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/*************************************************************************
* *
* 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. *
* *
*************************************************************************/
#ifdef __GNUC__
#pragma GCC diagnostic ignored "-Wcomment"
#pragma GCC diagnostic ignored "-Wunused-parameter"
#endif
/*
standard ODE geometry primitives: public API and pairwise collision functions.
the rule is that only the low level primitive collision functions should set
dContactGeom::g1 and dContactGeom::g2.
*/
#include <gazebo/ode/common.h>
#include <gazebo/ode/collision.h>
#include <gazebo/ode/matrix.h>
#include <gazebo/ode/rotation.h>
#include <gazebo/ode/odemath.h>
#include "config.h"
#include "collision_kernel.h"
#include "collision_std.h"
#include "collision_util.h"
#ifdef _MSC_VER
#pragma warning(disable:4291) // for VC++, no complaints about "no matching operator delete found"
#endif
//****************************************************************************
// ray public API
dxRay::dxRay (dSpaceID space, dReal _length) : dxGeom (space,1)
{
type = dRayClass;
length = _length;
}
void dxRay::computeAABB()
{
dVector3 e;
e[0] = final_posr->pos[0] + final_posr->R[0*4+2]*length;
e[1] = final_posr->pos[1] + final_posr->R[1*4+2]*length;
e[2] = final_posr->pos[2] + final_posr->R[2*4+2]*length;
if (final_posr->pos[0] < e[0]){
aabb[0] = final_posr->pos[0];
aabb[1] = e[0];
}
else{
aabb[0] = e[0];
aabb[1] = final_posr->pos[0];
}
if (final_posr->pos[1] < e[1]){
aabb[2] = final_posr->pos[1];
aabb[3] = e[1];
}
else{
aabb[2] = e[1];
aabb[3] = final_posr->pos[1];
}
if (final_posr->pos[2] < e[2]){
aabb[4] = final_posr->pos[2];
aabb[5] = e[2];
}
else{
aabb[4] = e[2];
aabb[5] = final_posr->pos[2];
}
}
dGeomID dCreateRay (dSpaceID space, dReal length)
{
return new dxRay (space,length);
}
void dGeomRaySetLength (dGeomID g, dReal length)
{
dUASSERT (g && g->type == dRayClass,"argument not a ray");
dxRay *r = (dxRay*) g;
r->length = length;
dGeomMoved (g);
}
dReal dGeomRayGetLength (dGeomID g)
{
dUASSERT (g && g->type == dRayClass,"argument not a ray");
dxRay *r = (dxRay*) g;
return r->length;
}
void dGeomRaySet (dGeomID g, dReal px, dReal py, dReal pz,
dReal dx, dReal dy, dReal dz)
{
dUASSERT (g && g->type == dRayClass,"argument not a ray");
g->recomputePosr();
dReal* rot = g->final_posr->R;
dReal* pos = g->final_posr->pos;
dVector3 n;
pos[0] = px;
pos[1] = py;
pos[2] = pz;
n[0] = dx;
n[1] = dy;
n[2] = dz;
dNormalize3(n);
rot[0*4+2] = n[0];
rot[1*4+2] = n[1];
rot[2*4+2] = n[2];
dGeomMoved (g);
}
void dGeomRayGet (dGeomID g, dVector3 start, dVector3 dir)
{
dUASSERT (g && g->type == dRayClass,"argument not a ray");
g->recomputePosr();
start[0] = g->final_posr->pos[0];
start[1] = g->final_posr->pos[1];
start[2] = g->final_posr->pos[2];
dir[0] = g->final_posr->R[0*4+2];
dir[1] = g->final_posr->R[1*4+2];
dir[2] = g->final_posr->R[2*4+2];
}
void dGeomRaySetParams (dxGeom *g, int FirstContact, int BackfaceCull)
{
