bool _cldClipCylinderEdgeToTriangle(sData& cData, const dVector3 &v0, const dVector3 &v1, const dVector3 &v2) { // translate cylinder dReal fTemp = dVector3Dot(cData.vCylinderAxis , cData.vContactNormal); dVector3 vN2; vN2[0] = cData.vContactNormal[0] - cData.vCylinderAxis[0]*fTemp; vN2[1] = cData.vContactNormal[1] - cData.vCylinderAxis[1]*fTemp; vN2[2] = cData.vContactNormal[2] - cData.vCylinderAxis[2]*fTemp; fTemp = dVector3Length(vN2); if (fTemp < REAL(1e-5)) { return false; } // Normalize it vN2[0] /= fTemp; vN2[1] /= fTemp; vN2[2] /= fTemp; // calculate caps centers in absolute space dVector3 vCposTrans; vCposTrans[0] = cData.vCylinderPos[0] + vN2[0]*cData.fCylinderRadius; vCposTrans[1] = cData.vCylinderPos[1] + vN2[1]*cData.fCylinderRadius; vCposTrans[2] = cData.vCylinderPos[2] + vN2[2]*cData.fCylinderRadius; dVector3 vCEdgePoint0; vCEdgePoint0[0] = vCposTrans[0] + cData.vCylinderAxis[0] * (cData.fCylinderSize* REAL(0.5)); vCEdgePoint0[1] = vCposTrans[1] + cData.vCylinderAxis[1] * (cData.fCylinderSize* REAL(0.5)); vCEdgePoint0[2] = vCposTrans[2] + cData.vCylinderAxis[2] * (cData.fCylinderSize* REAL(0.5)); dVector3 vCEdgePoint1; vCEdgePoint1[0] = vCposTrans[0] - cData.vCylinderAxis[0] * (cData.fCylinderSize* REAL(0.5)); vCEdgePoint1[1] = vCposTrans[1] - cData.vCylinderAxis[1] * (cData.fCylinderSize* REAL(0.5)); vCEdgePoint1[2] = vCposTrans[2] - cData.vCylinderAxis[2] * (cData.fCylinderSize* REAL(0.5)); // transform cylinder edge points into triangle space vCEdgePoint0[0] -= v0[0]; vCEdgePoint0[1] -= v0[1]; vCEdgePoint0[2] -= v0[2]; vCEdgePoint1[0] -= v0[0]; vCEdgePoint1[1] -= v0[1]; vCEdgePoint1[2] -= v0[2]; dVector4 plPlane; dVector3 vPlaneNormal; // triangle plane //plPlane = Plane4f( -cData.vNormal, 0); vPlaneNormal[0] = -cData.vNormal[0]; vPlaneNormal[1] = -cData.vNormal[1]; vPlaneNormal[2] = -cData.vNormal[2]; dConstructPlane(vPlaneNormal,REAL(0.0),plPlane); if(!dClipEdgeToPlane( vCEdgePoint0, vCEdgePoint1, plPlane )) { return false; } // plane with edge 0 //plPlane = Plane4f( ( cData.vNormal cross cData.vE0 ), REAL(1e-5)); dVector3Cross(cData.vNormal,cData.vE0,vPlaneNormal); dConstructPlane(vPlaneNormal,REAL(1e-5),plPlane); if(!dClipEdgeToPlane( vCEdgePoint0, vCEdgePoint1, plPlane )) { return false; } // plane with edge 1 //dVector3 vTemp = ( cData.vNormal cross cData.vE1 ); dVector3Cross(cData.vNormal,cData.vE1,vPlaneNormal); fTemp = dVector3Dot(cData.vE0 , vPlaneNormal) - REAL(1e-5); //plPlane = Plane4f( vTemp, -(( cData.vE0 dot vTemp )-REAL(1e-5))); dConstructPlane(vPlaneNormal,-fTemp,plPlane); if(!dClipEdgeToPlane( vCEdgePoint0, vCEdgePoint1, plPlane )) { return false; } // plane with edge 2 // plPlane = Plane4f( ( cData.vNormal cross cData.vE2 ), REAL(1e-5)); dVector3Cross(cData.vNormal,cData.vE2,vPlaneNormal); dConstructPlane(vPlaneNormal,REAL(1e-5),plPlane); if(!dClipEdgeToPlane( vCEdgePoint0, vCEdgePoint1, plPlane )) { return false; } // return capsule edge points into absolute space