void SimCarCollideCars(tSituation *s) { tCar *car; tCarElt *carElt; int i; for (i = 0; i < s->_ncars; i++) { carElt = s->cars[i]; if (carElt->_state & RM_CAR_STATE_NO_SIMU) { continue; } car = &(SimCarTable[carElt->index]); dtSelectObject(car); // Fit the bounding box around the car, statGC's are the static offsets. dtLoadIdentity(); dtTranslate(-carElt->_statGC_x, -carElt->_statGC_y, 0.0f); // Place the bounding box such that it fits the car in the world. dtMultMatrixf((const float *)(carElt->_posMat)); memset(&(car->VelColl), 0, sizeof(tPosd)); } // Running the collision detection. If no collision is detected, call dtProceed. // dtProceed just works if all objects are disjoint. if (dtTest() == 0) { dtProceed(); } for (i = 0; i < s->_ncars; i++) { carElt = s->cars[i]; if (carElt->_state & RM_CAR_STATE_NO_SIMU) { continue; } car = &(SimCarTable[carElt->index]); if (car->collision & SEM_COLLISION_CAR) { car->DynGCg.vel.x = car->VelColl.x; car->DynGCg.vel.y = car->VelColl.y; car->rot_mom[SG_Z] = car->VelColl.az/car->Iinv.z; car->DynGC.vel.az = car->DynGCg.vel.az = -2.0f*car->rot_mom[SG_Z] * car->Iinv.z; } } }
// Collision response for walls. // TODO: Separate common code with car-car collision response. static void SimCarWallCollideResponse(void *clientdata, DtObjectRef obj1, DtObjectRef obj2, const DtCollData *collData) { tCar* car; // The car colliding with the wall. float nsign; // Normal direction correction for collision plane. sgVec2 p; // Cars collision point delivered by solid. // TODO: If other movable objects are added which could collide with the wall, it will be // necessary to validate if the object is actually a car. if (obj1 == clientdata) { car = (tCar*) obj2; nsign = -1.0f; p[0] = (float) collData->point2[0]; p[1] = (float) collData->point2[1]; } else { car = (tCar*) obj1; nsign = 1.0f; p[0] = (float) collData->point1[0]; p[1] = (float) collData->point1[1]; } sgVec2 n; // Collision normal delivered by solid, corrected such that it points away from the wall. n[0] = nsign * (float) collData->normal[0]; n[1] = nsign * (float) collData->normal[1]; float pdist = sgLengthVec2(n); // Distance of collision points. sgNormaliseVec2(n); sgVec2 r; sgSubVec2(r, p, (const float*)&(car->statGC)); tCarElt *carElt = car->carElt; sgVec2 vp; // Speed of car collision point in global frame of reference. sgVec2 rg; // raduis oriented in global coordinates, still relative to CG (rotated aroung CG). float sina = sin(carElt->_yaw); float cosa = cos(carElt->_yaw); rg[0] = r[0]*cosa - r[1]*sina; rg[1] = r[0]*sina + r[1]*cosa; vp[0] = car->DynGCg.vel.x - car->DynGCg.vel.az * rg[1]; vp[1] = car->DynGCg.vel.y + car->DynGCg.vel.az * rg[0]; sgVec2 tmpv; static const float CAR_MIN_MOVEMENT = 0.02f; static const float CAR_MAX_MOVEMENT = 0.05f; sgScaleVec2(tmpv, n, MIN(MAX(pdist, CAR_MIN_MOVEMENT), CAR_MAX_MOVEMENT)); if (car->blocked == 0) { sgAddVec2((float*)&(car->DynGCg.pos), tmpv); car->blocked = 1; } // Doing no dammage and