dUASSERT (g && g->type == dRayClass,"argument not a ray");
if (FirstContact){
g->gflags |= RAY_FIRSTCONTACT;
}
else g->gflags &= ~RAY_FIRSTCONTACT;
if (BackfaceCull){
g->gflags |= RAY_BACKFACECULL;
}
else g->gflags &= ~RAY_BACKFACECULL;
}
void dGeomRayGetParams (dxGeom *g, int *FirstContact, int *BackfaceCull)
{
dUASSERT (g && g->type == dRayClass,"argument not a ray");
(*FirstContact) = ((g->gflags & RAY_FIRSTCONTACT) != 0);
(*BackfaceCull) = ((g->gflags & RAY_BACKFACECULL) != 0);
}
void dGeomRaySetClosestHit (dxGeom *g, int closestHit)
{
dUASSERT (g && g->type == dRayClass,"argument not a ray");
if (closestHit){
g->gflags |= RAY_CLOSEST_HIT;
}
else g->gflags &= ~RAY_CLOSEST_HIT;
}
int dGeomRayGetClosestHit (dxGeom *g)
{
dUASSERT (g && g->type == dRayClass,"argument not a ray");
return ((g->gflags & RAY_CLOSEST_HIT) != 0);
}
// if mode==1 then use the sphere exit contact, not the entry contact
static int ray_sphere_helper (dxRay *ray, dVector3 sphere_pos, dReal radius,
dContactGeom *contact, int mode)
{
dVector3 q;
q[0] = ray->final_posr->pos[0] - sphere_pos[0];
q[1] = ray->final_posr->pos[1] - sphere_pos[1];
q[2] = ray->final_posr->pos[2] - sphere_pos[2];
dReal B = dCalcVectorDot3_14(q,ray->final_posr->R+2);
dReal C = dCalcVectorDot3(q,q) - radius*radius;
// note: if C <= 0 then the start of the ray is inside the sphere
dReal k = B*B - C;
if (k < 0) return 0;
k = dSqrt(k);
dReal alpha;
if (mode && C >= 0) {
alpha = -B + k;
if (alpha < 0) return 0;
}
else {
alpha = -B - k;
if (alpha < 0) {
alpha = -B + k;
if (alpha < 0) return 0;
}
}
if (alpha > ray->length) return 0;
contact->pos[0] = ray->final_posr->pos[0] + alpha*ray->final_posr->R[0*4+2];
contact->pos[1] = ray->final_posr->pos[1] + alpha*ray->final_posr->R[1*4+2];
contact->pos[2] = ray->final_posr->pos[2] + alpha*ray->final_posr->R[2*4+2];
dReal nsign = (C < 0 || mode) ? REAL(-1.0) : REAL(1.0);
contact->normal[0] = nsign*(contact->pos[0] - sphere_pos[0]);
contact->normal[1] = nsign*(contact->pos[1] - sphere_pos[1]);
contact->normal[2] = nsign*(contact->pos[2] - sphere_pos[2]);
dNormalize3 (contact->normal);
contact->depth = alpha;
return 1;
}
int dCollideRaySphere (dxGeom *o1, dxGeom *o2, int /*flags*/,
dContactGeom *contact, int /*skip*/)
{
//dIASSERT (skip >= (int)sizeof(dContactGeom));
dIASSERT (o1->type == dRayClass);
dIASSERT (o2->type == dSphereClass);
//dIASSERT ((flags & NUMC_MASK) >= 1);
dxRay *ray = (dxRay*) o1;
dxSphere *sphere = (dxSphere*) o2;
contact->g1 = ray;
contact->g2 = sphere;
contact->side1 = -1;
contact->side2 = -1;
return ray_sphere_helper (ray,sphere->final_posr->pos,sphere->radius,contact,0);
}
int dCollideRayBox (dxGeom *o1, dxGeom *o2, int /*flags*/,
dContactGeom *contact, int /*skip*/)
{
//dIASSERT (skip >= (int)sizeof(dContactGeom));
dIASSERT (o1->type == dRayClass);
dIASSERT (o2->type == dBoxClass);
//dIASSERT ((flags & NUMC_MASK) >= 1);
dxRay *ray = (dxRay*) o1;
dxBox *box = (dxBox*) o2;
contact->g1 = ray;
contact->g2 = box;
contact->side1 = -1;
contact->side2 = -1;
int i;
// compute the start and delta of the ray relative to the box.
