694 lines
23 KiB
C++
694 lines
23 KiB
C++
/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "dgCollisionCapsule.h"
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#include "dgBody.h"
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#include "dgContact.h"
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#include "hpl1/engine/libraries/newton/core/dg.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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dgInt32 dgCollisionCapsule::m_shapeRefCount = 0;
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dgConvexSimplexEdge dgCollisionCapsule::m_edgeArray[DG_CAPSULE_SEGMENTS * (6 + 8 * (DG_CAP_SEGMENTS - 1))];
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dgCollisionCapsule::dgCollisionCapsule(dgMemoryAllocator *allocator,
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dgUnsigned32 signature, dgFloat32 radius, dgFloat32 height,
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const dgMatrix &matrix) : dgCollisionConvex(allocator, signature, matrix, m_capsuleCollision) {
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Init(radius, height);
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}
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dgCollisionCapsule::dgCollisionCapsule(dgWorld *const world,
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dgDeserialize deserialization, void *const userData) : dgCollisionConvex(world, deserialization, userData) {
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dgVector size;
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deserialization(userData, &size, sizeof(dgVector));
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Init(size.m_x, size.m_y);
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}
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dgCollisionCapsule::~dgCollisionCapsule() {
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m_shapeRefCount--;
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NEWTON_ASSERT(m_shapeRefCount >= 0);
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dgCollisionConvex::m_simplex = NULL;
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dgCollisionConvex::m_vertex = NULL;
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}
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void dgCollisionCapsule::Init(dgFloat32 radius, dgFloat32 height) {
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// dgInt32 i;
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// dgInt32 j;
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// dgInt32 i0;
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// dgInt32 i1;
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// dgFloat32 x;
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// dgFloat32 y;
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// dgFloat32 z;
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// dgFloat32 r;
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// dgFloat32 angle;
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// dgEdge *edge;
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m_rtti |= dgCollisionCapsule_RTTI;
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dgInt32 i0 = 0;
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dgInt32 i1 = DG_CAPSULE_SEGMENTS * DG_CAP_SEGMENTS * 2;
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m_radius = dgAbsf(radius);
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m_height[0] = GetMax(dgFloat32(0.01f),
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dgAbsf(height * dgFloat32(0.5f)) - m_radius);
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m_height[1] = -m_height[0];
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m_silhuette[0] = dgVector(m_height[0], -m_radius, dgFloat32(0.0f),
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dgFloat32(0.0f));
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m_silhuette[1] = dgVector(-m_height[0], -m_radius, dgFloat32(0.0f),
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dgFloat32(0.0f));
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m_silhuette[2] = dgVector(-m_height[0], m_radius, dgFloat32(0.0f),
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dgFloat32(0.0f));
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m_silhuette[3] = dgVector(m_height[0], m_radius, dgFloat32(0.0f),
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dgFloat32(0.0f));
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m_tethaStep = GetDiscretedAngleStep(m_radius);
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m_tethaStepInv = dgFloat32(1.0f) / m_tethaStep;
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m_delCosTetha = dgCos(m_tethaStep);
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m_delSinTetha = dgSin(m_tethaStep);