correction if the cars are moving out of each other. if (sgScalarProductVec2(vp, n) > 0) { return; } float rp = sgScalarProductVec2(rg, n); // Pesudo cross product to find out if we are left or right. // TODO: SIGN, scrap value? float rpsign = n[0]*rg[1] - n[1]*rg[0]; const float e = 1.0f; // energy restitution float j = -(1.0f + e) * sgScalarProductVec2(vp, n) / (car->Minv + rp * rp * car->Iinv.z); const float ROT_K = 0.5f; // Damage. tdble damFactor, atmp; atmp = atan2(r[1], r[0]); if (fabs(atmp) < (PI / 3.0)) { // Front collision gives more damage. damFactor = 1.5f; } else { // Rear collision gives less damage. damFactor = 1.0f; } static const float DMGFACTOR = 0.00002f; if ((car->carElt->_state & RM_CAR_STATE_FINISH) == 0) { car->dammage += (int)(CAR_DAMMAGE * (DMGFACTOR*j*j) * damFactor * simDammageFactor[car->carElt->_skillLevel]); } sgScaleVec2(tmpv, n, j * car->Minv); sgVec2 v2a; if (car->collision & SEM_COLLISION_CAR) { sgAddVec2(v2a, (const float*)&(car->VelColl.x), tmpv); car->VelColl.az = car->VelColl.az + j * rp * rpsign * car->Iinv.z * ROT_K; } else { sgAddVec2(v2a, (const float*)&(car->DynGCg.vel), tmpv); car->VelColl.az = car->DynGCg.vel.az + j * rp * rpsign * car->Iinv.z * ROT_K; } static float VELMAX = 3.0f; if (fabs(car->VelColl.az) > VELMAX) { car->VelColl.az = SIGN(car->VelColl.az) * VELMAX; } sgCopyVec2((float*)&(car->VelColl.x), v2a); // Move the car for the collision lib. sgMakeCoordMat4(carElt->pub.posMat, car->DynGCg.pos.x, car->DynGCg.pos.y, car->DynGCg.pos.z - carElt->_statGC_z, RAD2DEG(carElt->_yaw), RAD2DEG(carElt->_roll), RAD2DEG(carElt->_pitch)); dtSelectObject(car); dtLoadIdentity(); dtTranslate(-carElt->_statGC_x, -carElt->_statGC_y, 0.0f); dtMultMatrixf((const float *)(carElt->_posMat)); car->collision |= SEM_COLLISION_CAR; }
static void SimCarCollideResponse(void * /*dummy*/, DtObjectRef obj1, DtObjectRef obj2, const DtCollData *collData) { sgVec2 n; // Collision normal delivered by solid: Global(point1) - Global(point2) tCar *car[2]; // The cars. sgVec2 p[2]; // Collision points delivered by solid, in body local coordinates. sgVec2 r[2]; // Collision point relative to center of gravity. sgVec2 vp[2]; // Speed of collision point in world coordinate system. sgVec3 pt[2]; // Collision points in global coordinates. int i; car[0] = (tCar*)obj1; car[1] = (tCar*)obj2; // Handle cars collisions during pit stops as well. static const int NO_SIMU_WITHOUT_PIT = RM_CAR_STATE_NO_SIMU & ~RM_CAR_STATE_PIT; if ((car[0]->carElt->_state & NO_SIMU_WITHOUT_PIT) || (car[1]->carElt->_state & NO_SIMU_WITHOUT_PIT)) { return; } if (car[0]->carElt->index < car[1]->carElt->index) { // vector conversion from double to float. p[0][0] = (float)collData->point1[0]; p[0][1] = (float)collData->point1[1]; p[1][0] = (float)collData->point2[0]; p[1][1] = (float)collData->point2[1]; n[0] = (float)collData->normal[0]; n[1] = (float)collData->normal[1]; } else { // swap the cars (not the same for the