open_toontown_panda3d/panda/src/collide/collisionInvSphere.cxx

600 lines
17 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file collisionInvSphere.cxx
* @author drose
* @date 2005-01-05
*/
#include "collisionInvSphere.h"
#include "collisionSphere.h"
#include "collisionCapsule.h"
#include "collisionLine.h"
#include "collisionParabola.h"
#include "collisionRay.h"
#include "collisionSegment.h"
#include "collisionHandler.h"
#include "collisionEntry.h"
#include "config_collide.h"
#include "omniBoundingVolume.h"
#include "datagram.h"
#include "datagramIterator.h"
#include "bamReader.h"
#include "bamWriter.h"
#include "nearly_zero.h"
#include "geom.h"
#include "geomTristrips.h"
#include "geomVertexWriter.h"
PStatCollector CollisionInvSphere::_volume_pcollector("Collision Volumes:CollisionInvSphere");
PStatCollector CollisionInvSphere::_test_pcollector("Collision Tests:CollisionInvSphere");
TypeHandle CollisionInvSphere::_type_handle;
/**
*
*/
CollisionSolid *CollisionInvSphere::
make_copy() {
return new CollisionInvSphere(*this);
}
/**
*
*/
PT(CollisionEntry) CollisionInvSphere::
test_intersection(const CollisionEntry &) const {
report_undefined_from_intersection(get_type());
return nullptr;
}
/**
* 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 &CollisionInvSphere::
get_volume_pcollector() {
return _volume_pcollector;
}
/**
* 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 &CollisionInvSphere::
get_test_pcollector() {
return _test_pcollector;
}
/**
*
*/
void CollisionInvSphere::
output(std::ostream &out) const {
out << "invsphere, c (" << get_center() << "), r " << get_radius();
}
/**
*
*/
PT(BoundingVolume) CollisionInvSphere::
compute_internal_bounds() const {
// An inverse sphere always has an infinite bounding volume, since
// everything outside the sphere is solid matter.
return new OmniBoundingVolume();
}
/**
*
*/
PT(CollisionEntry) CollisionInvSphere::
test_intersection_from_sphere(const CollisionEntry &entry) const {
const CollisionSphere *sphere;
DCAST_INTO_R(sphere, entry.get_from(), nullptr);
const LMatrix4 &wrt_mat = entry.get_wrt_mat();
LPoint3 from_center = sphere->get_center() * wrt_mat;
LVector3 from_radius_v =
LVector3(sphere->get_radius(), 0.0f, 0.0f) * wrt_mat;
PN_stdfloat from_radius = length(from_radius_v);
LPoint3 into_center = get_center();
PN_stdfloat into_radius = get_radius();
LVector3 vec = from_center - into_center;
PN_stdfloat dist2 = dot(vec, vec);
if (dist2 < (into_radius - from_radius) * (into_radius - from_radius)) {
// No intersection--the sphere is within the hollow.
return nullptr;
}
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);
LVector3 surface_normal;
PN_stdfloat 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;
}
LVector3 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;
}
/**
*
*/
PT(CollisionEntry) CollisionInvSphere::
test_intersection_from_line(const CollisionEntry &entry) const {
const CollisionLine *line;
DCAST_INTO_R(line, entry.get_from(), nullptr);
const LMatrix4 &wrt_mat = entry.get_wrt_mat();
LPoint3 from_origin = line->get_origin() * wrt_mat;
LVector3 from_direction = line->get_direction() * wrt_mat;
double t1, t2;
if (!intersects_line(t1, t2, from_origin, from_direction, 0.0f)) {
// The line is in the middle of space, and therefore intersects the
// sphere.
t1 = t2 = 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);
LPoint3 into_intersection_point = from_origin + t2 * 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 {
LVector3 normal = into_intersection_point - get_center();
normal.normalize();
new_entry->set_surface_normal(-normal);
}
return new_entry;
}
/**
*
*/
PT(CollisionEntry) CollisionInvSphere::
test_intersection_from_ray(const CollisionEntry &entry) const {
const CollisionRay *ray;
DCAST_INTO_R(ray, entry.get_from(), nullptr);
const LMatrix4 &wrt_mat = entry.get_wrt_mat();
LPoint3 from_origin = ray->get_origin() * wrt_mat;
LVector3 from_direction = ray->get_direction() * wrt_mat;
double t1, t2;
if (!intersects_line(t1, t2, from_origin, from_direction, 0.0f)) {
// The ray is in the middle of space, and therefore intersects the sphere.
