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panda/src/collide/collisionDSSolid.I
Executable file
286
panda/src/collide/collisionDSSolid.I
Executable file
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// Filename: collisionDSSolid.I
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// Created by: Dave Schuyler (05Apr06)
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// Based on collision tube by: drose
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
|
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: Collision::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE CollisionDSSolid::
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CollisionDSSolid(
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const LPoint3f ¢er_a, float radius_a,
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const LPoint3f ¢er_b, float radius_b,
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const Planef &plane_a, const Planef &plane_b) :
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_center_a(center_a), _radius_a(radius_a),
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_center_b(center_b), _radius_b(radius_b),
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_plane_a(plane_a), _plane_b(plane_b)
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{
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recalc_internals();
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nassertv(_radius_a >= 0.0f);
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nassertv(_radius_b >= 0.0f);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE CollisionDSSolid::
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CollisionDSSolid(
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float ax, float ay, float az,
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float radius_a,
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float bx, float by, float bz,
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float radius_b,
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const Planef &plane_a, const Planef &plane_b) :
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_center_a(ax, ay, az), _radius_a(radius_a),
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_center_b(bx, by, bz), _radius_b(radius_b),
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_plane_a(plane_a), _plane_b(plane_b)
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{
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recalc_internals();
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nassertv(_radius_a >= 0.0f);
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nassertv(_radius_b >= 0.0f);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::Default constructor
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// Access: Private
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// Description: Creates an invalid tube. Only used when reading
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// from a bam file.
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////////////////////////////////////////////////////////////////////
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INLINE CollisionDSSolid::
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CollisionDSSolid() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::Copy Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE CollisionDSSolid::
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CollisionDSSolid(const CollisionDSSolid ©) :
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CollisionSolid(copy),
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_center_a(copy._center_a),
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_radius_a(copy._radius_a),
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_center_b(copy._center_b),
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_radius_b(copy._radius_b),
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_plane_a(copy._plane_a),
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_plane_b(copy._plane_b)
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{
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recalc_internals();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::set_center_a
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionDSSolid::
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set_center_a(const LPoint3f &a) {
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_center_a = a;
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recalc_internals();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::set_center_a
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionDSSolid::
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set_center_a(float x, float y, float z) {
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set_center_a(LPoint3f(x, y, z));
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_center_a
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE const LPoint3f &CollisionDSSolid::
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get_center_a() const {
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return _center_a;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::set_center_b
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionDSSolid::
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set_center_b(const LPoint3f &b) {
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_center_b = b;
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recalc_internals();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::set_center_b
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionDSSolid::
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set_center_b(float x, float y, float z) {
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set_center_b(LPoint3f(x, y, z));
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_center_b
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE const LPoint3f &CollisionDSSolid::
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get_center_b() const {
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return _center_b;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::set_radius_a
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionDSSolid::
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set_radius_a(float radius) {
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nassertv(radius >= 0.0f);
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_radius_a = radius;
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// We don't need to call recalc_internals(), since the radius
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// doesn't change either of those properties.
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mark_internal_bounds_stale();
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mark_viz_stale();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_radius_a
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE float CollisionDSSolid::
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get_radius_a() const {
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return _radius_a;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::set_radius_b
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionDSSolid::
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set_radius_b(float radius) {
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nassertv(radius >= 0.0f);
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_radius_b = radius;
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// We don't need to call recalc_internals(), since the radius
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// doesn't change either of those properties.