simu). car[0] = (tCar*)obj2; car[1] = (tCar*)obj1; p[0][0] = (float)collData->point2[0]; p[0][1] = (float)collData->point2[1]; p[1][0] = (float)collData->point1[0]; p[1][1] = (float)collData->point1[1]; n[0] = -(float)collData->normal[0]; n[1] = -(float)collData->normal[1]; } sgNormaliseVec2(n); sgVec2 rg[2]; // radius oriented in global coordinates, still relative to CG (rotated aroung CG). tCarElt *carElt; for (i = 0; i < 2; i++) { // vector GP (Center of gravity to collision point). p1 and p2 are delivered from solid as // points in the car coordinate system. sgSubVec2(r[i], p[i], (const float*)&(car[i]->statGC)); // Speed of collision points, linear motion of center of gravity (CG) plus rotational // motion around the CG. carElt = car[i]->carElt; float sina = sin(carElt->_yaw); float cosa = cos(carElt->_yaw); rg[i][0] = r[i][0]*cosa - r[i][1]*sina; rg[i][1] = r[i][0]*sina + r[i][1]*cosa; vp[i][0] = car[i]->DynGCg.vel.x - car[i]->DynGCg.vel.az * rg[i][1]; vp[i][1] = car[i]->DynGCg.vel.y + car[i]->DynGCg.vel.az * rg[i][0]; } // Relative speed of collision points. sgVec2 v1ab; sgSubVec2(v1ab, vp[0], vp[1]); // try to separate the cars. The computation is necessary because dtProceed is not called till // the collision is resolved. for (i = 0; i < 2; i++) { sgCopyVec2(pt[i], r[i]); pt[i][2] = 0.0f; // Transform points relative to cars local coordinate system into global coordinates. sgFullXformPnt3(pt[i], car[i]->carElt->_posMat); } // Compute distance of collision points. sgVec3 pab; sgSubVec2(pab, pt[1], pt[0]); float distpab = sgLengthVec2(pab); sgVec2 tmpv; sgScaleVec2(tmpv, n, MIN(distpab, 0.05)); // No "for" loop here because of subtle difference AddVec/SubVec. if (car[0]->blocked == 0 && !(car[0]->carElt->_state & RM_CAR_STATE_NO_SIMU)) { sgAddVec2((float*)&(car[0]->DynGCg.pos), tmpv); car[0]->blocked = 1; } if (car[1]->blocked == 0 && !(car[1]->carElt->_state & RM_CAR_STATE_NO_SIMU)) { sgSubVec2((float*)&(car[1]->DynGCg.pos), tmpv); car[1]->blocked = 1; } // Doing no dammage and correction if the cars are moving out of each other. if (sgScalarProductVec2(v1ab, n) > 0) { return; } // impulse. float rpn[2]; rpn[0] = sgScalarProductVec2(rg[0], n); rpn[1] = sgScalarProductVec2(rg[1], n); // Pseudo cross product to find out if we are left or right. // TODO: SIGN, scrap value? float rpsign[2]; rpsign[0] = n[0]*rg[0][1] - n[1]*rg[0][0]; rpsign[1] = -n[0]*rg[1][1] + n[1]*rg[1][0]; const float e = 1.0f; // energy restitution float j = -(1.0f + e) * sgScalarProductVec2(v1ab, n) / ((car[0]->Minv + car[1]->Minv) + rpn[0] * rpn[0] * car[0]->Iinv.z + rpn[1] * rpn[1] * car[1]->Iinv.z); for (i = 0; i < 2; i++) { if (car[i]->carElt->_state & RM_CAR_STATE_NO_SIMU) { continue; } // Damage. tdble damFactor, atmp; atmp = atan2(r[i][1], r[i][0]); if (fabs(atmp) < (PI / 3.0)) { // Front collision gives more damage. damFactor = 1.5f; } else { // Rear collision gives less damage. damFactor = 1.0f; } if ((car[i]->carElt->_state & RM_CAR_STATE_FINISH) == 