// we will do all subsequent computations in this box-relative coordinate
// system. we have to do a translation and rotation for each point.
dVector3 tmp,s,v;
tmp[0] = ray->final_posr->pos[0] - box->final_posr->pos[0];
tmp[1] = ray->final_posr->pos[1] - box->final_posr->pos[1];
tmp[2] = ray->final_posr->pos[2] - box->final_posr->pos[2];
dMultiply1_331 (s,box->final_posr->R,tmp);
tmp[0] = ray->final_posr->R[0*4+2];
tmp[1] = ray->final_posr->R[1*4+2];
tmp[2] = ray->final_posr->R[2*4+2];
dMultiply1_331 (v,box->final_posr->R,tmp);
// mirror the line so that v has all components >= 0
dVector3 sign;
for (i=0; i<3; i++) {
if (v[i] < 0) {
s[i] = -s[i];
v[i] = -v[i];
sign[i] = 1;
}
else sign[i] = -1;
}
// compute the half-sides of the box
dReal h[3];
h[0] = REAL(0.5) * box->side[0];
h[1] = REAL(0.5) * box->side[1];
h[2] = REAL(0.5) * box->side[2];
// do a few early exit tests
if ((s[0] < -h[0] && v[0] <= 0) || s[0] > h[0] ||
(s[1] < -h[1] && v[1] <= 0) || s[1] > h[1] ||
(s[2] < -h[2] && v[2] <= 0) || s[2] > h[2] ||
(_dequal(v[0], 0.0) && _dequal(v[1], 0.0) && _dequal(v[2], 0.0)))
{
return 0;
}
// compute the t=[lo..hi] range for where s+v*t intersects the box
dReal lo = -dInfinity;
dReal hi = dInfinity;
int nlo = 0, nhi = 0;
for (i=0; i<3; i++) {
if (!_dequal(v[i], 0.0)) {
dReal k = (-h[i] - s[i])/v[i];
if (k > lo) {
lo = k;
nlo = i;
}
k = (h[i] - s[i])/v[i];
if (k < hi) {
hi = k;
nhi = i;
}
}
}
// check if the ray intersects
if (lo > hi) return 0;
dReal alpha;
int n;
if (lo >= 0) {
alpha = lo;
n = nlo;
}
else {
alpha = hi;
n = nhi;
}
if (alpha < 0 || alpha > ray->length) return 0;
contact->pos[0] = ray->final_posr->pos[0] + alpha*ray->final_posr->R[0*4+2];
contact->pos[1] = ray->final_posr->pos[1] + alpha*ray->final_posr->R[1*4+2];
contact->pos[2] = ray->final_posr->pos[2] + alpha*ray->final_posr->R[2*4+2];
contact->normal[0] = box->final_posr->R[0*4+n] * sign[n];
contact->normal[1] = box->final_posr->R[1*4+n] * sign[n];
contact->normal[2] = box->final_posr->R[2*4+n] * sign[n];
contact->depth = alpha;
return 1;
}
int dCollideRayCapsule (dxGeom *o1, dxGeom *o2,
int /*flags*/, dContactGeom *contact, int /*skip*/)
{
//dIASSERT (skip >= (int)sizeof(dContactGeom));
dIASSERT (o1->type == dRayClass);
dIASSERT (o2->type == dCapsuleClass);
//dIASSERT ((flags & NUMC_MASK) >= 1);
dxRay *ray = (dxRay*) o1;
dxCapsule *ccyl = (dxCapsule*) o2;
contact->g1 = ray;
contact->g2 = ccyl;
contact->side1 = -1;
contact->side2 = -1;
dReal lz2 = ccyl->lz * REAL(0.5);
// compute some useful info
dVector3 cs,q,r;
dReal C,k;
cs[0] = ray->final_posr->pos[0] - ccyl->final_posr->pos[0];
cs[1] = ray->final_posr->pos[1] - ccyl->final_posr->pos[1];
cs[2] = ray->final_posr->pos[2] - ccyl->final_posr->pos[2];
k = dCalcVectorDot3_41(ccyl->final_posr->R+2,cs); // position of ray start along ccyl axis
q[0] = k*ccyl->final_posr->R[0*4+2] - cs[0];
q[1] = k*ccyl->final_posr->R[1*4+2] - cs[1];
q[2] = k*ccyl->final_posr->R[2*4+2] - cs[2];