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mark_internal_bounds_stale();
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mark_viz_stale();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_radius_b
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE float CollisionDSSolid::
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get_radius_b() const {
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return _radius_b;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_normal_a
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE LVector3f CollisionDSSolid::
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get_normal_a() const {
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return _plane_a.get_normal();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::dist_to_plane_a
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE float CollisionDSSolid::
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dist_to_plane_a(const LPoint3f &point) const {
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return _plane_a.dist_to_plane(point);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::set_plane_a
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionDSSolid::
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set_plane_a(const Planef &plane) {
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_plane_a = plane;
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mark_internal_bounds_stale();
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mark_viz_stale();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_plane_a
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE const Planef &CollisionDSSolid::
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get_plane_a() const {
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return _plane_a;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_normal_b
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE LVector3f CollisionDSSolid::
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get_normal_b() const {
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return _plane_b.get_normal();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::dist_to_plane_b
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE float CollisionDSSolid::
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dist_to_plane_b(const LPoint3f &point) const {
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return _plane_b.dist_to_plane(point);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::set_plane_b
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionDSSolid::
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set_plane_b(const Planef &plane) {
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_plane_b = plane;
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mark_internal_bounds_stale();
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mark_viz_stale();
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_plane_b
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE const Planef &CollisionDSSolid::
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get_plane_b() const {
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return _plane_b;
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}
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561
panda/src/collide/collisionDSSolid.cxx
Executable file
561
panda/src/collide/collisionDSSolid.cxx
Executable file
@ -0,0 +1,561 @@
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// Filename: collisionDSSolid.cxx
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// Created by: Dave Schuyler (05Apr06)
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// Based on collision tube by: drose
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
|
||||
// Software license. You should have received a copy of this license
|
||||
// along with this source code; you will also find a current copy of
|
||||
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
|
||||
//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "collisionDSSolid.h"
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#include "collisionSphere.h"
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#include "collisionLine.h"
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#include "collisionRay.h"
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#include "collisionSegment.h"
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#include "collisionHandler.h"
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#include "collisionEntry.h"
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#include "boundingSphere.h"
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#include "config_collide.h"
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#include "look_at.h"
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#include "geom.h"
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#include "geomNode.h"
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#include "geometricBoundingVolume.h"
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#include "datagram.h"
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#include "datagramIterator.h"
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#include "bamReader.h"
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#include "bamWriter.h"
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#include "cmath.h"
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#include "transformState.h"
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#include "geom.h"
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#include "geomTristrips.h"
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#include "geomVertexWriter.h"
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PStatCollector CollisionDSSolid::_volume_pcollector(
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"Collision Volumes:CollisionDSSolid");
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PStatCollector CollisionDSSolid::_test_pcollector(
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"Collision Tests:CollisionDSSolid");
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TypeHandle CollisionDSSolid::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::make_copy
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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CollisionSolid *CollisionDSSolid::
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make_copy() {
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return new CollisionDSSolid(*this);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::xform
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// Access: Public, Virtual
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// Description: Transforms the solid by the indicated matrix.
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////////////////////////////////////////////////////////////////////
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void CollisionDSSolid::
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xform(const LMatrix4f &mat) {
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_center_a = _center_a * mat;
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_center_b = _center_b * mat;
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_plane_a = _plane_a * mat;
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_plane_b = _plane_b * mat;
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// This is a little cheesy and fails miserably in the presence of a
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// non-uniform scale.
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LVector3f radius_v = LVector3f(_radius_a, 0.0f, 0.0f) * mat;
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_radius_a = length(radius_v);
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recalc_internals();
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CollisionSolid::xform(mat);
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_collision_origin
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// Access: Public, Virtual
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// Description: Returns the point in space deemed to be the "origin"
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// of the solid for collision purposes. The closest
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// intersection point to this origin point is considered
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// to be the most significant.
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////////////////////////////////////////////////////////////////////
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LPoint3f CollisionDSSolid::
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get_collision_origin() const {
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#if 1
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LVector3f vec = _center_b - _center_a;
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float distance = vec.length();
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if (vec.normalize()) {
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// "Let" a few variables
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float dist_squared = distance * distance;
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float dist_doubled = 2.0f * distance;
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float radius_a_squared = _radius_a * _radius_a;
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float radius_b_squared = _radius_b * _radius_b;
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float n = dist_squared - radius_a_squared + radius_b_squared;
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// Get the lens center point on the intersection plane between
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// sphere A and sphere B
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LVector3f lens_center = _center_a + vec * (n / dist_doubled);
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return lens_center;
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} else {
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// Since both spheres are in the same place, just return
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// either of the centers
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return _center_a;
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}
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#else
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LVector3f vec = _center_b - _center_a;
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return _center_a + (vec * 0.5);
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_volume_pcollector
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// Access: Public, Virtual
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// Description: Returns a PStatCollector that is used to count the
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// number of bounding volume tests made against a solid
|
||||
// of this type in a given frame.