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// dgFloat32 x = dgFloat32 (0.5f) * m_radius / DG_CAP_SEGMENTS;
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for (dgInt32 j = 0; j < DG_CAP_SEGMENTS; j++) {
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dgFloat32 angle = dgFloat32(0.0f);
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dgFloat32 x = (DG_CAP_SEGMENTS - j - 1) * m_radius / DG_CAP_SEGMENTS;
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dgFloat32 r = dgSqrt(m_radius * m_radius - x * x);
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i1 -= DG_CAPSULE_SEGMENTS;
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for (dgInt32 i = 0; i < DG_CAPSULE_SEGMENTS; i++) {
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dgFloat32 z = dgSin(angle) * r;
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dgFloat32 y = dgCos(angle) * r;
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m_vertex[i0] = dgVector(-(m_height[0] + x), y, z, dgFloat32(1.0f));
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m_vertex[i1] = dgVector((m_height[0] + x), y, z, dgFloat32(1.0f));
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i0++;
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i1++;
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angle += dgPI2 / DG_CAPSULE_SEGMENTS;
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}
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i1 -= DG_CAPSULE_SEGMENTS;
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}
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m_vertexCount = DG_CAPSULE_SEGMENTS * DG_CAP_SEGMENTS * 2;
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m_edgeCount = DG_CAPSULE_SEGMENTS * (6 + 8 * (DG_CAP_SEGMENTS - 1));
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dgCollisionConvex::m_vertex = m_vertex;
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if (!m_shapeRefCount) {
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dgPolyhedra polyhedra(m_allocator);
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dgInt32 wireframe[DG_CAPSULE_SEGMENTS + 10];
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i1 = 0;
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i0 = DG_CAPSULE_SEGMENTS - 1;
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polyhedra.BeginFace();
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for (dgInt32 j = 0; j < DG_CAP_SEGMENTS * 2 - 1; j++) {
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for (dgInt32 i = 0; i < DG_CAPSULE_SEGMENTS; i++) {
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wireframe[0] = i0;
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wireframe[1] = i1;
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wireframe[2] = i1 + DG_CAPSULE_SEGMENTS;
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wireframe[3] = i0 + DG_CAPSULE_SEGMENTS;
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i0 = i1;
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i1++;
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polyhedra.AddFace(4, wireframe);
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}
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i0 = i1 + DG_CAPSULE_SEGMENTS - 1;
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}
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for (dgInt32 i = 0; i < DG_CAPSULE_SEGMENTS; i++) {
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wireframe[i] = DG_CAPSULE_SEGMENTS - 1 - i;
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}
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polyhedra.AddFace(DG_CAPSULE_SEGMENTS, wireframe);
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for (dgInt32 i = 0; i < DG_CAPSULE_SEGMENTS; i++) {
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wireframe[i] = i + DG_CAPSULE_SEGMENTS * (DG_CAP_SEGMENTS * 2 - 1);
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}
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polyhedra.AddFace(DG_CAPSULE_SEGMENTS, wireframe);
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polyhedra.EndFace();
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NEWTON_ASSERT(SanityCheck(polyhedra));
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dgUnsigned64 i = 0;
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dgPolyhedra::Iterator iter(polyhedra);
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for (iter.Begin(); iter; iter++) {
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dgEdge *const edge = &(*iter);
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edge->m_userData = i;
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i++;
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}
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for (iter.Begin(); iter; iter++) {
