381 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			381 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|  | #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
 |