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////////////////////////////////////////////////////////////////////
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PStatCollector CollisionDSSolid::
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get_volume_pcollector() {
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return _volume_pcollector;
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}
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////////////////////////////////////////////////////////////////////
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// Function: CollisionDSSolid::get_test_pcollector
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||||
// Access: Public, Virtual
|
||||
// Description: Returns a PStatCollector that is used to count the
|
||||
// number of intersection tests made against a solid
|
||||
// of this type in a given frame.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
PStatCollector CollisionDSSolid::
|
||||
get_test_pcollector() {
|
||||
return _test_pcollector;
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||||
}
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||||
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||||
////////////////////////////////////////////////////////////////////
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||||
// Function: CollisionDSSolid::output
|
||||
// Access: Public, Virtual
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CollisionDSSolid::
|
||||
output(ostream &out) const {
|
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out << "DSSolid, a ("
|
||||
<< _center_a << "), ra "
|
||||
<< _radius_a << ", b ("
|
||||
<< _center_b << "), rb "
|
||||
<< _radius_b << ", pa ("
|
||||
<< _plane_a << "), pb "
|
||||
<< _plane_b << ")";
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||||
}
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||||
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||||
////////////////////////////////////////////////////////////////////
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||||
// Function: CollisionDSSolid::compute_internal_bounds
|
||||
// Access: Protected, Virtual
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
PT(BoundingVolume) CollisionDSSolid::
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||||
compute_internal_bounds() const {
|
||||
PT(BoundingVolume) bound = CollisionSolid::compute_internal_bounds();
|
||||
|
||||
if (bound->is_of_type(GeometricBoundingVolume::get_class_type())) {
|
||||
GeometricBoundingVolume *gbound;
|
||||
DCAST_INTO_R(gbound, bound, bound);
|
||||
|
||||
LVector3f vec = _center_b - _center_a;
|
||||
float distance = vec.length();
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||||
if (vec.normalize()) {
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||||
// There is some distance between the centers, so the intersection
|
||||
// between them is some kind of lens.
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||||
|
||||
// "Let" a few variables
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||||
float dist_squared = distance * distance;
|
||||
float dist_doubled = 2.0f * distance;
|
||||
float radius_a_squared = _radius_a * _radius_a;
|
||||
float radius_b_squared = _radius_b * _radius_b;
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||||
float n = dist_squared - radius_a_squared + radius_b_squared;
|
||||
float m = 4.0f * dist_squared * radius_a_squared - (n * n);
|
||||
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||||
cerr<<"distance:"<<distance<<", _radius_a:"<<_radius_a
|
||||
<<", _radius_b"<<_radius_b<<", n:"<<n<<"\n";
|
||||
cerr<<"(1.0f / dist_doubled):"<<(1.0f / dist_doubled)
|
||||
<<", m:"<<m<<"\n";
|
||||
assert(m > 0.0f);
|
||||
|
||||
// Get the lens center point on the intersection plane between
|
||||
// sphere A and sphere B
|
||||
LVector3f lens_center = _center_a + vec * (n / dist_doubled);
|
||||
float lens_radius = (1.0f / dist_doubled) * sqrt(m);
|
||||
cerr<<"lens_center:"<<lens_center<<", lens_radius:"<<lens_radius<<"\n";
|
||||
|
||||
//TODO: account for cutting planes (which could make the sphere
|
||||
// smaller, which is an optimization).
|
||||
|
||||
BoundingSphere sphere(lens_center, lens_radius);
|
||||
gbound->extend_by(&sphere);
|
||||
} else {
|
||||
// Both endpoints are coincident; therefore, the bounding volume
|
||||
// is a sphere.
|
||||
//TODO: account for cutting planes (which could make the sphere
|
||||
// smaller, which is an optimization).