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dgEdge *const edge = &(*iter);
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dgConvexSimplexEdge *const ptr = &m_edgeArray[edge->m_userData];
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ptr->m_vertex = edge->m_incidentVertex;
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ptr->m_next = &m_edgeArray[edge->m_next->m_userData];
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ptr->m_prev = &m_edgeArray[edge->m_prev->m_userData];
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ptr->m_twin = &m_edgeArray[edge->m_twin->m_userData];
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}
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}
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m_shapeRefCount++;
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dgCollisionConvex::m_simplex = m_edgeArray;
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SetVolumeAndCG();
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dgVector inertia;
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dgVector centerOfMass;
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dgVector crossInertia;
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m_volume.m_w = CalculateMassProperties(inertia, crossInertia, centerOfMass);
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}
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dgInt32 dgCollisionCapsule::CalculateSignature() const {
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dgUnsigned32 buffer[2 * sizeof(dgMatrix) / sizeof(dgInt32)];
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memset(buffer, 0, sizeof(buffer));
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buffer[0] = m_capsuleCollision;
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buffer[1] = dgCollision::Quantize(m_radius);
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buffer[2] = dgCollision::Quantize(m_height[0]);
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memcpy(&buffer[3], &m_offset, sizeof(dgMatrix));
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return dgInt32(dgCollision::MakeCRC(buffer, sizeof(buffer)));
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}
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void dgCollisionCapsule::TesselateTriangle(dgInt32 level, dgFloat32 side,
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const dgVector &p0, const dgVector &p1, const dgVector &p2, dgInt32 &count,
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dgVector *ouput) const {
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if (level) {
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NEWTON_ASSERT(dgAbsf(p0 % p0 - dgFloat32(1.0f)) < dgFloat32(1.0e-4f));
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NEWTON_ASSERT(dgAbsf(p1 % p1 - dgFloat32(1.0f)) < dgFloat32(1.0e-4f));
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NEWTON_ASSERT(dgAbsf(p2 % p2 - dgFloat32(1.0f)) < dgFloat32(1.0e-4f));
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dgVector p01(p0 + p1);
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dgVector p12(p1 + p2);
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dgVector p20(p2 + p0);
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p01 = p01.Scale(dgFloat32(1.0f) / dgSqrt(p01 % p01));
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p12 = p12.Scale(dgFloat32(1.0f) / dgSqrt(p12 % p12));
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p20 = p20.Scale(dgFloat32(1.0f) / dgSqrt(p20 % p20));
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NEWTON_ASSERT(dgAbsf(p01 % p01 - dgFloat32(1.0f)) < dgFloat32(1.0e-4f));
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NEWTON_ASSERT(dgAbsf(p12 % p12 - dgFloat32(1.0f)) < dgFloat32(1.0e-4f));
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NEWTON_ASSERT(dgAbsf(p20 % p20 - dgFloat32(1.0f)) < dgFloat32(1.0e-4f));
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TesselateTriangle(level - 1, side, p0, p01, p20, count, ouput);
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TesselateTriangle(level - 1, side, p1, p12, p01, count, ouput);
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TesselateTriangle(level - 1, side, p2, p20, p12, count, ouput);
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TesselateTriangle(level - 1, side, p01, p12, p20, count, ouput);
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} else {
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ouput[count + 0] = p0.Scale(m_radius);
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ouput[count + 1] = p1.Scale(m_radius);
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ouput[count + 2] = p2.Scale(m_radius);