t1 = t2 = 0.0;
}
t2 = std::max(t2, 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);
LPoint3 into_intersection_point;
into_intersection_point = from_origin + t2 * 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 {
LVector3 normal = into_intersection_point - get_center();
normal.normalize();
new_entry->set_surface_normal(-normal);
}
return new_entry;
}
/**
*
*/
PT(CollisionEntry) CollisionInvSphere::
test_intersection_from_segment(const CollisionEntry &entry) const {
const CollisionSegment *segment;
DCAST_INTO_R(segment, entry.get_from(), nullptr);
const LMatrix4 &wrt_mat = entry.get_wrt_mat();
LPoint3 from_a = segment->get_point_a() * wrt_mat;
LPoint3 from_b = segment->get_point_b() * wrt_mat;
LVector3 from_direction = from_b - from_a;
double t1, t2;
if (!intersects_line(t1, t2, from_a, from_direction, 0.0f)) {
// The segment is in the middle of space, and therefore intersects the
// sphere.
t1 = t2 = 0.0;
}
double t;
if (t2 <= 0.0) {
// The segment is completely below the shell.
t = 0.0;
} else if (t1 >= 1.0) {
// The segment is completely above the shell.
t = 1.0;
} else if (t2 <= 1.0) {
// The bottom edge of the segment intersects the shell.
t = std::min(t2, 1.0);
} else if (t1 >= 0.0) {
// The top edge of the segment intersects the shell.
t = std::max(t1, 0.0);
} else {
// Neither edge of the segment intersects the shell. It follows that both
// intersection points are within the hollow center of the sphere;
// therefore, there is no intersection.
return nullptr;
}
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);
LPoint3 into_intersection_point = from_a + t * 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 {
LVector3 normal = into_intersection_point - get_center();
normal.normalize();
new_entry->set_surface_normal(-normal);
}
return new_entry;
}
PT(CollisionEntry) CollisionInvSphere::
test_intersection_from_parabola(const CollisionEntry &entry) const {
const CollisionParabola *parabola;
DCAST_INTO_R(parabola, entry.get_from(), nullptr);
const LMatrix4 &wrt_mat = entry.get_wrt_mat();
// Convert the parabola into local coordinate space
LParabola local_p(parabola->get_parabola());
local_p.xform(wrt_mat);
double t;
LPoint3 into_intersection_point;
if (!intersects_parabola(t, local_p, parabola->get_t1(), parabola->get_t2(),
local_p.calc_point(parabola->get_t1()),
local_p.calc_point(parabola->get_t2()), into_intersection_point)) {
// No intersection.
return nullptr;
}
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);
LVector3 normal = into_intersection_point - get_center();
normal.normalize();
if (has_effective_normal() && parabola->get_respect_effective_normal()) {
new_entry->set_surface_normal(get_effective_normal());
} else {
new_entry->set_surface_normal(-normal);
}
LPoint3 surface_point = normal * get_radius() + get_center();
new_entry->set_surface_point(surface_point);
return new_entry;
}
bool CollisionInvSphere::
intersects_parabola(double &t, const LParabola &parabola,
double t1, double t2,
const LPoint3 &p1, const LPoint3 &p2, LPoint3 &into_intersection_point) const {
/* The method is pretty much identical to CollisionSphere::intersects_parabola:
* recursively divide the parabola into "close enough" line segments, and test
* their intersection with the sphere using tests similar to
* CollisionInvSphere::test_intersection_from_segment. Returns the
* point of intersection via pass-by-reference.
*/
if (t1 == t2) {
// Special case: a single point.
if ((p1 - get_center()).length_squared() < get_radius() * get_radius()) {
// No intersection.
return false;
}
t = t1;
return true;
}
double tmid = (t1 + t2) * 0.5;
if (tmid != t1 && tmid != t2) {
LPoint3 pmid = parabola.calc_point(tmid);
LPoint3 pmid2 = (p1 + p2) * 0.5f;
if ((pmid - pmid2).length_squared() > 0.001f) {
if (intersects_parabola(t, parabola, t1, tmid, p1, pmid, into_intersection_point)) {
return true;
}
return intersects_parabola(t, parabola, tmid, t2, pmid, p2, into_intersection_point);
}
}
// Line segment is close enough to parabola. Test for intersections
double t1a, t2a;
if (!intersects_line(t1a, t2a, p1, p2 - p1, 0.0f)) {
// segment is somewhere outside the sphere, so
// we have an intersection, simply return the first point
t = 0.0;
}
else {
if (t2a <= 0.0) {
// segment completely below sphere
t = 0.0;
}
else if (t1a >= 1.0) {
// segment acompletely bove sphere
t = 1.0;
}
else if (t2a <= 1.0) {
// bottom edge intersects sphere
t = t2a;
}
else if (t1a >= 0.0) {
// top edge intersects sphere
t = t1a;
}
else {
// completely inside sphere, no intersection
return false;
}
}
into_intersection_point = p1 + t * (p2 - p1);
return true;
}
/**
*
*/
PT(CollisionEntry) CollisionInvSphere::
test_intersection_from_capsule(const CollisionEntry &entry) const {
const CollisionCapsule *capsule;
DCAST_INTO_R(capsule, entry.get_from(), nullptr);
const LMatrix4 &wrt_mat = entry.get_wrt_mat();
LPoint3 from_a = capsule->get_point_a() * wrt_mat;
LPoint3 from_b = capsule->get_point_b() * wrt_mat;
LVector3 from_radius_v =
LVector3(capsule->get_radius(), 0.0f, 0.0f) * wrt_mat;
PN_stdfloat from_radius = from_radius_v.length();
LPoint3 center = get_center();
PN_stdfloat radius = get_radius();
// Check which one of the points lies furthest inside the sphere.
