bool CollisionHandlerDefault::IsSoftColliding(const Robot& robot, const Tree& tree)
{
	ReachableObstaclesContainerCollide rc(world_, tree, robot);
	world_.Accept(rc);
	T_Point points = TreeToSegments(robot, tree);
	if(points.size() >= 2)
	{
		if(points.size() >= 3)
		{
			matrices::Vector3 pt2 = points[points.size()-1];
			points.pop_back();
			matrices::Vector3 pt1 = points[points.size()-1];
			points.push_back(pt1 + (pt2 - pt1) * 0.9);
		}
		for(ReachableObstaclesContainerCollide::T_ObstaclesCIT it = rc.obstacles_.begin(); it!= rc.obstacles_.end(); ++it)
		{
			T_Point::const_iterator ptIt = points.begin();;
			T_Point::const_iterator ptIt2 = points.begin(); ++ptIt2;
			for(;ptIt2 != points.end(); ++ptIt, ++ptIt2)
			{
				if(intersection_.Intersect(*ptIt, *ptIt2, **it))
				{
					return true;
				}
			}
		}
	}
	return false;
}
Esempio n. 2
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T_Point vectorFromEigenArray(const PointList& array)
{
    T_Point res;
    for(int i =0;i<array.cols();++i)
        res.push_back(array.col(i));
    return res;
}
void WorldParserObj::CreateObstacle(const std::vector<std::string>& lines, bool isGround)
{
	vector<long int> indices;
    T_Point points;
	for(int i =0; i<2; ++i)
	{
		string ligne = doubleSlash(lines[i]);
		ligne=remplacerSlash(ligne); //On remplace les '/' par des espaces, ex : pour "f 1/2/3 4/5/6 7/8/9" on obtiendra "f 1 2 3 4 5 6 7 8 9"
		vector<string> termes=splitSpace(ligne.substr(2)); //On éclate la chaîne en ses espaces (le substr permet d'enlever "f ")
		int ndonnees=(int)termes.size()/3;
		for(int i=0; i <ndonnees;i++) //On aurait très bien pu mettre i<ndonnees mais je veux vraiment limiter à 3 ou 4
		{
			long int idx = (strtol(termes[i*3].c_str(),NULL, 10)) - 1;
			std::vector<long int>::iterator it = indices.begin();
			it = find (indices.begin(), indices.end(), idx);
			if(it == indices.end())
			{
				indices.push_back(idx);
				points.push_back(points_[(int)idx]);
			}
		}
	}
     
    //T_Point points;
	//for(int i =0; i<4; ++i)
	//{
	//	char x[255],y[255],z[255];
	//	sscanf(lines[i].c_str(),"v %s %s %s",x,z,y);
	//	points.push_back(Vector3(-strtod (x, NULL), strtod(y, NULL), strtod(z, NULL)));
	//}

	Vector3 p1(points[0]);
	Vector3 p2(points[1]);
	Vector3 p3(points[2]);
	Vector3 p4(points[3]);
	Vector3 u_(p3-p4);
	Vector3 v_(p1-p4);
	if(abs( u_.dot(v_)) > 0.001) v_ = p2 - p4;
	double a_, b_, c_, d_, norm_, normsquare_;
	//we need convex hull of this crap
	Vector3 normal (u_.cross(v_));
	a_ = (float)(normal.x());
	b_ = (float)(normal.y());
	c_ = (float)(normal.z());
	//if (c_ < 0) c_ = -c_;
	norm_ = (float)(normal.norm());
	normsquare_ = norm_ * norm_;
	d_ = (float)(-(a_ * p1.x() + b_ * p1.y() + c_ * p1.z()));

	Matrix4 basis_ = Matrix4::Zero();
	Vector3 x = u_; x.normalize();
	Vector3 y = v_; y.normalize();
	normal.normalize();
	basis_.block(0,0,3,1) = x;
	basis_.block(0,1,3,1) = y;
	basis_.block(0,2,3,1) = normal;
	basis_.block(0,3,3,1) = p4;
	basis_(3,3) = 1;
	Matrix4 basisInverse_ = basis_.inverse();