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ouput[count + 0].m_x += side;
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ouput[count + 1].m_x += side;
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ouput[count + 2].m_x += side;
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count += 3;
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}
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}
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void dgCollisionCapsule::DebugCollision(const dgMatrix &matrixPtr,
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OnDebugCollisionMeshCallback callback, void *const userData) const {
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dgInt32 i0;
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dgInt32 i1;
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dgInt32 j0;
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dgInt32 j1;
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dgInt32 count;
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dgFloat32 y;
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dgFloat32 z;
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dgFloat32 angle;
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#define POWER 2
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#define STEPS (4 * (1 << POWER))
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dgTriplex face[32];
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dgTriplex pool[1024];
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dgVector tmpVectex[1024];
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angle = dgFloat32(0.0f);
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for (i0 = 0; i0 < STEPS; i0++) {
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z = dgSin(angle) * m_radius;
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y = dgCos(angle) * m_radius;
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tmpVectex[i0].m_x = -m_height[0];
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tmpVectex[i0].m_y = y;
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tmpVectex[i0].m_z = z;
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tmpVectex[i0 + STEPS].m_x = m_height[0];
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tmpVectex[i0 + STEPS].m_y = y;
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tmpVectex[i0 + STEPS].m_z = z;
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angle += dgPI2 / dgFloat32(STEPS);
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}
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dgVector p0(dgFloat32(1.0f), dgFloat32(0.0f), dgFloat32(0.0f),
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dgFloat32(0.0f));
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dgVector p1(-dgFloat32(1.0f), dgFloat32(0.0f), dgFloat32(0.0f),
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dgFloat32(0.0f));
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dgVector p2(dgFloat32(0.0f), dgFloat32(1.0f), dgFloat32(0.0f),
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dgFloat32(0.0f));
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dgVector p3(dgFloat32(0.0f), -dgFloat32(1.0f), dgFloat32(0.0f),
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dgFloat32(0.0f));
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dgVector p4(dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(1.0f),
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dgFloat32(0.0f));
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dgVector p5(dgFloat32(0.0f), dgFloat32(0.0f), -dgFloat32(1.0f),
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dgFloat32(0.0f));
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count = STEPS * 2;
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TesselateTriangle(POWER, m_height[0], p0, p2, p4, count, tmpVectex);
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TesselateTriangle(POWER, m_height[0], p0, p4, p3, count, tmpVectex);
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TesselateTriangle(POWER, m_height[0], p0, p3, p5, count, tmpVectex);
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TesselateTriangle(POWER, m_height[0], p0, p5, p2, count, tmpVectex);
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TesselateTriangle(POWER, -m_height[0], p1, p4, p2, count, tmpVectex);
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TesselateTriangle(POWER, -m_height[0], p1, p3, p4, count, tmpVectex);
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TesselateTriangle(POWER, -m_height[0], p1, p5, p3, count, tmpVectex);
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TesselateTriangle(POWER, -m_height[0], p1, p2, p5, count, tmpVectex);
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dgMatrix matrix(GetOffsetMatrix() * matrixPtr);
