void HitObject::FireHitEvent(Ball* pball) { if (m_pfe && m_fEnabled) { // is this the same place as last event? if same then ignore it const Vertex3Ds dist = pball->m_Event_Pos - pball->m_pos; pball->m_Event_Pos = pball->m_pos; //remember last collide position if (dist.LengthSquared() > 0.25f) // must be a new place if only by a little m_pfe->FireGroupEvent(DISPID_HitEvents_Hit); } }
void Ball::AngularAcceleration(const Vertex3Ds& hitnormal) { const Vertex3Ds bccpd = -radius * hitnormal; // vector ball center to contact point displacement const float bnv = vel.Dot(hitnormal); // ball normal velocity to hit face const Vertex3Ds bvn = bnv * hitnormal; // project the normal velocity along normal const Vertex3Ds bvt = vel - bvn; // calc the tangent velocity Vertex3Ds bvT = bvt; // ball tangent velocity Unit Tangent bvT.Normalize(); const Vertex3Ds bstv = // ball surface tangential velocity CrossProduct(m_angularvelocity, bccpd); // velocity of ball surface at contact point const float dot = bstv.Dot(bvT); // speed ball surface contact point tangential to contact surface point const Vertex3Ds cpvt = dot * bvT; // contact point velocity tangential to hit face const Vertex3Ds slideVel = bstv - cpvt; // contact point slide velocity with ball center velocity -- slide velocity // If the point and the ball are travelling in opposite directions, // and the point's velocity is at least the magnitude of the balls, // then we have a natural roll Vertex3Ds cpctrv = -slideVel; //contact point co-tangential reverse velocity if (vel.LengthSquared() > (float)(0.7*0.7)) { // Calculate the maximum amount the point velocity can change this // time segment due to friction Vertex3Ds FrictionForce = cpvt + bvt; // If the point can change fast enough to go directly to a natural roll, then do it. if (FrictionForce.LengthSquared() > (float)(ANGULARFORCE*ANGULARFORCE)) FrictionForce.Normalize(ANGULARFORCE); cpctrv -= FrictionForce; } // Divide by the inertial tensor for a sphere in order to change // linear force into angular momentum cpctrv *= (float)(2.0/5.0); // Inertial tensor for a sphere const Vertex3Ds vResult = CrossProduct(bccpd, cpctrv); // ball center contact point displacement X reverse contact point co-tan vel m_angularmomentum *= 0.99f; m_angularmomentum += vResult; // add delta m_angularvelocity = m_inverseworldinertiatensor.MultiplyVector(m_angularmomentum); }
void Ball::UpdateDisplacements(const float dtime) { if (!fFrozen) { const Vertex3Ds ds = dtime * vel; pos += ds; drsq = ds.LengthSquared(); // used to determine if static ball if (vel.z < 0.f && pos.z <= z_min) //rolling point below the table and velocity driving deeper { pos.z = z_min; // set rolling point to table surface vel.z *= -0.2f; // reflect velocity ... dull bounce vel.x *= c_hardFriction; vel.y *= c_hardFriction; //friction other axiz const Vertex3Ds vnormal(0.0f,0.0f,1.0f); AngularAcceleration(vnormal); } else if (vel.z > 0.f && pos.z >= z_max) //top glass ...contact and going higher { pos.z = z_max; // set diametric rolling point to top glass vel.z *= -0.2f; // reflect velocity ... dull bounce } // side walls are handled via actual collision objects set up in Player::CreateBoundingHitShapes CalcHitRect(); Matrix3 mat3; mat3.CreateSkewSymmetric(m_angularvelocity); Matrix3 addedorientation; addedorientation.MultiplyMatrix(&mat3, &m_orientation); addedorientation.MultiplyScalar(dtime); m_orientation.AddMatrix(&addedorientation, &m_orientation); m_orientation.OrthoNormalize(); Matrix3 matTransposeOrientation; m_orientation.Transpose(&matTransposeOrientation); m_inverseworldinertiatensor.MultiplyMatrix(&m_orientation,&m_inversebodyinertiatensor); m_inverseworldinertiatensor.MultiplyMatrix(&m_inverseworldinertiatensor,&matTransposeOrientation); m_angularvelocity = m_inverseworldinertiatensor.MultiplyVector(m_angularmomentum); } }
