open_toontown_panda3d/panda/src/collide/collisionDSSolid.cxx

632 lines
22 KiB
C++
Executable File

// Filename: collisionDSSolid.cxx
// 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 .
//
////////////////////////////////////////////////////////////////////
#include "collisionDSSolid.h"
#include "collisionSphere.h"
#include "collisionLine.h"
#include "collisionRay.h"
#include "collisionSegment.h"
#include "collisionHandler.h"
#include "collisionEntry.h"
#include "boundingSphere.h"
#include "config_collide.h"
#include "look_at.h"
#include "geom.h"
#include "geomNode.h"
#include "geometricBoundingVolume.h"
#include "datagram.h"
#include "datagramIterator.h"
#include "bamReader.h"
#include "bamWriter.h"
#include "cmath.h"
#include "transformState.h"
#include "geom.h"
#include "geomTristrips.h"
#include "geomTrifans.h"
#include "geomLinestrips.h"
#include "geomVertexWriter.h"
PStatCollector CollisionDSSolid::_volume_pcollector(
"Collision Volumes:CollisionDSSolid");
PStatCollector CollisionDSSolid::_test_pcollector(
"Collision Tests:CollisionDSSolid");
TypeHandle CollisionDSSolid::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: CollisionDSSolid::make_copy
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
CollisionSolid *CollisionDSSolid::
make_copy() {
return new CollisionDSSolid(*this);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionDSSolid::test_intersection
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
PT(CollisionEntry) CollisionDSSolid::
test_intersection(const CollisionEntry &entry) const {
return entry.get_into()->test_intersection_from_ds_solid(entry);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionDSSolid::xform
// Access: Public, Virtual
// Description: Transforms the solid by the indicated matrix.
////////////////////////////////////////////////////////////////////
void CollisionDSSolid::
xform(const LMatrix4f &mat) {
_center_a = _center_a * mat;
_center_b = _center_b * mat;
_plane_a = _plane_a * mat;
_plane_b = _plane_b * mat;
// This is a little cheesy and fails miserably in the presence of a
// non-uniform scale.
LVector3f radius_v = LVector3f(_radius_a, 0.0f, 0.0f) * mat;
_radius_a = length(radius_v);
recalc_internals();
CollisionSolid::xform(mat);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionDSSolid::get_collision_origin
// Access: Public, Virtual
// Description: Returns the point in space deemed to be the "origin"
// of the solid for collision purposes. The closest
// intersection point to this origin point is considered
// to be the most significant.
////////////////////////////////////////////////////////////////////
LPoint3f CollisionDSSolid::
get_collision_origin() const {
#if 1
LVector3f vec = _center_b - _center_a;
float distance = vec.length();
if (vec.normalize()) {
// "Let" a few variables
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 n = dist_squared - radius_a_squared + radius_b_squared;
// Get the lens center point on the intersection plane between
// sphere A and sphere B
LVector3f lens_center = _center_a + vec * (n / dist_doubled);
return lens_center;
} else {
// Since both spheres are in the same place, just return
// either of the centers
return _center_a;
}
#else
LVector3f vec = _center_b - _center_a;
return _center_a + (vec * 0.5);
#endif
}
////////////////////////////////////////////////////////////////////
// Function: CollisionDSSolid::get_volume_pcollector
// Access: Public, Virtual
// Description: Returns a PStatCollector that is used to count the
// number of bounding volume tests made against a solid
// of this type in a given frame.
////////////////////////////////////////////////////////////////////
PStatCollector &CollisionDSSolid::
get_volume_pcollector() {
return _volume_pcollector;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionDSSolid::get_test_pcollector
// 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;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionDSSolid::output
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void CollisionDSSolid::
output(ostream &out) const {
out << "DSSolid, a ("
<< _center_a << "), ra "
<< _radius_a << ", b ("
<< _center_b << "), rb "
<< _radius_b << ", pa ("
<< _plane_a << "), pb "
<< _plane_b << ")";
}
////////////////////////////////////////////////////////////////////
// Function: CollisionDSSolid::compute_internal_bounds
// Access: Protected, Virtual
// Description:
////////////////////////////////////////////////////////////////////
PT(BoundingVolume) CollisionDSSolid::
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();
if (vec.normalize()) {
// There is some distance between the centers, so the intersection
// between them is some kind of lens.
