where pa,pb are two points, ua,ub are two unit length vectors, and alpha, // beta go from [-inf,inf], return alpha and beta such that qa and qb are // as close as possible void dLineClosestApproach (const dVector3 pa, const dVector3 ua, const dVector3 pb, const dVector3 ub, dReal *alpha, dReal *beta); // given a line segment p1-p2 and a box (center 'c', rotation 'R', side length // vector 'side'), compute the points of closest approach between the box // and the line. return these points in 'lret' (the point on the line) and // 'bret' (the point on the box). if the line actually penetrates the box // then the solution is not unique, but only one solution will be returned. // in this case the solution points will coincide. void dClosestLineBoxPoints (const dVector3 p1, const dVector3 p2, const dVector3 c, const dMatrix3 R, const dVector3 side, dVector3 lret, dVector3 bret); // 20 Apr 2004 // Start code by Nguyen Binh int dClipEdgeToPlane(dVector3 &vEpnt0, dVector3 &vEpnt1, const dVector4& plPlane); // clip polygon with plane and generate new polygon points void dClipPolyToPlane(const dVector3 avArrayIn[], const int ctIn, dVector3 avArrayOut[], int &ctOut, const dVector4 &plPlane ); void dClipPolyToCircle(const dVector3 avArrayIn[], const int ctIn, dVector3 avArrayOut[], int &ctOut, const dVector4 &plPlane ,dReal fRadius); // Some vector math inline void dVector3Subtract(const dVector3& a,const dVector3& b,dVector3& c) { c[0] = a[0] - b[0]; c[1] = a[1] - b[1]; c[2] = a[2] - b[2]; } // Some vector math inline void dVector3Scale(dVector3& a,dReal nScale) { a[0] *= nScale ; a[1] *= nScale ; a[2] *= nScale ; } inline void dVector3Add(const dVector3& a,const dVector3& b,dVector3& c) { c[0] = a[0] + b[0]; c[1] = a[1] + b[1]; c[2] = a[2] + b[2]; } inline void dVector3Copy(const dVector3& a,dVector3& c) { c[0] = a[0]; c[1] = a[1]; c[2] = a[2]; } inline void dVector3Cross(const dVector3& a,const dVector3& b,dVector3& c) { dCROSS(c,=,a,b); } inline dReal dVector3Length(const dVector3& a) { return dSqrt(a[0]*a[0]+a[1]*a[1]+a[2]*a[2]); } inline dReal dVector3Dot(const dVector3& a,const dVector3& b) { return dDOT(a,b); } inline void dVector3Inv(dVector3& a) { a[0] = -a[0]; a[1] = -a[1]; a[2] = -a[2]; } inline dReal dVector3Length2(const dVector3& a) { return (a[0]*a[0]+a[1]*a[1]+a[2]*a[2]); } inline void dMat3GetCol(const dMatrix3& m,const int col, dVector3& v) { v[0] = m[col + 0]; v[1] = m[col + 4]; v[2] = m[col + 8]; } inline void dVector3CrossMat3Col(const dMatrix3& m,const int col,const dVector3& v,dVector3& r) { r[0] = v[1] * m[2*4 + col] - v[2] * m[1*4 + col]; r[1] = v[2] * m[0*4 + col] - v[0] * m[2*4 + col]; r[2] = v[0] * m[1*4 + col] - v[1] * m[0*4 + col]; } inline void dMat3ColCrossVector3(const dMatrix3& m,const int col,const dVector3& v,dVector3& r) { r[0] = v[2] * m[1*4 + col] - v[1] * m[2*4 + col]; r[1] = v[0] * m[2*4 + col] - v[2] * m[0*4 + col]; r[2] = v[1] * m[0*4 + col] - v[0] * m[1*4 + col]; } inline void dMultiplyMat3Vec3(const dMatrix3& m,const dVector3& v, dVector3& r) { dMULTIPLY0_331(r,m,v); } inline dReal dPointPlaneDistance(const dVector3& point,const dVector4& plane) { return (plane[0]*point[0] + plane[1]*point[1] + plane[2]*point[2] + plane[3]); } inline void dConstructPlane(const dVector3& normal,const dReal& distance, dVector4& plane) { plane[0] = normal[0]; plane[1] = normal[1]; plane[2] = normal[2]; plane[3] = distance; } inline void dMatrix3Copy(const