|
||||
BoundingSphere sphere(_center_a, _radius_a);
|
||||
gbound->extend_by(&sphere);
|
||||
}
|
||||
}
|
||||
|
||||
return bound;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: CollisionDSSolid::test_intersection_from_sphere
|
||||
// Access: Public, Virtual
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
PT(CollisionEntry) CollisionDSSolid::
|
||||
test_intersection_from_sphere(const CollisionEntry &entry) const {
|
||||
const CollisionSphere *sphere;
|
||||
DCAST_INTO_R(sphere, entry.get_from(), 0);
|
||||
|
||||
CPT(TransformState) wrt_space = entry.get_wrt_space();
|
||||
|
||||
const LMatrix4f &wrt_mat = wrt_space->get_mat();
|
||||
|
||||
LPoint3f from_a = sphere->get_center() * wrt_mat;
|
||||
LPoint3f from_b = from_a;
|
||||
|
||||
LVector3f from_direction = from_b - from_a;
|
||||
|
||||
LPoint3f from_center = sphere->get_center() * wrt_mat;
|
||||
LVector3f from_radius_v =
|
||||
LVector3f(sphere->get_radius(), 0.0f, 0.0f) * wrt_mat;
|
||||
float from_radius = length(from_radius_v);
|
||||
|
||||
LPoint3f sa_into_center = get_center_a();
|
||||
float sa_into_radius = get_radius_a();
|
||||
LVector3f sa_vec = from_center - sa_into_center;
|
||||
float sa_distance_squared = dot(sa_vec, sa_vec);
|
||||
float sa_and_from_radii_squared = (
|
||||
sa_into_radius + from_radius) * (sa_into_radius + from_radius);
|
||||
if (sa_distance_squared > sa_and_from_radii_squared) {
|
||||
// No intersection.
|
||||
return NULL;
|
||||
}
|
||||
|
||||
LPoint3f sb_into_center = get_center_b();
|
||||
float sb_into_radius = get_radius_b();
|
||||
LVector3f sb_vec = from_center - sb_into_center;
|
||||
float sb_distance_squared = dot(sb_vec, sb_vec);
|
||||
float sb_and_from_radii_squared = (
|
||||
sb_into_radius + from_radius) * (sb_into_radius + from_radius);
|
||||
if (sb_distance_squared > sb_and_from_radii_squared) {
|
||||
// No intersection.
|
||||
return NULL;
|
||||
}
|
||||
|
||||
float pa_distance = dist_to_plane_a(from_center);
|
||||
if (pa_distance > from_radius) {
|
||||
// No intersection.
|
||||
return NULL;
|
||||
}
|
||||
|
||||
float pb_distance = dist_to_plane_b(from_center);
|
||||
if (pb_distance > from_radius) {
|
||||
// No intersection.
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (collide_cat.is_debug()) {
|
||||
collide_cat.debug()
|
||||
<< "intersection detected from " << entry.get_from_node_path()
|
||||
<< " into " << entry.get_into_node_path() << "\n";
|
||||
}
|
||||
|
||||
LVector3f surface_normal;
|
||||
LPoint3f surface_point;
|
||||
float spheres = sa_distance_squared - sb_distance_squared;
|
||||
float planes = pa_distance * pa_distance - pb_distance * pb_distance;
|
||||
if (spheres > planes) {
|
||||
if (spheres > 0) {
|
||||
// sphere_a is the furthest
|
||||
cerr<<"sphere_a is the furthest"<<"\n";
|
||||
float vec_length = sa_vec.length();
|
||||
if (IS_NEARLY_ZERO(vec_length)) {
|
||||
// The centers are coincident, use an arbitrary normal.
|
||||
surface_normal.set(1.0, 0.0, 0.0);
|
||||
} else {
|
||||
surface_normal = sa_vec / vec_length;
|
||||
}
|
||||
surface_point = sa_into_center + surface_normal * sa_into_radius;
|
||||
} else {
|
||||
// sphere_b is the furthest
|
||||
cerr<<"sphere_b is the furthest"<<"\n";
|
||||
float vec_length = sb_vec.length();
|
||||
if (IS_NEARLY_ZERO(vec_length)) {
|
||||
// The centers are coincident, use an arbitrary normal.
