open_toontown_panda3d/panda/src/collide/collisionSphere.cxx

525 lines
18 KiB
C++

// Filename: collisionSphere.cxx
// Created by: drose (24Apr00)
//
////////////////////////////////////////////////////////////////////
//
// 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 "collisionSphere.h"
#include "collisionLine.h"
#include "collisionRay.h"
#include "collisionSegment.h"
#include "collisionHandler.h"
#include "collisionEntry.h"
#include "config_collide.h"
#include "boundingSphere.h"
#include "datagram.h"
#include "datagramIterator.h"
#include "bamReader.h"
#include "bamWriter.h"
#include "nearly_zero.h"
#include "cmath.h"
#include "mathNumbers.h"
#include "geom.h"
#include "geomTristrips.h"
#include "geomVertexWriter.h"
PStatCollector CollisionSphere::_volume_pcollector("Collision Volumes:CollisionSphere");
PStatCollector CollisionSphere::_test_pcollector("Collision Tests:CollisionSphere");
TypeHandle CollisionSphere::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::make_copy
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
CollisionSolid *CollisionSphere::
make_copy() {
return new CollisionSphere(*this);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::test_intersection
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
PT(CollisionEntry) CollisionSphere::
test_intersection(const CollisionEntry &entry) const {
return entry.get_into()->test_intersection_from_sphere(entry);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::xform
// Access: Public, Virtual
// Description: Transforms the solid by the indicated matrix.
////////////////////////////////////////////////////////////////////
void CollisionSphere::
xform(const LMatrix4f &mat) {
_center = _center * mat;
// This is a little cheesy and fails miserably in the presence of a
// non-uniform scale.
LVector3f radius_v = LVector3f(_radius, 0.0f, 0.0f) * mat;
_radius = length(radius_v);
mark_viz_stale();
mark_internal_bounds_stale();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::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 CollisionSphere::
get_collision_origin() const {
return get_center();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::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 CollisionSphere::
get_volume_pcollector() {
return _volume_pcollector;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::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 CollisionSphere::
get_test_pcollector() {
return _test_pcollector;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::output
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void CollisionSphere::
output(ostream &out) const {
out << "sphere, c (" << get_center() << "), r " << get_radius();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::compute_internal_bounds
// Access: Protected, Virtual
// Description:
////////////////////////////////////////////////////////////////////
PT(BoundingVolume) CollisionSphere::
compute_internal_bounds() const {
return new BoundingSphere(_center, _radius);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::test_intersection_from_sphere
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
PT(CollisionEntry) CollisionSphere::
test_intersection_from_sphere(const CollisionEntry &entry) const {
const CollisionSphere *sphere;
DCAST_INTO_R(sphere, entry.get_from(), 0);
const LMatrix4f &wrt_mat = entry.get_wrt_mat();
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 into_center = get_center();
float into_radius = get_radius();
LVector3f vec = from_center - into_center;
float dist2 = dot(vec, vec);
if (dist2 > (into_radius + from_radius) * (into_radius + 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";
}
PT(CollisionEntry) new_entry = new CollisionEntry(entry);
LVector3f surface_normal;
float vec_length = vec.length();
if (IS_NEARLY_ZERO(vec_length)) {
// If we don't have a collision normal (e.g. the centers are
// exactly coincident), then make up an arbitrary normal--any one
// is as good as any other.
surface_normal.set(1.0, 0.0, 0.0);
} else {
surface_normal = vec / vec_length;
}
LVector3f normal = (has_effective_normal() && sphere->get_respect_effective_normal()) ? get_effective_normal() : surface_normal;
new_entry->set_surface_normal(normal);
new_entry->set_surface_point(into_center + surface_normal * into_radius);
new_entry->set_interior_point(from_center - surface_normal * from_radius);
return new_entry;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::test_intersection_from_line
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
PT(CollisionEntry) CollisionSphere::
test_intersection_from_line(const CollisionEntry &entry) const {
const CollisionLine *line;
DCAST_INTO_R(line, entry.get_from(), 0);
const LMatrix4f &wrt_mat = entry.get_wrt_mat();
LPoint3f from_origin = line->get_origin() * wrt_mat;
LVector3f from_direction = line->get_direction() * wrt_mat;
double t1, t2;
if (!intersects_line(t1, t2, from_origin, from_direction)) {
// 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";
}
PT(CollisionEntry) new_entry = new CollisionEntry(entry);
LPoint3f into_intersection_point = from_origin + t1 * from_direction;
new_entry->set_surface_point(into_intersection_point);
if (has_effective_normal() && line->get_respect_effective_normal()) {
new_entry->set_surface_normal(get_effective_normal());
} else {
LVector3f normal = into_intersection_point - get_center();
normal.normalize();
new_entry->set_surface_normal(normal);
}
return new_entry;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::test_intersection_from_ray
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
PT(CollisionEntry) CollisionSphere::
test_intersection_from_ray(const CollisionEntry &entry) const {
const CollisionRay *ray;
DCAST_INTO_R(ray, entry.get_from(), 0);
const LMatrix4f &wrt_mat = entry.get_wrt_mat();
LPoint3f from_origin = ray->get_origin() * wrt_mat;
LVector3f from_direction = ray->get_direction() * wrt_mat;
double t1, t2;
if (!intersects_line(t1, t2, from_origin, from_direction)) {
// No intersection.