void LineSegSlingshot::Collide(CollisionEvent* coll) { Ball *pball = coll->ball; const Vertex3Ds& hitnormal = coll->hitnormal; const float dot = pball->m_vel.x * hitnormal.x + pball->m_vel.y * hitnormal.y; // normal velocity to slingshot const bool threshold = (dot <= -m_psurface->m_d.m_slingshot_threshold); // normal greater than threshold? if (!m_psurface->m_fDisabled && threshold) // enabled and if velocity greater than threshold level { const float len = (v2.x - v1.x)*hitnormal.y - (v2.y - v1.y)*hitnormal.x; // length of segment, Unit TAN points from V1 to V2 const Vertex2D vhitpoint(pball->m_pos.x - hitnormal.x * pball->m_radius, //project ball radius along norm pball->m_pos.y - hitnormal.y * pball->m_radius); // vhitpoint will now be the point where the ball hits the line // Calculate this distance from the center of the slingshot to get force const float btd = (vhitpoint.x - v1.x)*hitnormal.y - (vhitpoint.y - v1.y)*hitnormal.x; // distance to vhit from V1 float force = (len != 0.0f) ? ((btd+btd)/len - 1.0f) : -1.0f; // -1..+1 force = 0.5f *(1.0f-force*force); //!! maximum value 0.5 ...I think this should have been 1.0...oh well // will match the previous physics force *= m_force;//-80; pball->m_vel.x -= hitnormal.x * force; // boost velocity, drive into slingshot (counter normal) pball->m_vel.y -= hitnormal.y * force; // allow CollideWall to handle the remainder } pball->Collide2DWall(hitnormal, m_elasticity, m_elasticityFalloff, m_friction, m_scatter); if (m_pfe && !m_psurface->m_fDisabled && threshold) { // is this the same place as last event? if same then ignore it const Vertex3Ds dist = pball->m_Event_Pos - pball->m_pos; pball->m_Event_Pos = pball->m_pos; //remember last collide position if (dist.LengthSquared() > 0.25f) // must be a new place if only by a little { m_pfe->FireGroupEvent(DISPID_SurfaceEvents_Slingshot); m_slingshotanim.m_TimeReset = g_pplayer->m_time_msec + 100; } } }
HitLine3D::HitLine3D(const Vertex3Ds& v1, const Vertex3Ds& v2) { Vertex3Ds vLine = v2 - v1; vLine.Normalize(); // Axis of rotation to make 3D cylinder a cylinder along the z-axis Vertex3Ds transaxis; /*const Vertex3Ds vup(0,0,1.0f); CrossProduct(vLine, vup, &transaxis);*/ transaxis.x = vLine.y; transaxis.y = -vLine.x; transaxis.z = 0.0f; const float l = transaxis.LengthSquared(); if (l <= 1e-6f) // line already points in z axis? transaxis.Set(1.f, 0.f, 0.f); // choose arbitrary rotation vector else transaxis /= sqrtf(l); // Angle to rotate the line into the z-axis const float dot = vLine.z; //vLine.Dot(&vup); //const float transangle = acosf(dot); //matTrans.RotationAroundAxis(transaxis, -transangle); m_matrix.RotationAroundAxis(transaxis,-sqrtf(1.f-dot*dot),dot); const Vertex3Ds vtrans1 = m_matrix * v1; const float vtrans2z = (m_matrix * v2).z; // set up HitLineZ parameters m_xy.x = vtrans1.x; m_xy.y = vtrans1.y; m_zlow = min(vtrans1.z, vtrans2z); m_zhigh = max(vtrans1.z, vtrans2z); m_hitBBox.left = min(v1.x, v2.x); m_hitBBox.right = max(v1.x, v2.x); m_hitBBox.top = min(v1.y, v2.y); m_hitBBox.bottom = max(v1.y, v2.y); m_hitBBox.zlow = min(v1.z, v2.z); m_hitBBox.zhigh = max(v1.z, v2.z); }
float Ball::HitTest(const Ball * pball_, float dtime, CollisionEvent& coll) { Ball * pball = const_cast<Ball*>(pball_); // HACK; needed below Vertex3Ds d = pos - pball->pos; // delta position Vertex3Ds dv = vel - pball->vel; // delta velocity float bcddsq = d.LengthSquared(); // square of ball center's delta distance float bcdd = sqrtf(bcddsq); // length of delta if (bcdd < 1.0e-8f) // two balls center-over-center embedded { //return -1; d.z = -1.0f; // patch up pball->pos.z -= d.z; // lift up bcdd = 1.0f; // patch up bcddsq = 1.0f; // patch up dv.z = 0.1f; // small speed difference pball->vel.z -= dv.z; } float b = dv.Dot(d); // inner product const float bnv = b/bcdd; // normal speed of balls toward each other if ( bnv > C_LOWNORMVEL) return -1.0f; // dot of delta velocity and delta displacement, postive if receding no collison const float