|
||||
surface_normal.set(1.0, 0.0, 0.0);
|
||||
} else {
|
||||
surface_normal = sb_vec / vec_length;
|
||||
}
|
||||
surface_point = sb_into_center + surface_normal * sb_into_radius;
|
||||
}
|
||||
} else {
|
||||
if (planes > 0) {
|
||||
// plane_a is the furthest
|
||||
cerr<<"plane_a is the furthest"<<"\n";
|
||||
surface_normal = _plane_a.get_normal();
|
||||
surface_point = from_center - surface_normal * pa_distance;
|
||||
} else {
|
||||
// plane_b is the furthest
|
||||
cerr<<"plane_b is the furthest"<<"\n";
|
||||
surface_normal = _plane_b.get_normal();
|
||||
surface_point = from_center - surface_normal * pb_distance;
|
||||
}
|
||||
}
|
||||
|
||||
PT(CollisionEntry) new_entry = new CollisionEntry(entry);
|
||||
new_entry->set_surface_normal(surface_normal);
|
||||
new_entry->set_surface_point(surface_point);
|
||||
new_entry->set_interior_point(from_center - surface_normal * from_radius);
|
||||
return new_entry;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: CollisionDSSolid::fill_viz_geom
|
||||
// Access: Protected, Virtual
|
||||
// Description: Fills the _viz_geom GeomNode up with Geoms suitable
|
||||
// for rendering this solid.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CollisionDSSolid::
|
||||
fill_viz_geom() {
|
||||
if (collide_cat.is_debug()) {
|
||||
collide_cat.debug()
|
||||
<< "Recomputing viz for " << *this << "\n";
|
||||
}
|
||||
|
||||
// Generate the vertices such that we draw a shape with one sphere
|
||||
// at (0, 0, 0), and another at (0, length, 0). Then we'll rotate
|
||||
// and translate it into place with the appropriate look_at matrix.
|
||||
LVector3f direction = _center_b - _center_a;
|
||||
float half_length = direction.length() * 0.5f;
|
||||
|
||||
// "Let" a few variables
|
||||
float distance = direction.length();
|
||||
float dist_squared = distance * distance;
|
||||
float dist_doubled = 2.0f * distance;
|
||||
float radius_a_squared = _radius_a * _radius_a;
|
||||
float radius_b_squared = _radius_b * _radius_b;
|
||||
float triangle_height = (
|
||||
dist_squared - radius_a_squared + radius_b_squared) / dist_doubled;
|
||||
|
||||
// Get (half) the angle from _center_a to the lens edge on the
|
||||
// intersection plane between sphere A and sphere B
|
||||
float half_arc_angle_a = acos(triangle_height / _radius_a);
|
||||
float half_arc_angle_b = acos(triangle_height / _radius_b);
|
||||
|
||||
PT(GeomVertexData) vdata = new GeomVertexData(
|
||||
"collision", GeomVertexFormat::get_v3cp(), Geom::UH_static);
|
||||
GeomVertexWriter vertex(vdata, InternalName::get_vertex());
|
||||
GeomVertexWriter color(vdata, InternalName::get_color());
|
||||
|
||||
PT(GeomTristrips) strip = new GeomTristrips(Geom::UH_static);
|
||||
// Generate the first endcap.
|
||||
static const int num_slices = 8;
|
||||
static const int num_rings = 4;
|
||||
int ri, si;
|
||||
for (ri = 0; ri < num_rings; ++ri) {
|
||||
for (si = 0; si <= num_slices; ++si) {
|
||||
vertex.add_data3f(calc_sphere2_vertex(
|
||||
ri, si, num_rings, num_slices, -half_length, half_arc_angle_a));
|
||||
//color.add_data4f(Colorf(1.0f, 0.0f, 0.0f, 1.0f));
|
||||
color.add_data4f(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
vertex.add_data3f(calc_sphere2_vertex(
|
||||
ri + 1, si, num_rings, num_slices, -half_length, half_arc_angle_a));
|
||||
//color.add_data4f(Colorf(1.0f, 0.0f, 0.0f, 1.0f));
|
||||
color.add_data4f(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
strip->add_next_vertices((num_slices + 1) * 2);
|
||||
strip->close_primitive();
|
||||
}
|
||||
|
||||
#if 0
|
||||
// Now the planes.
|
||||
for (si = 0; si <= num_slices; ++si) {
|
||||
vertex.add_data3f(calc_sphere1_vertex(
|
||||
num_rings, si, num_rings, num_slices));
|
||||
vertex.add_data3f(calc_sphere2_vertex(
|
||||
num_rings, si, num_rings, num_slices, half_length));
|
||||
}
|
||||
strip->add_next_vertices((num_slices + 1) * 2);
|
||||
strip->close_primitive();
|
||||
#endif
|
||||
|
||||
// And the second endcap.
