/* * Collision.cpp * * Copyright (C) 2009 Matthias Schiffer * * This program is free software: you can redistribute it and/or modify it * under the terms of the GNU Lesser General Public License as published by the * Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program 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 GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License along * with this program. If not, see . */ #include "Collision.h" #include #include namespace Zoom { bool Collision::test(const Triangle &t, const MathUtil::Ray &ray, float *distance) { vmml::vec3f edge1 = t.getVertex(1) - t.getVertex(0); vmml::vec3f edge2 = t.getVertex(2) - t.getVertex(0); vmml::vec3f pvec = ray.getDirection().cross(edge2); float det = vmml::dot(edge1, pvec); if(det < MathUtil::EPSILON) return false; vmml::vec3f tvec = ray.getVertex() - t.getVertex(0); float u = vmml::dot(pvec, tvec); if(u < 0 || u > det) return false; vmml::vec3f qvec = tvec.cross(edge1); float v = vmml::dot(ray.getDirection(), qvec); if(v < 0 || u+v > det) return false; if(distance) *distance = vmml::dot(edge2, qvec) / det; return true; } vmml::vec3f Collision::projectToEdge(const vmml::vec3f& p, const vmml::vec3f& v1, const vmml::vec3f& v2) { vmml::vec3f pVec = p - v1; vmml::vec3f edge = v2 - v1; float lengthSq = edge.squared_length(); float edgeProj = vmml::dot(edge, pVec); if(edgeProj < 0) return v1; if(edgeProj > lengthSq) return v2; return v1 + (edgeProj/lengthSq)*edge; } bool Collision::testEdge(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance) { vmml::vec3f edge = v2 - v1; vmml::vec3f avec = vmml::dot(edge, move)*edge / edge.squared_length() - move; vmml::vec3f cvec = v1 + vmml::dot(edge, m-v1)*edge / edge.squared_length() - m; float a = avec.squared_length(); float b_2 = vmml::dot(avec, cvec); float c = cvec.squared_length() - r*r; float rootSq = b_2*b_2 - a*c; if(rootSq < 0) return false; float minRoot = -a - b_2; float maxRoot = a*MathUtil::EPSILON - b_2; if(minRoot < 0) minRoot = 0; if(maxRoot < 0) return false; if(rootSq < minRoot*minRoot || rootSq >= maxRoot*maxRoot) return false; minRoot = a*(edge.dot(m - v1) - edge.squared_length())/edge.dot(move) - b_2; maxRoot = a*edge.dot(m - v1)/edge.dot(move) - b_2; if(minRoot < 0) minRoot = 0; if(maxRoot < 0) return false; if(rootSq < minRoot*minRoot || rootSq > maxRoot*maxRoot) return false; *distance = -(b_2 + std::sqrt(rootSq))/a; return true; } bool Collision::testVertex(const vmml::vec3f &v, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance) { float a = move.squared_length(); float b_2 = vmml::dot(m-v, move); float c = (m-v).squared_length() - r*r; float rootSq = b_2*b_2 - a*c; if(rootSq < 0) return false; float minRoot = -a - b_2; float maxRoot = a*MathUtil::EPSILON - b_2; if(minRoot < 0) minRoot = 0; if(maxRoot < 0) return false; if(rootSq <= minRoot*minRoot || rootSq >= maxRoot*maxRoot) return false; *distance = -(b_2 + std::sqrt(rootSq))/a; return true; } bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance, vmml::vec3f *normal) { if(move.squared_length() == 0) return false; float d; vmml::vec3f triangleNormal = t.computeNormal(); if(test(t, MathUtil::Ray(m - r*triangleNormal, move), &d) && d > -MathUtil::EPSILON) { if(d < 1) { if(distance) *distance = d; if(normal) *normal = triangleNormal; return true; } else { return false; } } bool collision = false; float minDistance; for(int i = 0; i < 3; ++i) { if(testEdge(t.getVertex(i), t.getVertex((i+1)%3), m, r, move, &d)) { if(!collision || d < minDistance) { collision = true; minDistance = d; if(normal) { vmml::vec3f p = m + move*d; *normal = (p - projectToEdge(p, t.getVertex(i), t.getVertex((i+1)%3)))/r; } } } } if(collision) { if(distance) *distance = minDistance; return true; } collision = false; for(int i = 0; i < 3; ++i) { if(testVertex(t.getVertex(i), m, r, move, &d)) { if(!collision || d < minDistance) { collision = true; minDistance = d; } if(normal) { vmml::vec3f p = m + move*d; *normal = (p - t.getVertex(i))/r; } } } if(collision) { if(distance) *distance = minDistance; return true; } else { return false; } } }