C = dCalcVectorDot3(q,q) - ccyl->radius*ccyl->radius;
// if C < 0 then ray start position within infinite extension of cylinder
// see if ray start position is inside the capped cylinder
int inside_ccyl = 0;
if (C < 0) {
if (k < -lz2) k = -lz2;
else if (k > lz2) k = lz2;
r[0] = ccyl->final_posr->pos[0] + k*ccyl->final_posr->R[0*4+2];
r[1] = ccyl->final_posr->pos[1] + k*ccyl->final_posr->R[1*4+2];
r[2] = ccyl->final_posr->pos[2] + k*ccyl->final_posr->R[2*4+2];
if ((ray->final_posr->pos[0]-r[0])*(ray->final_posr->pos[0]-r[0]) +
(ray->final_posr->pos[1]-r[1])*(ray->final_posr->pos[1]-r[1]) +
(ray->final_posr->pos[2]-r[2])*(ray->final_posr->pos[2]-r[2]) < ccyl->radius*ccyl->radius) {
inside_ccyl = 1;
}
}
// compute ray collision with infinite cylinder, except for the case where
// the ray is outside the capped cylinder but within the infinite cylinder
// (it that case the ray can only hit endcaps)
if (!inside_ccyl && C < 0) {
// set k to cap position to check
if (k < 0) k = -lz2; else k = lz2;
}
else {
dReal uv = dCalcVectorDot3_44(ccyl->final_posr->R+2,ray->final_posr->R+2);
r[0] = uv*ccyl->final_posr->R[0*4+2] - ray->final_posr->R[0*4+2];
r[1] = uv*ccyl->final_posr->R[1*4+2] - ray->final_posr->R[1*4+2];
r[2] = uv*ccyl->final_posr->R[2*4+2] - ray->final_posr->R[2*4+2];
dReal A = dCalcVectorDot3(r,r);
dReal B = 2*dCalcVectorDot3(q,r);
k = B*B-4*A*C;
if (k < 0) {
// the ray does not intersect the infinite cylinder, but if the ray is
// inside and parallel to the cylinder axis it may intersect the end
// caps. set k to cap position to check.
if (!inside_ccyl) return 0;
if (uv < 0) k = -lz2; else k = lz2;
}
else {
k = dSqrt(k);
A = dRecip (2*A);
dReal alpha = (-B-k)*A;
if (alpha < 0) {
alpha = (-B+k)*A;
if (alpha < 0) return 0;
}
if (alpha > ray->length) return 0;
// the ray intersects the infinite cylinder. check to see if the
// intersection point is between the caps
contact->pos[0] = ray->final_posr->pos[0] + alpha*ray->final_posr->R[0*4+2];
contact->pos[1] = ray->final_posr->pos[1] + alpha*ray->final_posr->R[1*4+2];
contact->pos[2] = ray->final_posr->pos[2] + alpha*ray->final_posr->R[2*4+2];
q[0] = contact->pos[0] - ccyl->final_posr->pos[0];
q[1] = contact->pos[1] - ccyl->final_posr->pos[1];
q[2] = contact->pos[2] - ccyl->final_posr->pos[2];
k = dCalcVectorDot3_14(q,ccyl->final_posr->R+2);
dReal nsign = inside_ccyl ? REAL(-1.0) : REAL(1.0);
if (k >= -lz2 && k <= lz2) {
contact->normal[0] = nsign * (contact->pos[0] -
(ccyl->final_posr->pos[0] + k*ccyl->final_posr->R[0*4+2]));
contact->normal[1] = nsign * (contact->pos[1] -
(ccyl->final_posr->pos[1] + k*ccyl->final_posr->R[1*4+2]));
contact->normal[2] = nsign * (contact->pos[2] -
(ccyl->final_posr->pos[2] + k*ccyl->final_posr->R[2*4+2]));
dNormalize3 (contact->normal);
contact->depth = alpha;
return 1;
}
// the infinite cylinder intersection point is not between the caps.
// set k to cap position to check.