0) { car[i]->dammage += (int)(CAR_DAMMAGE * fabs(j) * damFactor * simDammageFactor[car[i]->carElt->_skillLevel]); } // Compute collision velocity. const float ROT_K = 1.0f; float js = (i == 0) ? j : -j; sgScaleVec2(tmpv, n, js * car[i]->Minv); sgVec2 v2a; if (car[i]->collision & SEM_COLLISION_CAR) { sgAddVec2(v2a, (const float*)&(car[i]->VelColl.x), tmpv); car[i]->VelColl.az = car[i]->VelColl.az + js * rpsign[i] * rpn[i] * car[i]->Iinv.z * ROT_K; } else { sgAddVec2(v2a, (const float*)&(car[i]->DynGCg.vel), tmpv); car[i]->VelColl.az = car[i]->DynGCg.vel.az + js * rpsign[i] * rpn[i] * car[i]->Iinv.z * ROT_K; } static float VELMAX = 3.0f; if (fabs(car[i]->VelColl.az) > VELMAX) { car[i]->VelColl.az = SIGN(car[i]->VelColl.az) * VELMAX; } sgCopyVec2((float*)&(car[i]->VelColl.x), v2a); // Move the car for the collision lib. tCarElt *carElt = car[i]->carElt; sgMakeCoordMat4(carElt->pub.posMat, car[i]->DynGCg.pos.x, car[i]->DynGCg.pos.y, car[i]->DynGCg.pos.z - carElt->_statGC_z, RAD2DEG(carElt->_yaw), RAD2DEG(carElt->_roll), RAD2DEG(carElt->_pitch)); dtSelectObject(car[i]); dtLoadIdentity(); dtTranslate(-carElt->_statGC_x, -carElt->_statGC_y, 0.0f); dtMultMatrixf((const float *)(carElt->_posMat)); car[i]->collision |= SEM_COLLISION_CAR; } }
void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); printOpenGLError(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); gluLookAt(m_camera.position.x, m_camera.position.y, m_camera.position.z, m_camera.lookat.x, m_camera.lookat.y, m_camera.lookat.z, m_camera.up.x, m_camera.up.y, m_camera.up.z); printOglError(0,0); if(true) { gl2psEnable(GL2PS_LINE_STIPPLE); if(!noxyz) UIHelper::drawXYZ(); glPolygonMode(GL_FRONT_AND_BACK, polygon_mode); glColor3f(0.1, 0.8, 0); UIHelper::drawBoundingBox(boxobj2); { mat4 rotateMatrix = rotateDeg == 0 ? mat4::Identity : mat4::GetRotate(rotateDeg, rotateAxis); mat4 translateMatrix = mat4::GetTranslate(translatePos); mat4 transformMatrix = translateMatrix * rotateMatrix; { mat4 indentity = mat4::Identity; //double tx = 1.51, ty = 0, tz = 0; double tx = translatePos.x, ty = translatePos.y, tz = translatePos.z; double m [16] = { 1.0, 0, 0, 0, 0.0, 1.0, 0, 0, 0.0, 0, 1.0, 0, tx, ty, tz, 1.0 }; { dtSelectObject(&object1); dtLoadMatrixd(m); //dtLoadIdentity(); //dtTranslate(tx, ty, tz); if(dtTestPair(&object1, &object2)) //if(dtTest() > 0) glColor3f(1.0, 0, 0); else glColor3f(0.1, 0.8, 0); } } } if(rotateDeg != 0) glRotatef(rotateDeg, rotateAxis.x, rotateAxis.y, rotateAxis.z); glTranslatef(translatePos.x, translatePos.y, translatePos.z); UIHelper::drawBoundingBox(boxobj1); gl2psDisable(GL2PS_LINE_STIPPLE); }else { glColor3f(1, 0, 1); glPolygonMode(GL_FRONT_AND_BACK ,GL_LINE); glLineWidth(1.0); GLUquadricObj *qobj = gluNewQuadric(); gluSphere(qobj,3,16,16); glLineWidth(2.0); UIHelper::drawNormals(normals, 3); glPointSize(5.0f); UIHelper::drawPoints(normals); } glPopMatrix(); glFlush(); if( finish_without_update ) glFinish(); else glutSwapBuffers(); }