	T_Point transformedPoints;
	for(int i=0; i<4; ++i)
	{
		transformedPoints.push_back(matrices::matrix4TimesVect3(basisInverse_, points[i]));
	}

	points = ConvexHull(transformedPoints);
	transformedPoints.clear();
	for(int i=0; i<4; ++i)
	{
		transformedPoints.push_back(matrices::matrix4TimesVect3(basis_, points[i]));
	}

	// make sure normal in the good sense :
	u_ = transformedPoints[2] - transformedPoints[3];
	v_ = transformedPoints[0] - transformedPoints[3];

	normal = u_.cross(v_);
	normals_[(int)indices[0]];
	if(isGround)
	{
		if(normal.dot(normals_[(int)indices[0]]) > 0 )
		{
			manager_.AddGround(transformedPoints[0], transformedPoints[1], transformedPoints[2], transformedPoints[3]);
		}
		else
		{
			manager_.AddGround(transformedPoints[2], transformedPoints[1], transformedPoints[0], transformedPoints[3]);
		}
	}
	else
	{
		if(normal.dot(normals_[(int)indices[0]]) > 0 )
		{
			manager_.AddObstacle(transformedPoints[0], transformedPoints[1], transformedPoints[2], transformedPoints[3]);
		}
		else
		{
			manager_.AddObstacle(transformedPoints[2], transformedPoints[1], transformedPoints[0], transformedPoints[3]);
		}
	}
}
void WorldParserObj::CreateObstacle(const std::string& line)
{
	if(line.find("c ") == 0)
	{
		char r[255],g[255],b[255],t[255];
		sscanf(line.c_str(),"c %s %s %s %s",r,g,b,t);
		//manager_.SetNextColor(strtod (r, NULL), strtod(g, NULL), strtod(b, NULL));
		//manager_.SetNextTransparency(strtod (t, NULL));
		return;
	}
	vector<long int> indices;
	vector<long int> normalindices;
    T_Point points;
	for(int i =0; i<1; ++i)
	{
		string ligne = doubleSlash(line);
		ligne=remplacerSlash(ligne); //On remplace les '/' par des espaces, ex : pour "f 1/2/3 4/5/6 7/8/9" on obtiendra "f 1 2 3 4 5 6 7 8 9"
		vector<string> termes=splitSpace(ligne.substr(2)); //On éclate la chaîne en ses espaces (le substr permet d'enlever "f ")
		int ndonnees=(int)termes.size()/3;
		for(int i=0; i <ndonnees;i++) //On aurait très bien pu mettre i<ndonnees mais je veux vraiment limiter à 3 ou 4
		{
			long int idx = (strtol(termes[i*3].c_str(),NULL, 10)) - 1;
			long int idn = (strtol(termes[i*3+2].c_str(),NULL, 10)) - 1;
			std::vector<long int>::iterator it = indices.begin();
			it = find (indices.begin(), indices.end(), idx);
			if(it == indices.end())
			{
				indices.push_back(idx);
				points.push_back(points_[(int)idx]);
			}
			it = find (normalindices.begin(), normalindices.end(), idn);
			if(it == normalindices.end())
			{
				normalindices.push_back(idn);
			}
		}
	}

	Vector3d p1(points[0]);
	Vector3d p2(points[1]);
	Vector3d p3(points[2]);

	Vector3d u_(p3-p1);
	Vector3d v_(p2-p1);
	if(abs( u_.dot(v_)) > 0.001) { v_ = u_; u_ = p2-p1;}
	//we need convex hull of this crap
	Vector3d normal (u_.cross(v_));

	normals_[(int)normalindices[0]];

    SampleGenerator * generator = SampleGenerator::GetInstance();
    Obstacle * obstacle;

    if(normal.dot(normals_[(int)normalindices[0]]) > 0 )
	{
        generator->AddObstacle(new Obstacle(p1, p2, p3));
	}
	else
	{
        generator->AddObstacle(new Obstacle(p3, p2, p1));
    }
}