vCEdgePoint0[0] += v0[0]; vCEdgePoint0[1] += v0[1]; vCEdgePoint0[2] += v0[2]; vCEdgePoint1[0] += v0[0]; vCEdgePoint1[1] += v0[1]; vCEdgePoint1[2] += v0[2]; // calculate depths for both contact points dVector3 vTemp; dVector3Subtract(vCEdgePoint0,cData.vCylinderPos, vTemp); dReal fRestDepth0 = -dVector3Dot(vTemp,cData.vContactNormal) + cData.fBestrt; dVector3Subtract(vCEdgePoint1,cData.vCylinderPos, vTemp); dReal fRestDepth1 = -dVector3Dot(vTemp,cData.vContactNormal) + cData.fBestrt; dReal fDepth0 = cData.fBestDepth - (fRestDepth0); dReal fDepth1 = cData.fBestDepth - (fRestDepth1); // clamp depths to zero if(fDepth0 < REAL(0.0) ) { fDepth0 = REAL(0.0); } if(fDepth1<REAL(0.0)) { fDepth1 = REAL(0.0); } // Generate contact 0 { cData.gLocalContacts[cData.nContacts].fDepth = fDepth0; dVector3Copy(cData.vContactNormal,cData.gLocalContacts[cData.nContacts].vNormal); dVector3Copy(vCEdgePoint0,cData.gLocalContacts[cData.nContacts].vPos); cData.gLocalContacts[cData.nContacts].nFlags = 1; cData.nContacts++; if(cData.nContacts >= (cData.iFlags & NUMC_MASK)) return true; } // Generate contact 1 { // generate contacts cData.gLocalContacts[cData.nContacts].fDepth = fDepth1; dVector3Copy(cData.vContactNormal,cData.gLocalContacts[cData.nContacts].vNormal); dVector3Copy(vCEdgePoint1,cData.gLocalContacts[cData.nContacts].vPos); cData.gLocalContacts[cData.nContacts].nFlags = 1; cData.nContacts++; } return true; }
bool _cldTestAxis(sData& cData, const dVector3 &v0, const dVector3 &v1, const dVector3 &v2, dVector3& vAxis, int iAxis, bool bNoFlip = false) { // calculate length of separating axis vector dReal fL = dVector3Length(vAxis); // if not long enough if ( fL < REAL(1e-5) ) { // do nothing return true; } // otherwise normalize it vAxis[0] /= fL; vAxis[1] /= fL; vAxis[2] /= fL; dReal fdot1 = dVector3Dot(cData.vCylinderAxis,vAxis); // project capsule on vAxis dReal frc; if (dFabs(fdot1) > REAL(1.0) ) { // fdot1 = REAL(1.0); frc = dFabs(cData.fCylinderSize* REAL(0.5)); } else { frc = dFabs((cData.fCylinderSize* REAL(0.5)) * fdot1) + cData.fCylinderRadius * dSqrt(REAL(1.0)-(fdot1*fdot1)); } dVector3 vV0; dVector3Subtract(v0,cData.vCylinderPos,vV0); dVector3 vV1; dVector3Subtract(v1,cData.vCylinderPos,vV1); dVector3 vV2; dVector3Subtract(v2,cData.vCylinderPos,vV2); // project triangle on vAxis dReal afv[3]; afv[0] = dVector3Dot( vV0 , vAxis ); afv[1] = dVector3Dot( vV1 , vAxis ); afv[2] = dVector3Dot( vV2 , vAxis ); dReal fMin = MAX_REAL; dReal fMax = -MAX_REAL; // for each vertex for(int i = 0; i < 3; i++) { // find minimum if (afv[i]<fMin) { fMin = afv[i]; } // find maximum if (afv[i]>fMax) { fMax = afv[i]; } } // find capsule's center of interval on axis dReal fCenter = (fMin+fMax)* REAL(0.5); // calculate triangles halfinterval dReal fTriangleRadius = (fMax-fMin)*REAL(0.5); // if they do not overlap, if( dFabs(fCenter) > (frc+fTriangleRadius) ) { // exit, we have no intersection return false; } // calculate depth dReal fDepth = -(dFabs(fCenter) - (frc + fTriangleRadius ) ); // if greater then best found so far if ( fDepth < cData.fBestDepth ) { // remember depth cData.fBestDepth = fDepth; cData.fBestCenter = fCenter; cData.fBestrt = frc; dVector3Copy(vAxis,cData.vContactNormal); cData.iBestAxis = iAxis; // flip normal if interval is wrong faced if ( fCenter< REAL(0.0) && !bNoFlip) { dVector3Inv(cData.vContactNormal); cData.fBestCenter = -fCenter; } } return true; }