totalradius = pball->radius + radius; const float bnd = bcdd - totalradius; // distance between ball surfaces float hittime; if (bnd < (float)PHYS_TOUCH) // in contact??? { if (bnd <= (float)(-PHYS_SKIN*2.0)) return -1.0f; // embedded too deep if ((fabsf(bnv) > C_CONTACTVEL) // >fast velocity, return zero time //zero time for rigid fast bodies || (bnd <= (float)(-PHYS_TOUCH))) hittime = 0; // slow moving but embedded else hittime = bnd/(float)(2.0*PHYS_TOUCH) + 0.5f; // don't compete for fast zero time events } else { // find collision time as solution of quadratic equation // at^2 + bt + c = 0 const float a = dv.LengthSquared(); // square of differential velocity if (a < 1.0e-8f) return -1.0f; // ball moving really slow, then wait for contact const float c = bcddsq - totalradius*totalradius; //first contact test: square delta position - square of radii b *= 2.0f; // two inner products float result = b*b - 4.0f*a*c; // squareroot term (discriminant) in quadratic equation if (result < 0.0f) return -1.0f; // no collision path exist result = sqrtf(result); // compute the two solutions to the quadratic equation float time1 = (-b + result)/(2.0f * a); const float time2 = (-b - result)/(2.0f * a); // choose smallest non-negative solution hittime = std::min(time1, time2); if (hittime < 0) hittime = std::max(time1, time2); if (infNaN(hittime) || hittime < 0 || hittime > dtime) return -1.0f; // .. was some time previous || beyond the next physics tick } const Vertex3Ds hitPos = pball->pos + hittime * dv; // new ball position //calc unit normal of collision coll.normal[0] = hitPos - pos; coll.normal[0].Normalize(); coll.distance = bnd; //actual contact distance coll.hitRigid = true; //rigid collision type return hittime; }
float HitPoint::HitTest(const Ball * pball, float dtime, CollisionEvent& coll) { if (!m_fEnabled) return -1.0f; const Vertex3Ds dist = pball->m_pos - m_p; // relative ball position const float bcddsq = dist.LengthSquared(); // ball center to line distance squared const float bcdd = sqrtf(bcddsq); // distance ball to line if (bcdd <= 1.0e-6f) return -1.0f; // no hit on exact center const float b = dist.Dot(pball->m_vel); const float bnv = b/bcdd; // ball normal velocity if (bnv > C_CONTACTVEL) return -1.0f; // clearly receding from radius const float bnd = bcdd - pball->m_radius; // ball distance to line const float a = pball->m_vel.LengthSquared(); float hittime = 0; bool isContact = false; if (bnd < (float)PHYS_TOUCH) // already in collision distance? { if (fabsf(bnv) <= C_CONTACTVEL) { isContact = true; hittime = 0; } else hittime = std::max(0.0f, -bnd / bnv); // estimate based on distance and speed along distance } else { if (a < 1.0e-8f) return -1.0f; // no hit - ball not moving relative to object float time1, time2; if (!SolveQuadraticEq(a, 2.0f*b, bcddsq - pball->m_radius*pball->m_radius, time1, time2)) return -1.0f; hittime = (time1*time2 < 0) ? max(time1,time2) : min(time1,time2); // find smallest nonnegative solution } if (infNaN(hittime) || hittime < 0 || hittime > dtime) return -1.0f; // contact out of physics frame const Vertex3Ds hitPos = pball->m_pos + hittime * pball->m_vel; coll.hitnormal = hitPos - m_p; coll.hitnormal.Normalize(); coll.isContact = isContact; if (isContact) coll.hitvelocity.z = bnv; coll.hitdistance = bnd; // actual contact distance //coll.hitRigid = true; return hittime; }
