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- #ifndef GIM_TRI_COLLISION_H_INCLUDED
- #define GIM_TRI_COLLISION_H_INCLUDED
- /*! \file gim_tri_collision.h
- \author Francisco Leon Najera
- */
- /*
- -----------------------------------------------------------------------------
- This source file is part of GIMPACT Library.
- For the latest info, see http://gimpact.sourceforge.net/
- Copyright (c) 2006 Francisco Leon Najera. C.C. 80087371.
- email: projectileman@yahoo.com
- 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 GIMPACT-LICENSE-LGPL.TXT.
- (2) The BSD-style license that is included with this library in
- the file GIMPACT-LICENSE-BSD.TXT.
- (3) The zlib/libpng license that is included with this library in
- the file GIMPACT-LICENSE-ZLIB.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
- GIMPACT-LICENSE-LGPL.TXT, GIMPACT-LICENSE-ZLIB.TXT and GIMPACT-LICENSE-BSD.TXT for more details.
- -----------------------------------------------------------------------------
- */
- #include "gim_box_collision.h"
- #include "gim_clip_polygon.h"
- #ifndef MAX_TRI_CLIPPING
- #define MAX_TRI_CLIPPING 16
- #endif
- //! Structure for collision
- struct GIM_TRIANGLE_CONTACT_DATA
- {
- GREAL m_penetration_depth;
- GUINT m_point_count;
- btVector4 m_separating_normal;
- btVector3 m_points[MAX_TRI_CLIPPING];
- SIMD_FORCE_INLINE void copy_from(const GIM_TRIANGLE_CONTACT_DATA& other)
- {
- m_penetration_depth = other.m_penetration_depth;
- m_separating_normal = other.m_separating_normal;
- m_point_count = other.m_point_count;
- GUINT i = m_point_count;
- while(i--)
- {
- m_points[i] = other.m_points[i];
- }
- }
- GIM_TRIANGLE_CONTACT_DATA()
- {
- }
- GIM_TRIANGLE_CONTACT_DATA(const GIM_TRIANGLE_CONTACT_DATA& other)
- {
- copy_from(other);
- }
-
-
- //! classify points that are closer
- template<typename DISTANCE_FUNC,typename CLASS_PLANE>
- SIMD_FORCE_INLINE void mergepoints_generic(const CLASS_PLANE & plane,
- GREAL margin, const btVector3 * points, GUINT point_count, DISTANCE_FUNC distance_func)
- {
- m_point_count = 0;
- m_penetration_depth= -1000.0f;
- GUINT point_indices[MAX_TRI_CLIPPING];
- GUINT _k;
- for(_k=0;_k<point_count;_k++)
- {
- GREAL _dist = -distance_func(plane,points[_k]) + margin;
- if(_dist>=0.0f)
- {
- if(_dist>m_penetration_depth)
- {
- m_penetration_depth = _dist;
- point_indices[0] = _k;
- m_point_count=1;
- }
- else if((_dist+G_EPSILON)>=m_penetration_depth)
- {
- point_indices[m_point_count] = _k;
- m_point_count++;
- }
- }
- }
- for( _k=0;_k<m_point_count;_k++)
- {
- m_points[_k] = points[point_indices[_k]];
- }
- }
- //! classify points that are closer
- SIMD_FORCE_INLINE void merge_points(const btVector4 & plane, GREAL margin,
- const btVector3 * points, GUINT point_count)
- {
- m_separating_normal = plane;
- mergepoints_generic(plane, margin, points, point_count, DISTANCE_PLANE_3D_FUNC());
- }
- };
- //! Class for colliding triangles
- class GIM_TRIANGLE
- {
- public:
- btScalar m_margin;
- btVector3 m_vertices[3];
- GIM_TRIANGLE():m_margin(0.1f)
- {
- }
- SIMD_FORCE_INLINE GIM_AABB get_box() const
- {
- return GIM_AABB(m_vertices[0],m_vertices[1],m_vertices[2],m_margin);
- }
- SIMD_FORCE_INLINE void get_normal(btVector3 &normal) const
- {
- TRIANGLE_NORMAL(m_vertices[0],m_vertices[1],m_vertices[2],normal);
- }
- SIMD_FORCE_INLINE void get_plane(btVector4 &plane) const
- {
- TRIANGLE_PLANE(m_vertices[0],m_vertices[1],m_vertices[2],plane);;
- }
- SIMD_FORCE_INLINE void apply_transform(const btTransform & trans)
- {
- m_vertices[0] = trans(m_vertices[0]);
- m_vertices[1] = trans(m_vertices[1]);
- m_vertices[2] = trans(m_vertices[2]);
- }
- SIMD_FORCE_INLINE void get_edge_plane(GUINT edge_index,const btVector3 &triangle_normal,btVector4 &plane) const
- {
- const btVector3 & e0 = m_vertices[edge_index];
- const btVector3 & e1 = m_vertices[(edge_index+1)%3];
- EDGE_PLANE(e0,e1,triangle_normal,plane);
- }
- //! Gets the relative transformation of this triangle
- /*!