dReal* source,dMatrix3& dest) { dest[0] = source[0]; dest[1] = source[1]; dest[2] = source[2]; dest[4] = source[4]; dest[5] = source[5]; dest[6] = source[6]; dest[8] = source[8]; dest[9] = source[9]; dest[10]= source[10]; } inline dReal dMatrix3Det( const dMatrix3& mat ) { dReal det; det = mat[0] * ( mat[5]*mat[10] - mat[9]*mat[6] ) - mat[1] * ( mat[4]*mat[10] - mat[8]*mat[6] ) + mat[2] * ( mat[4]*mat[9] - mat[8]*mat[5] ); return( det ); } inline void dMatrix3Inv( const dMatrix3& ma, dMatrix3& dst ) { dReal det = dMatrix3Det( ma ); if ( dFabs( det ) < REAL(0.0005) ) { dRSetIdentity( dst ); return; } dst[0] = ma[5]*ma[10] - ma[6]*ma[9] / det; dst[1] = -( ma[1]*ma[10] - ma[9]*ma[2] ) / det; dst[2] = ma[1]*ma[6] - ma[5]*ma[2] / det; dst[4] = -( ma[4]*ma[10] - ma[6]*ma[8] ) / det; dst[5] = ma[0]*ma[10] - ma[8]*ma[2] / det; dst[6] = -( ma[0]*ma[6] - ma[4]*ma[2] ) / det; dst[8] = ma[4]*ma[9] - ma[8]*ma[5] / det; dst[9] = -( ma[0]*ma[9] - ma[8]*ma[1] ) / det; dst[10] = ma[0]*ma[5] - ma[1]*ma[4] / det; } inline void dQuatTransform(const dQuaternion& quat,const dVector3& source,dVector3& dest) { // Nguyen Binh : this code seem to be the fastest. dReal x0 = source[0] * quat[0] + source[2] * quat[2] - source[1] * quat[3]; dReal x1 = source[1] * quat[0] + source[0] * quat[3] - source[2] * quat[1]; dReal x2 = source[2] * quat[0] + source[1] * quat[1] - source[0] * quat[2]; dReal x3 = source[0] * quat[1] + source[1] * quat[2] + source[2] * quat[3]; dest[0] = quat[0] * x0 + quat[1] * x3 + quat[2] * x2 - quat[3] * x1; dest[1] = quat[0] * x1 + quat[2] * x3 + quat[3] * x0 - quat[1] * x2; dest[2] = quat[0] * x2 + quat[3] * x3 + quat[1] * x1 - quat[2] * x0; /* // nVidia SDK implementation dVector3 uv, uuv; dVector3 qvec; qvec[0] = quat[1]; qvec[1] = quat[2]; qvec[2] = quat[3]; dVector3Cross(qvec,source,uv); dVector3Cross(qvec,uv,uuv); dVector3Scale(uv,REAL(2.0)*quat[0]); dVector3Scale(uuv,REAL(2.0)); dest[0] = source[0] + uv[0] + uuv[0]; dest[1] = source[1] + uv[1] + uuv[1]; dest[2] = source[2] + uv[2] + uuv[2]; */ } inline void dQuatInvTransform(const dQuaternion& quat,const dVector3& source,dVector3& dest) { dReal norm = quat[0]*quat[0] + quat[1]*quat[1] + quat[2]*quat[2] + quat[3]*quat[3]; if (norm > REAL(0.0)) { dQuaternion invQuat; invQuat[0] = quat[0] / norm; invQuat[1] = -quat[1] / norm; invQuat[2] = -quat[2] / norm; invQuat[3] = -quat[3] / norm; dQuatTransform(invQuat,source,dest); } else { // Singular -> return identity dVector3Copy(source,dest); } } inline void dGetEulerAngleFromRot(const dMatrix3& mRot,dReal& rX,dReal& rY,dReal& rZ) { rY = asin(mRot[0 * 4 + 2]); if (rY < M_PI /2) { if (rY > -M_PI /2) { rX = atan2(-mRot[1*4 + 2], mRot[2*4 + 2]); rZ = atan2(-mRot[0*4 + 1], mRot[0*4 + 0]); } else { // not unique rX = -atan2(mRot[1*4 + 0], mRot[1*4 + 1]); rZ = REAL(0.0); } } else { // not unique rX = atan2(mRot[1*4 + 0], mRot[1*4 + 1]); rZ = REAL(0.0); } } inline void dQuatInv(const dQuaternion& source, dQuaternion& dest) { dReal norm = source[0]*source[0] + source[1]*source[1] + source[2]*source[2] + source[3]*source[3]; if (norm > 0.0f) { dest[0] = source[0] / norm; dest[1] = -source[1] / norm; dest[2] = -source[2] / norm; dest[3] = -source[3] / norm; } else { // Singular -> return identity dest[0] = REAL(1.0); dest[1] = REAL(0.0); dest[2] = REAL(0.0); dest[3] = REAL(0.0); } } #if 1 // Fetches a contact inline dContactGeom* SAFECONTACT(int Flags, dContactGeom* Contacts, int Index, int Stride){ dIASSERT(Index >= 0 && Index < (Flags & 0x0ffff)); return ((dContactGeom*)(((char*)Contacts) + (Index * Stride))); } #endif #endif