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matrix.TransformTriplex(&pool[0].m_x, sizeof(dgTriplex), &tmpVectex[0].m_x,
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sizeof(dgVector), count);
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i0 = STEPS - 1;
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j1 = STEPS;
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j0 = STEPS + STEPS - 1;
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for (i1 = 0; i1 < STEPS; i1++) {
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face[0] = pool[i0];
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face[1] = pool[i1];
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face[2] = pool[j1];
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face[3] = pool[j0];
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callback(userData, 4, &face[0].m_x, 0);
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i0 = i1;
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j0 = j1;
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j1++;
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}
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for (i1 = STEPS * 2; i1 < count; i1 += 3) {
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callback(userData, 3, &pool[i1].m_x, 0);
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}
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}
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void dgCollisionCapsule::SetCollisionBBox(const dgVector &p0__,
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const dgVector &p1__) {
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NEWTON_ASSERT(0);
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}
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dgVector dgCollisionCapsule::SupportVertexSimd(const dgVector &dir) const {
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#ifdef DG_BUILD_SIMD_CODE
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dgInt32 index;
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dgFloatSign *ptr;
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NEWTON_ASSERT(dgAbsf(dir % dir - dgFloat32(1.0f)) < dgFloat32(1.0e-3f));
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ptr = (dgFloatSign *)&dir;
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index = -(ptr[0].m_integer.m_iVal >> 31);
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dgVector p(dir.Scale(m_radius));
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p.m_x += m_height[index];
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return p;
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#else
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return dgVector(dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
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#endif
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}
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dgVector dgCollisionCapsule::SupportVertex(const dgVector &dir) const {
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dgInt32 index;
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const dgFloatSign *ptr;
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NEWTON_ASSERT(dgAbsf(dir % dir - dgFloat32(1.0f)) < dgFloat32(1.0e-3f));
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ptr = (const dgFloatSign *)&dir;
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index = -(ptr[0].m_integer.m_iVal >> 31);
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dgVector p(dir.Scale(m_radius));
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p.m_x += m_height[index];
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return p;
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}
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dgFloat32 dgCollisionCapsule::RayCast(const dgVector &q0, const dgVector &q1, dgContactPoint &contactOut, OnRayPrecastAction preFilter, const dgBody *const body, void *const userData) const {
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if (PREFILTER_RAYCAST(preFilter, reinterpret_cast<const NewtonBody *>(body), reinterpret_cast<const NewtonCollision *>(this), userData)) {
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return dgFloat32(1.2f);
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}
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dgFloat32 t = dgFloat32(1.2f);
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dgVector p0(q0);
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p0.m_x = dgFloat32(0.0f);
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dgFloat32 radius = m_radius;
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dgFloat32 c = (p0 % p0) - radius * radius;
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if (c > dgFloat32(0.0f)) {