return NULL;
}
if (t2 < 0.0) {
// Both intersection points are before the start of the ray.
return NULL;
}
t1 = max(t1, 0.0);
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "intersection detected from " << entry.get_from_node_path()
<< " into " << entry.get_into_node_path() << "\n";
}
PT(CollisionEntry) new_entry = new CollisionEntry(entry);
LPoint3f into_intersection_point = from_origin + t1 * from_direction;
new_entry->set_surface_point(into_intersection_point);
if (has_effective_normal() && ray->get_respect_effective_normal()) {
new_entry->set_surface_normal(get_effective_normal());
} else {
LVector3f normal = into_intersection_point - get_center();
normal.normalize();
new_entry->set_surface_normal(normal);
}
return new_entry;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::test_intersection_from_segment
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
PT(CollisionEntry) CollisionSphere::
test_intersection_from_segment(const CollisionEntry &entry) const {
const CollisionSegment *segment;
DCAST_INTO_R(segment, entry.get_from(), 0);
const LMatrix4f &wrt_mat = entry.get_wrt_mat();
LPoint3f from_a = segment->get_point_a() * wrt_mat;
LPoint3f from_b = segment->get_point_b() * wrt_mat;
LVector3f from_direction = from_b - from_a;
double t1, t2;
if (!intersects_line(t1, t2, from_a, from_direction)) {
// No intersection.
return NULL;
}
if (t2 < 0.0 || t1 > 1.0) {
// Both intersection points are before the start of the segment or
// after the end of the segment.
return NULL;
}
t1 = max(t1, 0.0);
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "intersection detected from " << entry.get_from_node_path()
<< " into " << entry.get_into_node_path() << "\n";
}
PT(CollisionEntry) new_entry = new CollisionEntry(entry);
LPoint3f into_intersection_point = from_a + t1 * from_direction;
new_entry->set_surface_point(into_intersection_point);
if (has_effective_normal() && segment->get_respect_effective_normal()) {
new_entry->set_surface_normal(get_effective_normal());
} else {
LVector3f normal = into_intersection_point - get_center();
normal.normalize();
new_entry->set_surface_normal(normal);
}
return new_entry;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::fill_viz_geom
// Access: Protected, Virtual
// Description: Fills the _viz_geom GeomNode up with Geoms suitable
// for rendering this solid.
////////////////////////////////////////////////////////////////////
void CollisionSphere::
fill_viz_geom() {
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "Recomputing viz for " << *this << "\n";
}
static const int num_slices = 16;
static const int num_stacks = 8;
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);
for (int sl = 0; sl < num_slices; ++sl) {
float longitude0 = (float)sl / (float)num_slices;
float longitude1 = (float)(sl + 1) / (float)num_slices;
vertex.add_data3f(compute_point(0.0, longitude0));
for (int st = 1; st < num_stacks; ++st) {
float latitude = (float)st / (float)num_stacks;
vertex.add_data3f(compute_point(latitude, longitude0));
vertex.add_data3f(compute_point(latitude, longitude1));
}
vertex.add_data3f(compute_point(1.0, longitude0));
strip->add_next_vertices(num_stacks * 2);
strip->close_primitive();
}
PT(Geom) geom = new Geom(vdata);
geom->add_primitive(strip);
_viz_geom->add_geom(geom, get_solid_viz_state());
_bounds_viz_geom->add_geom(geom, get_solid_bounds_viz_state());
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::intersects_line
// Access: Protected
// Description: Determine the point(s) of intersection of a parametric
// line with the sphere. The line is infinite in both
// directions, and passes through "from" and from+delta.
