Ejemplo n.º 1
0
 bool CDynamics3DEntity::CheckIntersectionWithRay(Real& f_t_on_ray,
                                                  const CRay& c_ray) const {
    /* Create an ODE ray from ARGoS ray */
    Real fRayLength = c_ray.GetLength();
    dGeomID tRay = dCreateRay(m_cEngine.GetSpaceID(), fRayLength);
    CVector3 cDirection;
    c_ray.GetDirection(cDirection);
    dGeomRaySet(tRay,
                c_ray.GetStart().GetX(),
                c_ray.GetStart().GetY(),
                c_ray.GetStart().GetZ(),
                cDirection.GetX(),
                cDirection.GetY(),
                cDirection.GetZ());
    /* Create the structure to contain info about the possible
       ray/geom intersection */
    dContactGeom tIntersection;
    /* Check for intersection between the ray and the object local space */
    if(dCollide(tRay, reinterpret_cast<dGeomID>(m_tEntitySpace), 1, &tIntersection, sizeof(dContactGeom)) > 0) {
       /* There is an intersecton */
       f_t_on_ray = tIntersection.depth / fRayLength;
       return true;
    }
    else {
       /* No intersection detected */
       return false;
    }
 }
Ejemplo n.º 2
0
  bool CKinematics2DCollisionCircle::CheckIntersectionWithRay(Real& f_distance, const CRay& c_ray) const {
    CSegment c_segment = c_ray.ProjectOntoXY();
    CVector2 c_closest_point, c_closest_segment_point;
    c_segment.GetMinimumDistancePoints( m_cPosition, c_closest_point, c_closest_segment_point );
    
    Real f_min_segment_distance = Distance(m_cPosition,c_closest_segment_point);
    if( f_min_segment_distance > m_fRadius ) {
      return false;
    }

    // see http://local.wasp.uwa.edu.au/~pbourke/geometry/sphereline/
    CVector2 dp = c_segment.GetEnd() - c_segment.GetStart();
    Real     a  = dp.SquareLength();
    Real     b  = 2 * dp.DotProduct(c_segment.GetStart() - m_cPosition);
    Real     c  = (m_cPosition.SquareLength() +
		   c_segment.GetStart().SquareLength() -
		   2 * m_cPosition.DotProduct(c_segment.GetStart()) -
		   m_fRadius*m_fRadius);
    Real bb4ac  = b*b - 4*a*c;
    Real mu1    = (-b + sqrt(bb4ac)) / (2 * a);
    Real mu2    = (-b - sqrt(bb4ac)) / (2 * a);
    
    Real mu = Min(mu1,mu2);
    if( mu < 0 || mu > 1 ) mu = Max(mu1,mu2);

    f_distance = mu * c_ray.GetLength();    
    return true;
  }