|
||||
for (ri = num_rings - 1; ri >= 0; --ri) {
|
||||
for (si = 0; si <= num_slices; ++si) {
|
||||
vertex.add_data3f(calc_sphere1_vertex(
|
||||
ri + 1, si, num_rings, num_slices, half_length, half_arc_angle_b));
|
||||
color.add_data4f(Colorf(0.0f, 0.0f, 1.0f, 1.0f));
|
||||
vertex.add_data3f(calc_sphere1_vertex(
|
||||
ri, si, num_rings, num_slices, half_length, half_arc_angle_b));
|
||||
color.add_data4f(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
strip->add_next_vertices((num_slices + 1) * 2);
|
||||
strip->close_primitive();
|
||||
}
|
||||
|
||||
PT(Geom) geom = new Geom(vdata);
|
||||
geom->add_primitive(strip);
|
||||
|
||||
#if 0
|
||||
// Now transform the vertices to their actual location.
|
||||
LMatrix4f mat;
|
||||
look_at(mat, direction, LVector3f(0.0f, 0.0f, 1.0f), CS_zup_right);
|
||||
mat.set_row(3, _ceneter_a);
|
||||
geom->transform_vertices(mat);
|
||||
#endif
|
||||
|
||||
_viz_geom->add_geom(geom, get_solid_viz_state());
|
||||
_bounds_viz_geom->add_geom(geom, get_solid_bounds_viz_state());
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: CollisionDSSolid::calc_sphere1_vertex
|
||||
// Access: Private
|
||||
// Description: Calculates a particular vertex on the surface of the
|
||||
// first endcap hemisphere, for use in generating the
|
||||
// viz geometry.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
Vertexf CollisionDSSolid::
|
||||
calc_sphere1_vertex(int ri, int si, int num_rings, int num_slices,
|
||||
float length, float angle) {
|
||||
float r = (float)ri / (float)num_rings;
|
||||
float s = (float)si / (float)num_slices;
|
||||
|
||||
// Find the point on the rim, based on the slice.
|
||||
float theta = s * 2.0f * MathNumbers::pi_f;
|
||||
float y_rim = ccos(theta);
|
||||
float z_rim = csin(theta);
|
||||
|
||||
// Now pull that point in towards the pole, based on the ring.
|
||||
float phi = r * angle;
|
||||
float to_pole = csin(phi);
|
||||
|
||||
float x = length -_radius_a * ccos(phi);
|
||||
float y = _radius_a * y_rim * to_pole;
|
||||
float z = _radius_a * z_rim * to_pole;
|
||||
|
||||
return Vertexf(x, y, z);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: CollisionDSSolid::calc_sphere2_vertex
|
||||
// Access: Private
|
||||
// Description: Calculates a particular vertex on the surface of the
|
||||
// second endcap hemisphere, for use in generating the
|
||||
// viz geometry.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
Vertexf CollisionDSSolid::
|
||||
calc_sphere2_vertex(int ri, int si, int num_rings, int num_slices,
|
||||
float length, float angle) {
|
||||
float r = (float)ri / (float)num_rings;
|
||||
float s = (float)si / (float)num_slices;
|
||||
|
||||
// Find the point on the rim, based on the slice.
|
||||
float theta = s * 2.0f * MathNumbers::pi_f;
|
||||
float y_rim = ccos(theta);
|
||||
float z_rim = csin(theta);
|
||||
|
||||
// Now pull that point in towards the pole, based on the ring.