// If the line does not intersect the sphere, the
// function returns false, and t1 and t2 are undefined.
// If it does intersect the sphere, it returns true, and
// t1 and t2 are set to the points along the equation
// from+t*delta that correspond to the two points of
// intersection.
////////////////////////////////////////////////////////////////////
bool CollisionSphere::
intersects_line(double &t1, double &t2,
const LPoint3f &from, const LVector3f &delta) const {
// Solve the equation for the intersection of a line with a sphere
// using the quadratic equation.
// A line segment from f to f+d is defined as all P such that
// P = f + td for 0 <= t <= 1.
// A sphere with radius r about point c is defined as all P such
// that r^2 = (P - c)^2.
// Subsituting P in the above we have:
// r^2 = (f + td - c)^2 =
// (f^2 + ftd - fc + ftd + t^2d^2 - tdc - fc - tdc + c^2) =
// t^2(d^2) + t(fd + fd - dc - dc) + (f^2 - fc - fc + c^2) =
// t^2(d^2) + t(2d(f - c)) + (f - c)^2
// Thus, the equation is quadratic in t, and we have
// at^2 + bt + c = 0
// Where a = d^2
// b = 2d(f - c)
// c = (f - c)^2 - r^2
// Solving for t using the quadratic equation gives us the point of
// intersection along the line segment. Actually, there are two
// solutions (since it is quadratic): one for the front of the
// sphere, and one for the back. In the case where the line is
// tangent to the sphere, there is only one solution (and the
// radical is zero).
double A = dot(delta, delta);
nassertr(A != 0.0, false);
LVector3f fc = from - get_center();
double B = 2.0f* dot(delta, fc);
double fc_d2 = dot(fc, fc);
double C = fc_d2 - get_radius() * get_radius();
double radical = B*B - 4.0*A*C;
if (IS_NEARLY_ZERO(radical)) {
// Tangent.
t1 = t2 = -B /(2.0*A);
return true;
} else if (radical < 0.0) {
// No real roots: no intersection with the line.
return false;
}
double reciprocal_2A = 1.0/(2.0*A);
double sqrt_radical = sqrtf(radical);
t1 = ( -B - sqrt_radical ) * reciprocal_2A;
t2 = ( -B + sqrt_radical ) * reciprocal_2A;
return true;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::compute_point
// Access: Protected
// Description: Returns a point on the surface of the sphere.
// latitude and longitude range from 0.0 to 1.0. This
// is used by fill_viz_geom() to create a visible
// representation of the sphere.
////////////////////////////////////////////////////////////////////
Vertexf CollisionSphere::
compute_point(float latitude, float longitude) const {
float s1, c1;
csincos(latitude * MathNumbers::pi_f, &s1, &c1);
float s2, c2;
csincos(longitude * 2.0f * MathNumbers::pi_f, &s2, &c2);
Vertexf p(s1 * c2, s1 * s2, c1);
return p * get_radius() + get_center();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::register_with_read_factory
// Access: Public, Static
// Description: Factory method to generate a CollisionSphere object
////////////////////////////////////////////////////////////////////
void CollisionSphere::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_CollisionSphere);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::write_datagram
// Access: Public
// Description: Function to write the important information in
// the particular object to a Datagram
////////////////////////////////////////////////////////////////////
void CollisionSphere::
write_datagram(BamWriter *manager, Datagram &me) {
CollisionSolid::write_datagram(manager, me);
_center.write_datagram(me);
me.add_float32(_radius);
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::make_CollisionSphere
// Access: Protected
// Description: Factory method to generate a CollisionSphere object
////////////////////////////////////////////////////////////////////
TypedWritable *CollisionSphere::
make_CollisionSphere(const FactoryParams &params) {
CollisionSphere *me = new CollisionSphere;
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
me->fillin(scan, manager);
return me;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionSphere::fillin
// Access: Protected
// Description: Function that reads out of the datagram (or asks
// manager to read) all of the data that is needed to
// re-create this object and stores it in the appropiate
// place
////////////////////////////////////////////////////////////////////
void CollisionSphere::
fillin(DatagramIterator& scan, BamReader* manager) {
CollisionSolid::fillin(scan, manager);
_center.read_datagram(scan);
_radius = scan.get_float32();
}