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dgVector p1(q1);
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p1.m_x = dgFloat32(0.0f);
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dgVector dp(p1 - p0);
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dgFloat32 a = dp % dp;
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dgFloat32 b = dgFloat32(2.0f) * (p0 % dp);
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dgFloat32 desc = b * b - dgFloat32(4.0f) * a * c;
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if (desc > dgFloat32(1.0e-8f)) {
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desc = dgSqrt(desc);
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a = dgFloat32(1.0f) / (dgFloat32(2.0f) * a);
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dgFloat32 t1 = GetMin((-b + desc) * a, (-b - desc) * a);
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if ((t1 >= dgFloat32(0.0f)) && t1 < dgFloat32(1.0f)) {
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dgFloat32 x = q0.m_x + (q1.m_x - q0.m_x) * t1;
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if (x > m_height[0]) {
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dgVector h(m_height[0], dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
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dgVector dq(q1 - q0);
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dgVector dqp0(q0 - h);
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a = dq % dq;
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b = dgFloat32(2.0f) * (dqp0 % dq);
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c = dqp0 % dqp0 - radius * radius;
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desc = b * b - dgFloat32(4.0f) * a * c;
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if (desc > dgFloat32(1.0e-8f)) {
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desc = dgSqrt(desc);
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a = dgFloat32(1.0f) / (dgFloat32(2.0f) * a);
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t1 = GetMin((-b + desc) * a, (-b - desc) * a);
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if ((t1 >= dgFloat32(0.0f)) && t1 < dgFloat32(1.0f)) {
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t = t1;
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dgVector n(q0 + dq.Scale(t) - h);
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contactOut.m_normal = n.Scale(dgRsqrt(n % n));
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contactOut.m_userId = SetUserDataID();
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}
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}
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} else if (x < -m_height[0]) {
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dgVector h(-m_height[0], dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
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dgVector dq(q1 - q0);
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dgVector dqp0(q0 - h);
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a = dq % dq;
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b = dgFloat32(2.0f) * (dqp0 % dq);
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c = dqp0 % dqp0 - radius * radius;
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desc = b * b - dgFloat32(4.0f) * a * c;
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if (desc > dgFloat32(1.0e-8f)) {
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desc = dgSqrt(desc);
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a = dgFloat32(1.0f) / (dgFloat32(2.0f) * a);
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t1 = GetMin((-b + desc) * a, (-b - desc) * a);
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if ((t1 >= dgFloat32(0.0f)) && t1 < dgFloat32(1.0f)) {
|
|
t = t1;
|
|
dgVector n(q0 + dq.Scale(t) - h);
|
|
contactOut.m_normal = n.Scale(dgRsqrt(n % n));
|
|
contactOut.m_userId = SetUserDataID();
|
|
}
|
|
}
|
|
} else {
|
|
t = t1;
|
|
dgVector n(p0 + dp.Scale(t));
|
|
contactOut.m_normal = n.Scale(dgRsqrt(n % n));
|
|
contactOut.m_userId = SetUserDataID();
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
if (q0.m_x > m_height[0]) {
|
|
dgVector h(m_height[0], dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
|
|
dgVector dq(q1 - q0);
|
|
dgVector dqp0(q0 - h);
|
|
dgFloat32 a = dq % dq;
|
|
dgFloat32 b = dgFloat32(2.0f) * (dqp0 % dq);
|
|
dgFloat32 d = dqp0 % dqp0 - radius * radius;
|
|
if (d > dgFloat32(0.0f)) {
|
|
dgFloat32 desc = b * b - dgFloat32(4.0f) * a * d;
|
|
if (desc > dgFloat32(1.0e-8f)) {
|
|
dgFloat32 t1;
|
|
desc = dgSqrt(desc);
|
|
a = dgFloat32(1.0f) / (dgFloat32(2.0f) * a);
|
|
t1 = GetMin((-b + desc) * a, (-b - desc) * a);
|
|
if (t1 >= dgFloat32(0.0f)) {