|
||||
float phi = r * angle;
|
||||
float to_pole = csin(phi);
|
||||
|
||||
float x = length + _radius_b * ccos(phi);
|
||||
float y = _radius_b * y_rim * to_pole;
|
||||
float z = _radius_b * z_rim * to_pole;
|
||||
|
||||
return Vertexf(x, y, z);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: CollisionDSSolid::recalc_internals
|
||||
// Access: Private
|
||||
// Description: Should be called internally to recompute the matrix
|
||||
// and length when the properties of the tube have
|
||||
// changed.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CollisionDSSolid::
|
||||
recalc_internals() {
|
||||
mark_viz_stale();
|
||||
mark_internal_bounds_stale();
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: CollisionDSSolid::register_with_read_factory
|
||||
// Access: Public, Static
|
||||
// Description: Tells the BamReader how to create objects of type
|
||||
// CollisionDSSolid.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CollisionDSSolid::
|
||||
register_with_read_factory() {
|
||||
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: CollisionDSSolid::write_datagram
|
||||
// Access: Public, Virtual
|
||||
// Description: Writes the contents of this object to the datagram
|
||||
// for shipping out to a Bam file.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CollisionDSSolid::
|
||||
write_datagram(BamWriter *manager, Datagram &dg) {
|
||||
CollisionSolid::write_datagram(manager, dg);
|
||||
_center_a.write_datagram(dg);
|
||||
dg.add_float32(_radius_a);
|
||||
_center_b.write_datagram(dg);
|
||||
dg.add_float32(_radius_b);
|
||||
_plane_a.write_datagram(dg);
|
||||
_plane_b.write_datagram(dg);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: CollisionDSSolid::make_from_bam
|
||||
// Access: Protected, Static
|
||||
// Description: This function is called by the BamReader's factory
|
||||
// when a new object of type CollisionDSSolid is encountered
|
||||
// in the Bam file. It should create the CollisionDSSolid
|
||||
// and extract its information from the file.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
TypedWritable *CollisionDSSolid::
|
||||
make_from_bam(const FactoryParams ¶ms) {
|
||||
CollisionDSSolid *node = new CollisionDSSolid();
|
||||
DatagramIterator scan;
|
||||
BamReader *manager;
|
||||
|
||||
parse_params(params, scan, manager);
|
||||
node->fillin(scan, manager);
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: CollisionDSSolid::fillin
|
||||
// Access: Protected
|
||||
// Description: This internal function is called by make_from_bam to
|
||||
// read in all of the relevant data from the BamFile for
|
||||
// the new CollisionDSSolid.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CollisionDSSolid::
|
||||
fillin(DatagramIterator &scan, BamReader *manager) {
|
||||
CollisionSolid::fillin(scan, manager);
|
||||
_center_a.read_datagram(scan);
|
||||
_radius_a = scan.get_float32();
|
||||
_center_b.read_datagram(scan);
|
||||
_radius_b = scan.get_float32();
|
||||
_plane_a.read_datagram(scan);
|
||||
_plane_b.read_datagram(scan);
|
||||
recalc_internals();
|
||||
}
|
149
panda/src/collide/collisionDSSolid.h
Executable file
149
panda/src/collide/collisionDSSolid.h
Executable file
@ -0,0 +1,149 @@
|
||||
// Filename: CollisionDSSolid.h
|
||||
// Created by: Dave Schuyler (05Apr06)
|
||||
// Based on collision tube by: drose
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
|
||||
//
|
||||
// All use of this software is subject to the terms of the Panda 3d
|
||||
// Software license. You should have received a copy of this license
|
||||
// along with this source code; you will also find a current copy of
|
||||
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
|
||||
//
|
||||
// To contact the maintainers of this program write to
|
||||
// panda3d-general@lists.sourceforge.net .
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef COLLISIONDSSOLID_H
|
||||
#define COLLISIONDSSOLID_H
|
||||
|
||||
#include "pandabase.h"
|
||||
|
||||
#include "collisionSolid.h"
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : CollisionDSSolid
|
||||
// Description : A collision volume or object made up of the intersection
|
||||
// of two spheres (potentially a lens) and two half-spaces
|
||||
// (planes).