float HitCircle::HitTestBasicRadius(const Ball * pball, float dtime, CollisionEvent& coll, bool direction, bool lateral, bool rigid) { if (!m_fEnabled || pball->m_frozen) return -1.0f; Vertex3Ds c(center.x, center.y, 0.0f); Vertex3Ds dist = pball->m_pos - c; // relative ball position Vertex3Ds dv = pball->m_vel; float targetRadius; bool capsule3D; if (!lateral && pball->m_pos.z > zhigh) { capsule3D = true; // handle ball over target? //const float hcap = radius*(float)(1.0/5.0); // cap height to hit-circle radius ratio //targetRadius = radius*radius/(hcap*2.0f) + hcap*0.5f; // c = (r^2+h^2)/(2*h) targetRadius = radius*(float)(13.0/5.0); // optimized version of above code //c.z = zhigh - (targetRadius - hcap); // b = c - h c.z = zhigh - radius*(float)(12.0/5.0); // optimized version of above code dist.z = pball->m_pos.z - c.z; // ball rolling point - capsule center height } else { capsule3D = false; targetRadius = radius; if (lateral) targetRadius += pball->m_radius; dist.z = dv.z = 0.0f; } const float bcddsq = dist.LengthSquared(); // ball center to circle center distance ... squared const float bcdd = sqrtf(bcddsq); // distance center to center if (bcdd <= 1.0e-6f) return -1.0f; // no hit on exact center const float b = dist.Dot(dv); const float bnv = b/bcdd; // ball normal velocity if (direction && bnv > C_LOWNORMVEL) return -1.0f; // clearly receding from radius const float bnd = bcdd - targetRadius; // ball normal distance to const float a = dv.LengthSquared(); float hittime = 0; bool fUnhit = false; bool isContact = false; // Kicker is special.. handle ball stalled on kicker, commonly hit while receding, knocking back into kicker pocket if (m_ObjType == eKicker && bnd <= 0 && bnd >= -radius && a < C_CONTACTVEL*C_CONTACTVEL ) { if (pball->m_vpVolObjs) pball->m_vpVolObjs->RemoveElement(m_pObj); // cause capture } if (rigid && bnd < (float)PHYS_TOUCH) // positive: contact possible in future ... Negative: objects in contact now { if (bnd < -pball->m_radius/**2.0f*/) //!! *2 necessary? return -1.0f; else if (fabsf(bnv) <= C_CONTACTVEL) { isContact = true; hittime = 0; } else hittime = std::max(0.0f, -bnd / bnv); // estimate based on distance and speed along distance } else if (m_ObjType >= eTrigger // triggers & kickers && pball->m_vpVolObjs && ((bnd < 0.f) == (pball->m_vpVolObjs->IndexOf(m_pObj) < 0))) { // here if ... ball inside and no hit set .... or ... ball outside and hit set if (fabsf(bnd-radius) < 0.05f) // if ball appears in center of trigger, then assumed it was gen'ed there { if (pball->m_vpVolObjs) pball->m_vpVolObjs->AddElement(m_pObj); //special case for trigger overlaying a kicker } // this will add the ball to the trigger space without a Hit else { hittime = 0; fUnhit = (bnd > 0.f); // ball on outside is UnHit, otherwise it's a Hit } } else { if((!rigid && bnd * bnv > 0.f) || // (outside and receding) or (inside and approaching) (a < 1.0e-8f)) return -1.0f; // no hit ... ball not moving relative to object float time1, time2; if (!SolveQuadraticEq(a, 2.0f*b, bcddsq - targetRadius*targetRadius, time1, time2)) return -1.0f; fUnhit = (time1*time2 < 0.f); hittime = fUnhit ? max(time1,time2) : min(time1,time2); // ball is inside the circle } if (infNaN(hittime) || hittime < 0.f || hittime > dtime) return -1.0f; // contact out of physics frame const float hitz = pball->m_pos.z - pball->m_radius + pball->m_vel.z * hittime; // rolling point if(((hitz + pball->m_radius *1.5f) < zlow) || (!capsule3D && (hitz + pball->m_radius*0.5f) > zhigh) || (capsule3D && (pball->m_pos.z + pball->m_vel.z * hittime) < zhigh)) return -1.0f; const float hitx = pball->m_pos.x + pball->m_vel.x*hittime; const float hity = pball->m_pos.y + pball->m_vel.y*hittime; const float sqrlen = (hitx - c.x)*(hitx - c.x) + (hity - c.y)*(hity - c.y); if (sqrlen > 1.0e-8f) // over center??? { // no const float inv_len = 1.0f/sqrtf(sqrlen); coll.hitnormal.x = (hitx - c.x)*inv_len; coll.hitnormal.y = (hity - c.y)*inv_len; coll.hitnormal.z = 0.0f; } else { // yes, over center coll.hitnormal.x = 0.0f; // make up a value, any direction is ok coll.hitnormal.y = 1.0f; coll.hitnormal.z = 0.0f; } if (!rigid) // non rigid body collision? return direction coll.hitvelocity.x = fUnhit ? 1.0f : 0.0f; // UnHit signal is receding from target coll.isContact = isContact; if (isContact) coll.hitvelocity.z = bnv; coll.hitdistance = bnd; //actual contact distance ... //coll.hitRigid = rigid; // collision type return hittime; }