if (k < 0) k = -lz2; else k = lz2;
}
}
// check for ray intersection with the caps. k must indicate the cap
// position to check
q[0] = ccyl->final_posr->pos[0] + k*ccyl->final_posr->R[0*4+2];
q[1] = ccyl->final_posr->pos[1] + k*ccyl->final_posr->R[1*4+2];
q[2] = ccyl->final_posr->pos[2] + k*ccyl->final_posr->R[2*4+2];
return ray_sphere_helper (ray,q,ccyl->radius,contact, inside_ccyl);
}
int dCollideRayPlane (dxGeom *o1, dxGeom *o2, int /*flags*/,
dContactGeom *contact, int /*skip*/)
{
//dIASSERT (skip >= (int)sizeof(dContactGeom));
dIASSERT (o1->type == dRayClass);
dIASSERT (o2->type == dPlaneClass);
//dIASSERT ((flags & NUMC_MASK) >= 1);
dxRay *ray = (dxRay*) o1;
dxPlane *plane = (dxPlane*) o2;
dReal alpha = plane->p[3] - dCalcVectorDot3 (plane->p,ray->final_posr->pos);
// note: if alpha > 0 the starting point is below the plane
dReal nsign = (alpha > 0) ? REAL(-1.0) : REAL(1.0);
dReal k = dCalcVectorDot3_14(plane->p,ray->final_posr->R+2);
if (_dequal(k, 0.0))
return 0; // ray parallel to plane
alpha /= k;
if (alpha < 0 || alpha > ray->length) return 0;
contact->pos[0] = ray->final_posr->pos[0] + alpha*ray->final_posr->R[0*4+2];
contact->pos[1] = ray->final_posr->pos[1] + alpha*ray->final_posr->R[1*4+2];
contact->pos[2] = ray->final_posr->pos[2] + alpha*ray->final_posr->R[2*4+2];
contact->normal[0] = nsign*plane->p[0];
contact->normal[1] = nsign*plane->p[1];
contact->normal[2] = nsign*plane->p[2];
contact->depth = alpha;
contact->g1 = ray;
contact->g2 = plane;
contact->side1 = -1;
contact->side2 = -1;
return 1;
}
// Ray-Cylinder collider by Joseph Cooper (2011)
int dCollideRayCylinder(dxGeom *o1, dxGeom *o2, int flags,
dContactGeom *contact, int skip )
{
dIASSERT( skip >= (int)sizeof( dContactGeom ) );
dIASSERT( o1->type == dRayClass );
dIASSERT( o2->type == dCylinderClass );
dIASSERT( (flags & NUMC_MASK) >= 1 );
dxRay* ray = (dxRay*)( o1 );
dxCylinder* cyl = (dxCylinder*)( o2 );
// Fill in contact information.
contact->g1 = ray;
contact->g2 = cyl;
contact->side1 = -1;
contact->side2 = -1;
const dReal half_length = cyl->lz * REAL( 0.5 );
// Possible collision cases:
// Ray origin between/outside caps
// Ray origin within/outside radius
// Ray direction left/right/perpendicular
// Ray direction parallel/perpendicular/other
//
// Ray origin cases (ignoring origin on surface)
//
// A B
// |-|-----------|
// C ( ) D )
// \_/___________/
//
// Cases A and D can collide with caps or cylinder
// Case C can only collide with the caps
// Case B can only collide with the cylinder
// Case D will produce inverted normals
// If the ray is perpendicular, only check the cylinder
// If the ray is parallel to cylinder axis,
// we can only check caps
// If the ray points right,
// Case A,C Check left cap
// Case D Check right cap
// If the ray points left
// Case A,C Check right cap
// Case D Check left cap
// Case B, check only first possible cylinder collision
// Case D, check only second possible cylinder collision
// Find the ray in the cylinder coordinate frame:
dVector3 tmp;
dVector3 pos; // Ray origin in cylinder frame
dVector3 dir; // Ray direction in cylinder frame
// Translate ray start by inverse cyl
dSubtractVectors3(tmp,ray->final_posr->pos,cyl->final_posr->pos);
// Rotate ray start by inverse cyl
dMultiply1_331(pos,cyl->final_posr->R,tmp);
// Get the ray's direction
tmp[0] = ray->final_posr->R[2];
tmp[1] = ray->final_posr->R[6];
tmp[2] = ray->final_posr->R[10];
// Rotate the ray direction by inverse cyl
dMultiply1_331(dir,cyl->final_posr->R,tmp);
// Is the ray origin inside of the (extended) cylinder?
dReal r2 = cyl->radius*cyl->radius;
dReal C = pos[0]*pos[0] + pos[1]*pos[1] - r2;
// Find the different cases
// Is ray parallel to the cylinder length?
int parallel = (_dequal(dir[0], 0.0) && _dequal(dir[1], 0.0));
// Is ray perpendicular to the cylinder length?
int perpendicular = (_dequal(dir[2], 0.0));
// Is ray origin within the radius of the caps?
int inRadius = (C<=0);
// Is ray origin between the top and bottom caps?