// "Let" a few variables
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 n = dist_squared - radius_a_squared + radius_b_squared;
float m = 4.0f * dist_squared * radius_a_squared - (n * n);
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
LPoint3f lens_center = _center_a + vec * (n / dist_doubled);
_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);
cerr<<"CollisionDSSolid::test_intersection_from_ds_solid\n";
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 = sqrtf(sa_distance_squared) - sqrtf(sb_distance_squared);
float planes = pa_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_v3(), Geom::UH_static);
GeomVertexWriter vertex(vdata, InternalName::get_vertex());
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));
vertex.add_data3f(calc_sphere2_vertex(
ri + 1, si, num_rings, num_slices, -half_length, half_arc_angle_a));
}
strip->add_next_vertices((num_slices + 1) * 2);
strip->close_primitive();
}
// Add plane A
calc_plane(_plane_a);
// Add plane B
calc_plane(_plane_b);
// 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));
vertex.add_data3f(calc_sphere1_vertex(
ri, si, num_rings, num_slices, half_length, half_arc_angle_b));
}
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_plane
// Access: Private
// Description: Calculates a plane, for use in generating the
// viz geometry.
////////////////////////////////////////////////////////////////////
void CollisionDSSolid::
calc_plane(const Planef &plane) {
LPoint3f cp;
LVector3f p1, p2, p3, p4;
LVector3f normal = plane.get_normal();
float D = plane[3];
if (fabs(normal[0]) > fabs(normal[1]) &&
fabs(normal[0]) > fabs(normal[2])) {
// X has the largest coefficient.
cp.set(-D / normal[0], 0.0f, 0.0f);
p1 = LPoint3f(-(normal[1] + normal[2] + D)/normal[0], 1.0f, 1.0f) - cp;
} else if (fabs(normal[1]) > fabs(normal[2])) {
// Y has the largest coefficient.
cp.set(0.0f, -D / normal[1], 0.0f);
p1 = LPoint3f(1.0f, -(normal[0] + normal[2] + D)/normal[1], 1.0f) - cp;
} else {
// Z has the largest coefficient.
cp.set(0.0f, 0.0f, -D / normal[2]);
p1 = LPoint3f(1.0f, 1.0f, -(normal[0] + normal[1] + D)/normal[2]) - cp;
}
p1.normalize();
p2 = cross(normal, p1);
p3 = cross(normal, p2);
p4 = cross(normal, p3);
static const double plane_scale = 100.0;
PT(GeomVertexData) vdata = new GeomVertexData
("collision", GeomVertexFormat::get_v3(),
Geom::UH_static);
GeomVertexWriter vertex(vdata, InternalName::get_vertex());
vertex.add_data3f(cp + p1 * plane_scale);
vertex.add_data3f(cp + p2 * plane_scale);
vertex.add_data3f(cp + p3 * plane_scale);
vertex.add_data3f(cp + p4 * plane_scale);
PT(GeomTrifans) body = new GeomTrifans(Geom::UH_static);
body->add_consecutive_vertices(0, 4);
body->close_primitive();
PT(GeomLinestrips) border = new GeomLinestrips(Geom::UH_static);
border->add_consecutive_vertices(0, 4);
border->add_vertex(0);
border->close_primitive();
PT(Geom) geom1 = new Geom(vdata);
geom1->add_primitive(body);
PT(Geom) geom2 = new Geom(vdata);
geom2->add_primitive(border);
_viz_geom->add_geom(geom1, get_solid_viz_state());
_viz_geom->add_geom(geom2, get_wireframe_viz_state());
_bounds_viz_geom->add_geom(geom1, get_solid_bounds_viz_state());
_bounds_viz_geom->add_geom(geom2, get_wireframe_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 &params) {
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();
}