int dCollideCylinderSphere(dxGeom* Cylinder, dxGeom* Sphere, int flags, dContactGeom *contact, int skip) { dIASSERT (skip >= (int)sizeof(dContactGeom)); dIASSERT (Cylinder->type == dCylinderClass); dIASSERT (Sphere->type == dSphereClass); dIASSERT ((flags & NUMC_MASK) >= 1); //unsigned char* pContactData = (unsigned char*)contact; int GeomCount = 0; // count of used contacts #ifdef dSINGLE const dReal toleranz = REAL(0.0001); #endif #ifdef dDOUBLE const dReal toleranz = REAL(0.0000001); #endif // get the data from the geoms dReal radius, length; dGeomCylinderGetParams(Cylinder, &radius, &length); dVector3 &cylpos = Cylinder->final_posr->pos; //const dReal* pfRot1 = dGeomGetRotation(Cylinder); dReal radius2; radius2 = dGeomSphereGetRadius(Sphere); const dReal* SpherePos = dGeomGetPosition(Sphere); // G1Pos1 is the middle of the first disc // G1Pos2 is the middle of the second disc // vDir1 is the unit direction of the cylinderaxis dVector3 G1Pos1, G1Pos2, vDir1; vDir1[0] = Cylinder->final_posr->R[2]; vDir1[1] = Cylinder->final_posr->R[6]; vDir1[2] = Cylinder->final_posr->R[10]; dReal s; s = length * REAL(0.5); // just a precomputed factor G1Pos2[0] = vDir1[0] * s + cylpos[0]; G1Pos2[1] = vDir1[1] * s + cylpos[1]; G1Pos2[2] = vDir1[2] * s + cylpos[2]; G1Pos1[0] = vDir1[0] * -s + cylpos[0]; G1Pos1[1] = vDir1[1] * -s + cylpos[1]; G1Pos1[2] = vDir1[2] * -s + cylpos[2]; dVector3 C; dReal t; // Step 1: compute the two distances 's' and 't' // 's' is the distance from the first disc (in vDir1-/Zylinderaxis-direction), the disc with G1Pos1 in the middle s = (SpherePos[0] - G1Pos1[0]) * vDir1[0] - (G1Pos1[1] - SpherePos[1]) * vDir1[1] - (G1Pos1[2] - SpherePos[2]) * vDir1[2]; if(s < (-radius2) || s > (length + radius2) ) { // Sphere is too far away from the discs // no collision return 0; } // C is the direction from Sphere-middle to the cylinder-axis (vDir1); C is orthogonal to the cylinder-axis C[0] = s * vDir1[0] + G1Pos1[0] - SpherePos[0]; C[1] = s * vDir1[1] + G1Pos1[1] - SpherePos[1]; C[2] = s * vDir1[2] + G1Pos1[2] - SpherePos[2]; // t is the distance from the Sphere-middle to the cylinder-axis! t = dVector3Length(C); if(t > (radius + radius2) ) { // Sphere is too far away from the cylinder axis! // no collision return 0; } // decide which kind of collision we have: if(t > radius && (s < 0 || s > length) ) { // 3. collision if(s <= 0) { contact->depth = radius2 - dSqrt( (s) * (s) + (t - radius) * (t - radius) ); if(contact->depth < 0) { // no collision! return 0; } contact->pos[0] = C[0] / t * -radius + G1Pos1[0]; contact->pos[1] = C[1] / t * -radius + G1Pos1[1]; contact->pos[2] = C[2] / t * -radius + G1Pos1[2]; contact->normal[0] = (contact->pos[0] - SpherePos[0]) / (radius2 - contact->depth); contact->normal[1] = (contact->pos[1] - SpherePos[1]) / (radius2 - contact->depth); contact->normal[2] = (contact->pos[2] - SpherePos[2]) / (radius2 - contact->depth); contact->g1 = Cylinder; contact->g2 = Sphere; contact->side1 = -1; contact->side2 = -1; GeomCount++; return GeomCount; } else { // now s is bigger than length here! contact->depth = radius2 - dSqrt( (s - length) * (s - length) + (t - radius) * (t - radius) ); if(contact->depth < 0) { // no collision! return 0; } contact->pos[0] = C[0] / t * -radius + G1Pos2[0]; contact->pos[1] = C[1] / t * -radius + G1Pos2[1]; contact->pos[2] = C[2] / t * -radius + G1Pos2[2]; contact->normal[0] = (contact->pos[0] - SpherePos[0]) / (radius2 - contact->depth); contact->normal[1] = (contact->pos[1] - SpherePos[1]) / (radius2 - contact->depth); contact->normal[2] = (contact->pos[2] - SpherePos[2]) / (radius2 - contact->depth); contact->g1 = Cylinder; contact->g2 = Sphere; contact->side1 = -1; contact->side2 = -1; GeomCount++; return GeomCount; } } else if( (radius - t) <= s && (radius - t) <= (length - s) ) { // 1. collsision if(t > (radius2 + toleranz)) { // cylinder-axis is outside the sphere contact->depth = (radius2 + radius) - t; if(contact->depth < 0) { // should never happen, but just for safeness return 0; } else { C[0] /= t; C[1] /= t; C[2] /= t; contact->pos[0] = C[0] * radius2 + SpherePos[0]; contact->pos[1] = C[1] * radius2 + SpherePos[1]; contact->pos[2] = C[2] * radius2 + SpherePos[2]; contact->normal[0] = C[0]; contact->normal[1] = C[1]; contact->normal[2] = C[2]; contact->g1 = Cylinder; contact->g2 = Sphere; contact->side1 = -1; contact->side2 = -1; GeomCount++; return GeomCount; } } else { // cylinder-axis is outside of the sphere contact->depth = (radius2 + radius) - t; if(contact->depth < 0) { // should never happen, but just for safeness return 0; } else { contact->pos[0] = C[0] + SpherePos[0]; contact->pos[1] = C[1] + SpherePos[1]; contact->pos[2] = C[2] + SpherePos[2]; contact->normal[0] = C[0] / t; contact->normal[1] = C[1] / t; contact->normal[2] = C[2] / t; contact->g1 = Cylinder; contact->g2 = Sphere; contact->side1 = -1; contact->side2 = -1; GeomCount++; return GeomCount; } } } else { // 2. collision if(s <= (length * REAL(0.5)) ) { // collsision with the first disc contact->depth = s + radius2; if(contact->depth < 0) { // should never happen, but just for safeness return 0; } contact->pos[0] = radius2 * vDir1[0] + SpherePos[0]; contact->pos[1] = radius2 * vDir1[1] + SpherePos[1]; contact->pos[2] = radius2 * vDir1[2] + SpherePos[2]; contact->normal[0] = vDir1[0]; contact->normal[1] = vDir1[1]; contact->normal[2] = vDir1[2]; contact->g1 = Cylinder; contact->g2 = Sphere; contact->side1 = -1; contact->side2 = -1; GeomCount++; return GeomCount; } else { // collsision with the second disc contact->depth = (radius2 + length - s); if(contact->depth < 0) { // should never happen, but just for safeness return 0; } contact->pos[0] = radius2 * -vDir1[0] + SpherePos[0]; contact->pos[1] = radius2 * -vDir1[1] + SpherePos[1]; contact->pos[2] = radius2 * -vDir1[2] + SpherePos[2]; contact->normal[0] = -vDir1[0]; contact->normal[1] = -vDir1[1]; contact->normal[2] = -vDir1[2]; contact->g1 = Cylinder; contact->g2 = Sphere; contact->side1 = -1; contact->side2 = -1; GeomCount++; return GeomCount; } } return GeomCount; }