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class EXPCL_PANDA CollisionDSSolid: public CollisionSolid {
|
||||
PUBLISHED:
|
||||
INLINE CollisionDSSolid(
|
||||
const LPoint3f ¢er_a, float radius_a,
|
||||
const LPoint3f ¢er_b, float radius_b,
|
||||
const Planef &plane_a, const Planef &plane_b);
|
||||
INLINE CollisionDSSolid(
|
||||
float ax, float ay, float az, float radius_a,
|
||||
float bx, float by, float bz, float radius_b,
|
||||
const Planef &plane_a, const Planef &plane_b);
|
||||
|
||||
protected:
|
||||
INLINE CollisionDSSolid();
|
||||
|
||||
public:
|
||||
INLINE CollisionDSSolid(const CollisionDSSolid ©);
|
||||
virtual CollisionSolid *make_copy();
|
||||
|
||||
virtual void xform(const LMatrix4f &mat);
|
||||
virtual LPoint3f get_collision_origin() const;
|
||||
|
||||
virtual PStatCollector get_volume_pcollector();
|
||||
virtual PStatCollector get_test_pcollector();
|
||||
|
||||
virtual void output(ostream &out) const;
|
||||
|
||||
PUBLISHED:
|
||||
// Sphere a
|
||||
INLINE void set_center_a(const LPoint3f ¢er);
|
||||
INLINE void set_center_a(float x, float y, float z);
|
||||
INLINE const LPoint3f &get_center_a() const;
|
||||
|
||||
INLINE void set_radius_a(float radius);
|
||||
INLINE float get_radius_a() const;
|
||||
|
||||
// Sphere b
|
||||
INLINE void set_center_b(const LPoint3f ¢er);
|
||||
INLINE void set_center_b(float x, float y, float z);
|
||||
INLINE const LPoint3f &get_center_b() const;
|
||||
|
||||
INLINE void set_radius_b(float radius);
|
||||
INLINE float get_radius_b() const;
|
||||
|
||||
// Plane a
|
||||
INLINE LVector3f get_normal_a() const;
|
||||
INLINE float dist_to_plane_a(const LPoint3f &point) const;
|
||||
|
||||
INLINE void set_plane_a(const Planef &plane);
|
||||
INLINE const Planef &get_plane_a() const;
|
||||
|
||||
// Plane b
|
||||
INLINE LVector3f get_normal_b() const;
|
||||
INLINE float dist_to_plane_b(const LPoint3f &point) const;
|
||||
|
||||
INLINE void set_plane_b(const Planef &plane);
|
||||
INLINE const Planef &get_plane_b() const;
|
||||
|
||||
protected:
|
||||
virtual PT(BoundingVolume) compute_internal_bounds() const;
|
||||
|
||||
virtual PT(CollisionEntry)
|
||||
test_intersection_from_sphere(const CollisionEntry &entry) const;
|
||||
|
||||
virtual void fill_viz_geom();
|
||||
|
||||
protected:
|
||||
void recalc_internals();
|
||||
Vertexf compute_point(float latitude, float longitude) const;
|
||||
|
||||
private:
|
||||
LPoint3f _center_a;
|
||||
float _radius_a;
|
||||
LPoint3f _center_b;
|
||||
float _radius_b;
|
||||
Planef _plane_a;
|
||||
Planef _plane_b;
|
||||
|
||||
static PStatCollector _volume_pcollector;
|
||||
static PStatCollector _test_pcollector;
|
||||
|
||||
Vertexf calc_sphere1_vertex(
|
||||
int ri, int si, int num_rings, int num_slices, float length,
|
||||
float angle);
|
||||
Vertexf calc_sphere2_vertex(
|
||||
int ri, int si, int num_rings, int num_slices, float length,
|
||||
float angle);
|
||||
|
||||
public:
|
||||
static void register_with_read_factory();
|
||||
virtual void write_datagram(BamWriter *manager, Datagram &me);
|
||||
|
||||
protected:
|
||||
static TypedWritable *make_CollisionSphere(const FactoryParams ¶ms);
|
||||
static TypedWritable *make_from_bam(const FactoryParams ¶ms);
|
||||
void fillin(DatagramIterator &scan, BamReader *manager);
|
||||
|
||||
public:
|
||||
static TypeHandle get_class_type() {
|
||||
return _type_handle;
|
||||
}
|
||||
static void init_type() {
|
||||
CollisionSolid::init_type();
|
||||
register_type(_type_handle, "CollisionDSSolid",
|
||||
CollisionSolid::get_class_type());
|
||||
}
|
||||
virtual TypeHandle get_type() const {
|
||||
return get_class_type();
|
||||
}
|
||||
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
|
||||
|
||||
private:
|
||||
static TypeHandle _type_handle;
|
||||
};
|
||||
|
||||
#include "collisionDSSolid.I"
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user