|
|
t = t1;
|
|
dgVector n(q0 + dq.Scale(t) - h);
|
|
contactOut.m_normal = n.Scale(dgRsqrt(n % n));
|
|
contactOut.m_userId = SetUserDataID();
|
|
}
|
|
}
|
|
}
|
|
|
|
} else if (q0.m_x < -m_height[0]) {
|
|
dgVector h(-m_height[0], dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
|
|
dgVector dq(q1 - q0);
|
|
dgVector dqp0(q0 - h);
|
|
dgFloat32 a = dq % dq;
|
|
dgFloat32 b = dgFloat32(2.0f) * (dqp0 % dq);
|
|
dgFloat32 d = dqp0 % dqp0 - radius * radius;
|
|
if (d > dgFloat32(0.0f)) {
|
|
dgFloat32 desc = b * b - dgFloat32(4.0f) * a * d;
|
|
if (desc > dgFloat32(1.0e-8f)) {
|
|
dgFloat32 t1;
|
|
desc = dgSqrt(desc);
|
|
a = dgFloat32(1.0f) / (dgFloat32(2.0f) * a);
|
|
t1 = GetMin((-b + desc) * a, (-b - desc) * a);
|
|
if (t1 >= dgFloat32(0.0f)) {
|
|
t = t1;
|
|
dgVector n(q0 + dq.Scale(t) - h);
|
|
contactOut.m_normal = n.Scale(dgRsqrt(n % n));
|
|
contactOut.m_userId = SetUserDataID();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
dgFloat32 dgCollisionCapsule::RayCastSimd(const dgVector &q0,
|
|
const dgVector &q1, dgContactPoint &contactOut,
|
|
OnRayPrecastAction preFilter, const dgBody *const body,
|
|
void *const userData) const {
|
|
return RayCast(q0, q1, contactOut, preFilter, body, userData);
|
|
}
|
|
|
|
dgFloat32 dgCollisionCapsule::CalculateMassProperties(dgVector &inertia,
|
|
dgVector &crossInertia, dgVector ¢erOfMass) const {
|
|
dgFloat32 volume;
|
|
dgFloat32 inertiaxx;
|
|
dgFloat32 inertiayyzz;
|
|
dgFloat32 cylVolume;
|
|
dgFloat32 sphVolume;
|
|
dgFloat32 cylInertiaxx;
|
|
dgFloat32 sphInertiaxx;
|
|
dgFloat32 cylInertiayyzz;
|
|
dgFloat32 sphInertiayyzz;
|
|
|
|
centerOfMass = GetOffsetMatrix().m_posit;
|
|
cylVolume = dgFloat32(3.1616f * 2.0f) * m_radius * m_radius * m_height[0];
|
|
sphVolume = dgFloat32(3.1616f * 4.0f / 3.0f) * m_radius * m_radius * m_radius;
|
|
|
|
cylInertiaxx = (dgFloat32(0.5f) * m_radius * m_radius) * cylVolume;
|
|
sphInertiaxx = (dgFloat32(2.0f / 5.0f) * m_radius * m_radius) * sphVolume;
|
|
|
|
cylInertiayyzz = (dgFloat32(0.25f) * m_radius * m_radius + dgFloat32(1.0f / 3.0f) * m_height[0] * m_height[0]) * cylVolume;
|
|
sphInertiayyzz = sphInertiaxx + m_height[0] * m_height[0] * sphVolume;
|
|
|
|
volume = cylVolume + sphVolume;
|
|
inertiaxx = cylInertiaxx + sphInertiaxx;
|
|
inertiayyzz = cylInertiayyzz + sphInertiayyzz;
|
|
|
|
dgMatrix inertiaTensor(dgGetIdentityMatrix());
|
|
|
|
inertiaTensor[0][0] = inertiaxx;
|
|
inertiaTensor[1][1] = inertiayyzz;
|
|
inertiaTensor[2][2] = inertiayyzz;
|
|
|
|
inertiaTensor = GetOffsetMatrix().Inverse() * inertiaTensor * GetOffsetMatrix();
|
|
|
|
crossInertia.m_x = inertiaTensor[1][2] - volume * centerOfMass.m_y * centerOfMass.m_z;
|
|
crossInertia.m_y = inertiaTensor[0][2] - volume * centerOfMass.m_z * centerOfMass.m_x;
|
|
crossInertia.m_z = inertiaTensor[0][1] - volume * centerOfMass.m_x * centerOfMass.m_y;
|
|
|
|
dgVector central(centerOfMass.CompProduct(centerOfMass));
|
|
inertia.m_x = inertiaTensor[0][0] + volume * (central.m_y + central.m_z);
|
|
inertia.m_y = inertiaTensor[1][1] + volume * (central.m_z + central.m_x);
|
|
inertia.m_z = inertiaTensor[2][2] + volume * (central.m_x + central.m_y);
|
|
|
|
centerOfMass = centerOfMass.Scale(volume);
|
|
return volume;
|
|
}
|
|
|
|
dgInt32 dgCollisionCapsule::CalculatePlaneIntersectionSimd(
|
|
const dgVector &normal, const dgVector &origin,
|
|
dgVector *const contactsOut) const {
|
|
#ifdef DG_BUILD_SIMD_CODE
|
|
return dgCollisionCapsule::CalculatePlaneIntersection(normal, origin,
|
|
contactsOut);
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
dgInt32 dgCollisionCapsule::CalculatePlaneIntersection(const dgVector &normal,
|
|
const dgVector &origin, dgVector *const contactsOut) const {
|
|
dgInt32 count = 0;
|
|
if (dgAbsf(normal.m_x) > dgFloat32(0.999f)) {
|
|
dgVector center1(-m_height[0], dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
|
|
dgVector p1(center1 - normal.Scale((center1 - origin) % normal));
|
|
if (p1.m_x < (-m_height[0])) {
|
|
dgFloat32 t = normal % (p1 - origin);
|
|
contactsOut[0] = p1 - normal.Scale(t);
|
|
return 1;
|
|
} else {
|
|
dgVector center0(m_height[0], dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
|
|
dgVector p0(center0 - normal.Scale((center0 - origin) % normal));
|
|
if (p0.m_x > m_height[0]) {
|
|
dgFloat32 t = normal % (p0 - origin);
|
|
contactsOut[0] = p0 - normal.Scale(t);
|
|
return 1;
|
|
}
|
|
}
|
|
} else {
|
|
dgFloat32 magInv = dgRsqrt(normal.m_y * normal.m_y + normal.m_z * normal.m_z);
|
|
dgFloat32 cosAng = normal.m_y * magInv;
|
|
dgFloat32 sinAng = normal.m_z * magInv;
|
|
NEWTON_ASSERT(dgAbsf(normal.m_z * cosAng - normal.m_y * sinAng) < dgFloat32(1.0e-4f));
|
|
dgVector normal1(normal.m_x, normal.m_y * cosAng + normal.m_z * sinAng, dgFloat32(0.0f), dgFloat32(0.0f));
|
|