// test for given separating axis int _cldTestAxis(sCylinderBoxData& cData, dVector3& vInputNormal, int iAxis ) { // check length of input normal dReal fL = dVector3Length(vInputNormal); // if not long enough if ( fL < 1e-5f ) { // do nothing return 1; } // otherwise make it unit for sure dNormalize3(vInputNormal); // project box and Cylinder on mAxis dReal fdot1 = dVector3Dot(cData.vCylinderAxis, vInputNormal); dReal frc; if (fdot1 > REAL(1.0)) { fdot1 = REAL(1.0); frc = dFabs(cData.fCylinderSize*REAL(0.5)); } // project box and capsule on iAxis frc = dFabs( fdot1 * (cData.fCylinderSize*REAL(0.5))) + cData.fCylinderRadius * dSqrt(REAL(1.0)-(fdot1*fdot1)); dVector3 vTemp1; dReal frb = REAL(0.0); dMat3GetCol(cData.mBoxRot,0,vTemp1); frb = dFabs(dVector3Dot(vTemp1,vInputNormal))*cData.vBoxHalfSize[0]; dMat3GetCol(cData.mBoxRot,1,vTemp1); frb += dFabs(dVector3Dot(vTemp1,vInputNormal))*cData.vBoxHalfSize[1]; dMat3GetCol(cData.mBoxRot,2,vTemp1); frb += dFabs(dVector3Dot(vTemp1,vInputNormal))*cData.vBoxHalfSize[2]; // project their distance on separating axis dReal fd = dVector3Dot(cData.vDiff,vInputNormal); // if they do not overlap exit, we have no intersection if ( dFabs(fd) > frc+frb ) { return 0; } // get depth dReal fDepth = - dFabs(fd) + (frc+frb); // get maximum depth if ( fDepth < cData.fBestDepth ) { cData.fBestDepth = fDepth; dVector3Copy(vInputNormal,cData.vNormal); cData.iBestAxis = iAxis; cData.fBestrb = frb; cData.fBestrc = frc; // flip normal if interval is wrong faced if (fd > 0) { dVector3Inv(cData.vNormal); } } return 1; }
int dCollideCylinderPlane(dxGeom *Cylinder, dxGeom *Plane, int flags, dContactGeom *contact, int skip) { dIASSERT (skip >= (int)sizeof(dContactGeom)); dIASSERT (Cylinder->type == dCylinderClass); dIASSERT (Plane->type == dPlaneClass); dIASSERT ((flags & NUMC_MASK) >= 1); int GeomCount = 0; // count of used contactgeoms #ifdef dSINGLE const dReal toleranz = REAL(0.0001); #endif #ifdef dDOUBLE const dReal toleranz = REAL(0.0000001); #endif // Get the properties of the cylinder (length+radius) dReal radius, length; dGeomCylinderGetParams(Cylinder, &radius, &length); dVector3 &cylpos = Cylinder->final_posr->pos; // and the plane dVector4 planevec; dGeomPlaneGetParams(Plane, planevec); dVector3 PlaneNormal = {planevec[0],planevec[1],planevec[2]}; dVector3 PlanePos = {planevec[0] * planevec[3],planevec[1] * planevec[3],planevec[2] * planevec[3]}; dVector3 G1Pos1, G1Pos2, vDir1; vDir1[0] = Cylinder->final_posr->R[2]; vDir1[1] = Cylinder->final_posr->R[6]; vDir1[2] = Cylinder->final_posr->R[10]; dReal s; s = length * REAL(0.5); G1Pos2[0] = vDir1[0] * s + cylpos[0]; G1Pos2[1] = vDir1[1] * s + cylpos[1]; G1Pos2[2] = vDir1[2] * s + cylpos[2]; G1Pos1[0] = vDir1[0] * -s + cylpos[0]; G1Pos1[1] = vDir1[1] * -s + cylpos[1]; G1Pos1[2] = vDir1[2] * -s + cylpos[2]; dVector3 C; // parallel-check s = vDir1[0] * PlaneNormal[0] + vDir1[1] * PlaneNormal[1] + vDir1[2] * PlaneNormal[2]; if(s < 0) s += REAL(1.0); // is ca. 0, if vDir1 and PlaneNormal are parallel else s -= REAL(1.0); // is ca. 0, if vDir1 and PlaneNormal are parallel if(s < toleranz && s > (-toleranz)) { // discs are parallel to the plane // 1.compute if, and where contacts are dVector3 P; s = planevec[3] - dVector3Dot(planevec, G1Pos1); dReal t; t = planevec[3] - dVector3Dot(planevec, G1Pos2); if(s >= t) // s == t does never happen, { if(s >= 0) { // 1. Disc dVector3Copy(G1Pos1, P); } else return GeomCount; // no contacts } else { if(t >= 0) { // 2. Disc dVector3Copy(G1Pos2, P); } else return GeomCount; // no contacts } // 2. generate a coordinate-system on the disc dVector3 V1, V2; if(vDir1[0] < toleranz && vDir1[0] > (-toleranz)) { // not x-axis V1[0] = vDir1[0] + REAL(1.0); // random value V1[1] = vDir1[1]; V1[2] = vDir1[2]; } else { // maybe x-axis V1[0] = vDir1[0]; V1[1] = vDir1[1] + REAL(1.0); // random value V1[2] = vDir1[2]; } // V1 is now another direction than vDir1 // Cross-product dVector3Cross(V1, vDir1, V2); // make unit V2 t = dVector3Length(V2); t = radius / t; dVector3Scale(V2, t); // cross again dVector3Cross(V2, vDir1, V1); // |V2| is 'radius' and vDir1 unit, so |V1| is 'radius' // V1 = first axis // V2 = second axis // 3. generate contactpoints // Potential contact 1 dVector3Add(P, V1, contact->pos); contact->depth = planevec[3] - dVector3Dot(planevec, contact->pos); if(contact->depth > 0) { dVector3Copy(PlaneNormal, contact->normal); contact->g1 = Cylinder; contact->g2 = Plane; GeomCount++; if( GeomCount >= (flags & NUMC_MASK)) return GeomCount; // enough contactgeoms contact = (dContactGeom *)((char *)contact + skip); } // Potential contact 2 dVector3Subtract(P, V1, contact->pos); contact->depth = planevec[3] - dVector3Dot(planevec, contact->pos); if(contact->depth > 0) { dVector3Copy(PlaneNormal, contact->normal); contact->g1 = Cylinder; contact->g2 = Plane; GeomCount++; if( GeomCount >= (flags & NUMC_MASK)) return GeomCount; // enough contactgeoms contact = (dContactGeom *)((char *)contact + skip); } // Potential contact 3 dVector3Add(P, V2, contact->pos); contact->depth = planevec[3] - dVector3Dot(planevec, contact->pos); if(contact->depth > 0) { dVector3Copy(PlaneNormal, contact->normal); contact->g1 = Cylinder; contact->g2 = Plane; GeomCount++; if( GeomCount >= (flags & NUMC_MASK)) return GeomCount; // enough contactgeoms contact = (dContactGeom *)((char *)contact + skip); } // Potential contact 4 dVector3Subtract(P, V2, contact->pos); contact->depth = planevec[3] - dVector3Dot(planevec, contact->pos); if(contact->depth > 0) { dVector3Copy(PlaneNormal, contact->normal); contact->g1 = Cylinder; contact->g2 = Plane; GeomCount++; if( GeomCount >= (flags & NUMC_MASK)) return GeomCount; // enough contactgeoms contact = (dContactGeom *)((char *)contact + skip); } } else { dReal t = dVector3Dot(PlaneNormal, vDir1); C[0] = vDir1[0] * t - PlaneNormal[0]; C[1] = vDir1[1] * t - PlaneNormal[1]; C[2] = vDir1[2] * t - PlaneNormal[2]; s = dVector3Length(C); // move C onto the circle s = radius / s; dVector3Scale(C, s); // deepest point of disc 1 dVector3Add(C, G1Pos1, contact->pos); // depth of the deepest point contact->depth = planevec[3] - dVector3Dot(planevec, contact->pos); if(contact->depth >= 0) { dVector3Copy(PlaneNormal, contact->normal); contact->g1 = Cylinder; contact->g2 = Plane; GeomCount++; if( GeomCount >= (flags & NUMC_MASK)) return GeomCount; // enough contactgeoms contact = (dContactGeom *)((char *)contact + skip); } // C is still computed // deepest point of disc 2 dVector3Add(C, G1Pos2, contact->pos); // depth of the deepest point contact->depth = planevec[3] - planevec[0] * contact->pos[0] - planevec[1] * contact->pos[1] - planevec[2] * contact->pos[2]; if(contact->depth >= 0) { dVector3Copy(PlaneNormal, contact->normal); contact->g1 = Cylinder; contact->g2 = Plane; GeomCount++; if( GeomCount >= (flags & NUMC_MASK)) return GeomCount; // enough contactgeoms contact = (dContactGeom *)((char *)contact + skip); } } return GeomCount; }
// test for given separating axis int sCylinderBoxData::_cldTestAxis( dVector3& vInputNormal, int iAxis ) { // check length of input normal dReal fL = dVector3Length(vInputNormal); // if not long enough if ( fL < REAL(1e-5) ) { // do nothing return 1; } // otherwise make it unit for sure dNormalize3(vInputNormal); // project box and Cylinder on mAxis dReal fdot1 = dVector3Dot(m_vCylinderAxis, vInputNormal); dReal frc; if (fdot1 > REAL(1.0)) { // assume fdot1 = 1 frc = m_fCylinderSize*REAL(0.5); } else if (fdot1 < REAL(-1.0)) { // assume fdot1 = -1 frc = m_fCylinderSize*REAL(0.5); } else { // project box and capsule on iAxis frc = dFabs( fdot1 * (m_fCylinderSize*REAL(0.5))) + m_fCylinderRadius * dSqrt(REAL(1.0)-(fdot1*fdot1)); } dVector3 vTemp1; dMat3GetCol(m_mBoxRot,0,vTemp1); dReal frb = dFabs(dVector3Dot(vTemp1,vInputNormal))*m_vBoxHalfSize[0]; dMat3GetCol(m_mBoxRot,1,vTemp1); frb += dFabs(dVector3Dot(vTemp1,vInputNormal))*m_vBoxHalfSize[1]; dMat3GetCol(m_mBoxRot,2,vTemp1); frb += dFabs(dVector3Dot(vTemp1,vInputNormal))*m_vBoxHalfSize[2]; // project their distance on separating axis dReal fd = dVector3Dot(m_vDiff,vInputNormal); // get depth dReal fDepth = frc + frb; // Calculate partial depth // if they do not overlap exit, we have no intersection if ( dFabs(fd) > fDepth ) { return 0; } // Finalyze the depth calculation fDepth -= dFabs(fd); // get maximum depth if ( fDepth < m_fBestDepth ) { m_fBestDepth = fDepth; dVector3Copy(vInputNormal,m_vNormal); m_iBestAxis = iAxis; m_fBestrb = frb; m_fBestrc = frc; // flip normal if interval is wrong faced if (fd > 0) { dVector3Inv(m_vNormal); } } return 1; }