- The transformation is oriented to the triangle normal , and aligned to the 1st edge of this triangle. The position corresponds to vertice 0:
- - triangle normal corresponds to Z axis.
- - 1st normalized edge corresponds to X axis,
- */
- SIMD_FORCE_INLINE void get_triangle_transform(btTransform & triangle_transform) const
- {
- btMatrix3x3 & matrix = triangle_transform.getBasis();
- btVector3 zaxis;
- get_normal(zaxis);
- MAT_SET_Z(matrix,zaxis);
- btVector3 xaxis = m_vertices[1] - m_vertices[0];
- VEC_NORMALIZE(xaxis);
- MAT_SET_X(matrix,xaxis);
- //y axis
- xaxis = zaxis.cross(xaxis);
- MAT_SET_Y(matrix,xaxis);
- triangle_transform.setOrigin(m_vertices[0]);
- }
- //! Test triangles by finding separating axis
- /*!
- \param other Triangle for collide
- \param contact_data Structure for holding contact points, normal and penetration depth; The normal is pointing toward this triangle from the other triangle
- */
- bool collide_triangle_hard_test(
- const GIM_TRIANGLE & other,
- GIM_TRIANGLE_CONTACT_DATA & contact_data) const;
- //! Test boxes before doing hard test
- /*!
- \param other Triangle for collide
- \param contact_data Structure for holding contact points, normal and penetration depth; The normal is pointing toward this triangle from the other triangle
- \
- */
- SIMD_FORCE_INLINE bool collide_triangle(
- const GIM_TRIANGLE & other,
- GIM_TRIANGLE_CONTACT_DATA & contact_data) const
- {
- //test box collisioin
- GIM_AABB boxu(m_vertices[0],m_vertices[1],m_vertices[2],m_margin);
- GIM_AABB boxv(other.m_vertices[0],other.m_vertices[1],other.m_vertices[2],other.m_margin);
- if(!boxu.has_collision(boxv)) return false;
- //do hard test
- return collide_triangle_hard_test(other,contact_data);
- }
- /*!
- Solve the System for u,v parameters:
- u*axe1[i1] + v*axe2[i1] = vecproj[i1]
- u*axe1[i2] + v*axe2[i2] = vecproj[i2]
- sustitute:
- v = (vecproj[i2] - u*axe1[i2])/axe2[i2]
- then the first equation in terms of 'u':
- --> u*axe1[i1] + ((vecproj[i2] - u*axe1[i2])/axe2[i2])*axe2[i1] = vecproj[i1]
- --> u*axe1[i1] + vecproj[i2]*axe2[i1]/axe2[i2] - u*axe1[i2]*axe2[i1]/axe2[i2] = vecproj[i1]
- --> u*(axe1[i1] - axe1[i2]*axe2[i1]/axe2[i2]) = vecproj[i1] - vecproj[i2]*axe2[i1]/axe2[i2]
- --> u*((axe1[i1]*axe2[i2] - axe1[i2]*axe2[i1])/axe2[i2]) = (vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1])/axe2[i2]
- --> u*(axe1[i1]*axe2[i2] - axe1[i2]*axe2[i1]) = vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1]
- --> u = (vecproj[i1]*axe2[i2] - vecproj[i2]*axe2[i1]) /(axe1[i1]*axe2[i2] - axe1[i2]*axe2[i1])
- if 0.0<= u+v <=1.0 then they are inside of triangle
- \return false if the point is outside of triangle.This function doesn't take the margin
- */
- SIMD_FORCE_INLINE bool get_uv_parameters(
- const btVector3 & point,
- const btVector3 & tri_plane,
- GREAL & u, GREAL & v) const
- {
- btVector3 _axe1 = m_vertices[1]-m_vertices[0];
- btVector3 _axe2 = m_vertices[2]-m_vertices[0];
- btVector3 _vecproj = point - m_vertices[0];
- GUINT _i1 = (tri_plane.closestAxis()+1)%3;
- GUINT _i2 = (_i1+1)%3;
- if(btFabs(_axe2[_i2])<G_EPSILON)
- {
- u = (_vecproj[_i2]*_axe2[_i1] - _vecproj[_i1]*_axe2[_i2]) /(_axe1[_i2]*_axe2[_i1] - _axe1[_i1]*_axe2[_i2]);
- v = (_vecproj[_i1] - u*_axe1[_i1])/_axe2[_i1];
- }
- else
- {
- u = (_vecproj[_i1]*_axe2[_i2] - _vecproj[_i2]*_axe2[_i1]) /(_axe1[_i1]*_axe2[_i2] - _axe1[_i2]*_axe2[_i1]);
- v = (_vecproj[_i2] - u*_axe1[_i2])/_axe2[_i2];
- }
- if(u<-G_EPSILON)
- {
- return false;
- }
- else if(v<-G_EPSILON)
- {
- return false;
- }
- else
- {
- btScalar sumuv;
- sumuv = u+v;
- if(sumuv<-G_EPSILON)
- {
- return false;
- }
- else if(sumuv-1.0f>G_EPSILON)
- {
- return false;
- }
- }
- return true;
- }
- //! is point in triangle beam?