dgVector origin1(origin.m_x, origin.m_y * cosAng + origin.m_z * sinAng,
|
|
origin.m_z * cosAng - origin.m_y * sinAng, dgFloat32(0.0f));
|
|
dgPlane plane(normal1, -(normal1 % origin1));
|
|
dgVector maxDir((normal1.m_x > dgFloat32(0.0f)) ? m_silhuette[3].m_x : -m_silhuette[3].m_x,
|
|
(normal1.m_y > dgFloat32(0.0f)) ? m_silhuette[3].m_y : -m_silhuette[3].m_y, dgFloat32(0.0f), dgFloat32(0.0f));
|
|
|
|
dgFloat32 test0 = plane.Evalue(maxDir);
|
|
dgFloat32 test1 = plane.Evalue(maxDir.Scale(dgFloat32(-1.0f)));
|
|
if ((test0 * test1) > dgFloat32(0.0f)) {
|
|
dgVector center1(-m_height[0], dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
|
|
dgVector p1(center1 - normal.Scale((center1 - origin) % normal));
|
|
if (p1.m_x < (-m_height[0])) {
|
|
dgFloat32 t = normal % (p1 - origin);
|
|
contactsOut[0] = p1 - normal.Scale(t);
|
|
return 1;
|
|
} else {
|
|
dgVector center0(m_height[0], dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f));
|
|
dgVector p0(center0 - normal.Scale((center0 - origin) % normal));
|
|
if (p0.m_x > m_height[0]) {
|
|
dgFloat32 t = normal % (p0 - origin);
|
|
contactsOut[0] = p0 - normal.Scale(t);
|
|
return 1;
|
|
}
|
|
}
|
|
} else {
|
|
dgVector dp(m_silhuette[1] - m_silhuette[0]);
|
|
dgFloat32 den = normal1 % dp;
|
|
if (dgAbsf(den) > dgFloat32(0.0f)) {
|
|
test0 = -plane.Evalue(m_silhuette[0]) / den;
|
|
if ((test0 <= dgFloat32(1.0)) && (test0 >= dgFloat32(0.0f))) {
|
|
contactsOut[count] = m_silhuette[0] + dp.Scale(test0);
|
|
count++;
|
|
}
|
|
}
|
|
|
|
if (count < 2) {
|
|
test0 = plane.m_w - plane.m_x * m_height[0];
|
|
if (dgAbsf(test0) < m_radius) {
|
|
dgFloat32 r = -m_height[0];
|
|
dgFloat32 d = plane.m_w + r * plane.m_x;
|
|
|
|
dgFloat32 a = plane.m_x * plane.m_x + plane.m_y * plane.m_y;
|
|
dgFloat32 b = dgFloat32(2.0f) * plane.m_x * d;
|
|
dgFloat32 c = d * d - m_radius * m_radius * plane.m_y * plane.m_y;
|
|
dgFloat32 desc = b * b - dgFloat32(4.0f) * a * c;
|
|
if (desc > dgFloat32(0.0f)) {
|
|
NEWTON_ASSERT(dgAbsf(a) > dgFloat32(0.0f));
|
|
desc = dgSqrt(desc);
|
|
a = -dgFloat32(0.5f) * b / a;
|
|
dgFloat32 x0 = a + desc;
|
|
dgFloat32 x1 = a - desc;
|
|
if (x0 > dgFloat32(0.0f)) {
|
|
x0 = x1;
|
|
}
|
|
if (x0 < 0.0f) {
|
|
NEWTON_ASSERT(x0 <= dgFloat32(0.0f));
|
|
NEWTON_ASSERT(dgAbsf(plane.m_y) > dgFloat32(0.0f));
|
|
dgFloat32 y = -(plane.m_x * x0 + d) / plane.m_y;
|
|
contactsOut[count] = dgVector(x0 + r, y, dgFloat32(0.0f),
|
|
dgFloat32(0.0f));
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (count < 2) {
|
|
dgVector dpp(m_silhuette[3] - m_silhuette[2]);
|
|
den = normal1 % dpp;
|
|
if (dgAbsf(den) > dgFloat32(0.0f)) {
|
|
test0 = -plane.Evalue(m_silhuette[2]) / den;
|
|
if ((test0 <= dgFloat32(1.0)) && (test0 >= dgFloat32(0.0f))) {
|
|
contactsOut[count] = m_silhuette[2] + dpp.Scale(test0);
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (count < 2) {
|
|
test0 = plane.m_w + plane.m_x * m_height[0];
|
|
if (dgAbsf(test0) < m_radius) {
|
|
dgFloat32 r = m_height[0];
|
|
dgFloat32 d = plane.m_w + r * plane.m_x;
|
|
|
|
dgFloat32 a = plane.m_x * plane.m_x + plane.m_y * plane.m_y;
|
|
dgFloat32 b = dgFloat32(2.0f) * plane.m_x * d;
|
|
dgFloat32 c = d * d - m_radius * m_radius * plane.m_y * plane.m_y;
|
|
dgFloat32 desc = b * b - dgFloat32(4.0f) * a * c;
|
|
if (desc > dgFloat32(0.0f)) {
|
|
NEWTON_ASSERT(dgAbsf(a) > dgFloat32(0.0f));
|
|
desc = dgSqrt(desc);
|
|
a = -dgFloat32(0.5f) * b / a;
|
|
dgFloat32 x0 = a + desc;
|
|
dgFloat32 x1 = a - desc;
|
|
if (x0 < dgFloat32(0.0f)) {
|
|
x0 = x1;
|
|
}
|
|
if (x0 > 0.0f) {
|
|
NEWTON_ASSERT(x0 >= dgFloat32(0.0f));
|
|
NEWTON_ASSERT(dgAbsf(plane.m_y) > dgFloat32(0.0f));
|
|
dgFloat32 y = -(plane.m_x * x0 + d) / plane.m_y;
|
|
contactsOut[count] = dgVector(x0 + r, y, dgFloat32(0.0f),
|
|
dgFloat32(0.0f));
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (dgInt32 i = 0; i < count; i++) {
|
|
dgFloat32 y = contactsOut[i].m_y;
|
|
dgFloat32 z = contactsOut[i].m_z;
|
|
contactsOut[i].m_y = y * cosAng - z * sinAng;
|
|
contactsOut[i].m_z = z * cosAng + y * sinAng;
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
void dgCollisionCapsule::GetCollisionInfo(dgCollisionInfo *info) const {
|
|
dgCollisionConvex::GetCollisionInfo(info);
|
|
|
|
info->m_capsule.m_r0 = m_radius;
|
|
info->m_capsule.m_r1 = m_radius;
|
|
info->m_capsule.m_height = dgFloat32(2.0f) * (m_radius + m_height[0]);
|
|
info->m_offsetMatrix = GetOffsetMatrix();
|
|
// strcpy (info->m_collisionType, "capsule");
|
|
info->m_collisionType = m_collsionId;
|
|
}
|
|
|
|
void dgCollisionCapsule::Serialize(dgSerialize callback,
|
|
void *const userData) const {
|
|
dgVector size(m_radius, dgFloat32(2.0f) * (m_radius + m_height[0]),
|
|
dgFloat32(0.0f), dgFloat32(0.0f));
|
|
|
|
SerializeLow(callback, userData);
|
|
callback(userData, &size, sizeof(dgVector));
|
|
}
|