int inCaps = (dFabs(pos[2])<=half_length);
int checkCaps = (!perpendicular && (!inCaps || inRadius));
int checkCyl = (!parallel && (!inRadius || inCaps));
int flipNormals = (inCaps&&inRadius);
dReal tt=-dInfinity; // Depth to intersection
dVector3 tmpNorm;
if (checkCaps) {
// Make it so we only need to check one cap
int flipDir = 0;
// Wish c had logical xor...
if ((dir[2]<0 && flipNormals) || (dir[2]>0 && !flipNormals)) {
flipDir = 1;
dir[2]=-dir[2];
pos[2]=-pos[2];
}
// The cap is half the cylinder's length
// from the cylinder's origin
// We only checkCaps if dir[2]!=0
tt = (half_length-pos[2])/dir[2];
if (tt>=0 && tt<=ray->length) {
tmp[0] = pos[0] + tt*dir[0];
tmp[1] = pos[1] + tt*dir[1];
// Ensure collision point is within cap circle
if (tmp[0]*tmp[0] + tmp[1]*tmp[1] <= r2) {
// Successful collision
tmp[2] = (flipDir)?-half_length:half_length;
tmpNorm[0]=0;
tmpNorm[1]=0;
tmpNorm[2]=(flipDir!=flipNormals)?-1:1;
checkCyl = 0; // Short circuit cylinder check
} else {
// Ray hits cap plane outside of cap circle
tt=-dInfinity; // No collision yet
}
} else {
// The cap plane is beyond (or behind) the ray length
tt=-dInfinity; // No collision yet
}
if (flipDir) {
// Flip back
dir[2]=-dir[2];
pos[2]=-pos[2];
}
}
if (checkCyl) {
// Compute quadratic formula for parametric ray equation
dReal A = dir[0]*dir[0] + dir[1]*dir[1];
dReal B = 2*(pos[0]*dir[0] + pos[1]*dir[1]);
// Already computed C
dReal k = B*B - 4*A*C;
// Check collision with infinite cylinder
// k<0 means the ray passes outside the cylinder
// k==0 means ray is tangent to cylinder (or parallel)
//
// Our quadratic formula: tt = (-B +- sqrt(k))/(2*A)
//
// A must be positive (otherwise we wouldn't be checking
// cylinder because ray is parallel)
// if (k<0) ray doesn't collide with sphere
// if (B > sqrt(k)) then both times are negative
// -- don't calculate
// if (B<-sqrt(k)) then both times are positive (Case A or B)
// -- only calculate first, if first isn't valid
// -- second can't be without first going through a cap
// otherwise (fabs(B)<=sqrt(k)) then C<=0 (ray-origin inside/on cylinder)
// -- only calculate second collision
if (k>=0 && (B<0 || B*B<=k)) {
k = dSqrt(k);
A = dRecip(2*A);
if (dFabs(B)<=k) {
tt = (-B + k)*A; // Second solution
// If ray origin is on surface and pointed out, we
// can get a tt=0 solution...
} else {
tt = (-B - k)*A; // First solution
}
if (tt<=ray->length) {
tmp[2] = pos[2] + tt*dir[2];
if (dFabs(tmp[2])<=half_length) {
// Valid solution
tmp[0] = pos[0] + tt*dir[0];
tmp[1] = pos[1] + tt*dir[1];
tmpNorm[0] = tmp[0]/cyl->radius;
tmpNorm[1] = tmp[1]/cyl->radius;
tmpNorm[2] = 0;
if (flipNormals) {
// Ray origin was inside cylinder
tmpNorm[0] = -tmpNorm[0];
tmpNorm[1] = -tmpNorm[1];
}
} else {
// Ray hits cylinder outside of caps
tt=-dInfinity;
}
} else {
// Ray doesn't reach the cylinder
tt=-dInfinity;
}
}
}
if (tt>0) {
contact->depth = tt;
// Transform the point back to world coordinates
tmpNorm[3]=0;
tmp[3] = 0;
dMultiply0_331(contact->normal,cyl->final_posr->R,tmpNorm);
dMultiply0_331(contact->pos,cyl->final_posr->R,tmp);
contact->pos[0]+=cyl->final_posr->pos[0];
contact->pos[1]+=cyl->final_posr->pos[1];
contact->pos[2]+=cyl->final_posr->pos[2];
return 1;
}
// No contact with anything.
return 0;
}
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