- /*!
- Test if point is in triangle, with m_margin tolerance
- */
- SIMD_FORCE_INLINE bool is_point_inside(const btVector3 & point, const btVector3 & tri_normal) const
- {
- //Test with edge 0
- btVector4 edge_plane;
- this->get_edge_plane(0,tri_normal,edge_plane);
- GREAL dist = DISTANCE_PLANE_POINT(edge_plane,point);
- if(dist-m_margin>0.0f) return false; // outside plane
- this->get_edge_plane(1,tri_normal,edge_plane);
- dist = DISTANCE_PLANE_POINT(edge_plane,point);
- if(dist-m_margin>0.0f) return false; // outside plane
- this->get_edge_plane(2,tri_normal,edge_plane);
- dist = DISTANCE_PLANE_POINT(edge_plane,point);
- if(dist-m_margin>0.0f) return false; // outside plane
- return true;
- }
- //! Bidireccional ray collision
- SIMD_FORCE_INLINE bool ray_collision(
- const btVector3 & vPoint,
- const btVector3 & vDir, btVector3 & pout, btVector3 & triangle_normal,
- GREAL & tparam, GREAL tmax = G_REAL_INFINITY)
- {
- btVector4 faceplane;
- {
- btVector3 dif1 = m_vertices[1] - m_vertices[0];
- btVector3 dif2 = m_vertices[2] - m_vertices[0];
- VEC_CROSS(faceplane,dif1,dif2);
- faceplane[3] = m_vertices[0].dot(faceplane);
- }
- GUINT res = LINE_PLANE_COLLISION(faceplane,vDir,vPoint,pout,tparam, btScalar(0), tmax);
- if(res == 0) return false;
- if(! is_point_inside(pout,faceplane)) return false;
- if(res==2) //invert normal
- {
- triangle_normal.setValue(-faceplane[0],-faceplane[1],-faceplane[2]);
- }
- else
- {
- triangle_normal.setValue(faceplane[0],faceplane[1],faceplane[2]);
- }
- VEC_NORMALIZE(triangle_normal);
- return true;
- }
- //! one direccion ray collision
- SIMD_FORCE_INLINE bool ray_collision_front_side(
- const btVector3 & vPoint,
- const btVector3 & vDir, btVector3 & pout, btVector3 & triangle_normal,
- GREAL & tparam, GREAL tmax = G_REAL_INFINITY)
- {
- btVector4 faceplane;
- {
- btVector3 dif1 = m_vertices[1] - m_vertices[0];
- btVector3 dif2 = m_vertices[2] - m_vertices[0];
- VEC_CROSS(faceplane,dif1,dif2);
- faceplane[3] = m_vertices[0].dot(faceplane);
- }
- GUINT res = LINE_PLANE_COLLISION(faceplane,vDir,vPoint,pout,tparam, btScalar(0), tmax);
- if(res != 1) return false;
- if(!is_point_inside(pout,faceplane)) return false;
- triangle_normal.setValue(faceplane[0],faceplane[1],faceplane[2]);
- VEC_NORMALIZE(triangle_normal);
- return true;
- }
- };
- #endif // GIM_TRI_COLLISION_H_INCLUDED
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