PN_stdfloat dist_a = (from_a - center).length();
PN_stdfloat dist_b = (from_b - center).length();
if (dist_b > dist_a) {
// Store the furthest point into from_a/dist_a.
dist_a = dist_b;
from_a = from_b;
}
// from_a now contains the furthest point. Is it inside?
if (dist_a < radius - from_radius) {
return nullptr;
}
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);
LVector3 normal = center - from_a;
normal.normalize();
new_entry->set_surface_point(get_center() - normal * radius);
new_entry->set_interior_point(from_a - normal * from_radius);
if (has_effective_normal() && capsule->get_respect_effective_normal()) {
new_entry->set_surface_normal(get_effective_normal());
} else {
new_entry->set_surface_normal(normal);
}
return new_entry;
}
/**
* Double dispatch point for box as a FROM object
*/
PT(CollisionEntry) CollisionInvSphere::
test_intersection_from_box(const CollisionEntry &entry) const {
const CollisionBox *box;
DCAST_INTO_R(box, entry.get_from(), nullptr);
const LMatrix4 &wrt_mat = entry.get_wrt_mat();
LPoint3 center = get_center();
PN_stdfloat radius_sq = get_radius();
radius_sq *= radius_sq;
// Just figure out which box point is furthest from the center. If it
// exceeds the radius, the furthest point wins.
PN_stdfloat max_dist_sq = -1.0;
LPoint3 deepest_vertex;
for (int i = 0; i < 8; ++i) {
LPoint3 point = wrt_mat.xform_point(box->get_point(i));
PN_stdfloat dist_sq = (point - center).length_squared();
if (dist_sq > max_dist_sq) {
deepest_vertex = point;
max_dist_sq = dist_sq;
}
}
if (max_dist_sq < radius_sq) {
// The point furthest away from the center is still inside the sphere.
// Therefore, no collision.
return nullptr;
}
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);
// The interior point is just the deepest cube vertex.
new_entry->set_interior_point(deepest_vertex);
// Now extrapolate the surface point and normal from that.
LVector3 normal = center - deepest_vertex;
normal.normalize();
new_entry->set_surface_point(center - normal * get_radius());
new_entry->set_surface_normal(
(has_effective_normal() && box->get_respect_effective_normal())
? get_effective_normal() : normal);
return new_entry;
}
/**
* Fills the _viz_geom GeomNode up with Geoms suitable for rendering this
* solid.
*/
void CollisionInvSphere::
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) {
PN_stdfloat longitude0 = (PN_stdfloat)sl / (PN_stdfloat)num_slices;
PN_stdfloat longitude1 = (PN_stdfloat)(sl + 1) / (PN_stdfloat)num_slices;
vertex.add_data3(compute_point(0.0, longitude0));
for (int st = 1; st < num_stacks; ++st) {
PN_stdfloat latitude = (PN_stdfloat)st / (PN_stdfloat)num_stacks;
vertex.add_data3(compute_point(latitude, longitude1));
vertex.add_data3(compute_point(latitude, longitude0));
}
vertex.add_data3(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());
}
/**
* Factory method to generate a CollisionInvSphere object
*/
void CollisionInvSphere::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_CollisionInvSphere);
}
/**
* Function to write the important information in the particular object to a
* Datagram
*/
void CollisionInvSphere::
write_datagram(BamWriter *manager, Datagram &me) {
CollisionSphere::write_datagram(manager, me);
}
/**
* Factory method to generate a CollisionInvSphere object
*/
TypedWritable *CollisionInvSphere::
make_CollisionInvSphere(const FactoryParams &params) {
CollisionInvSphere *me = new CollisionInvSphere;
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
me->fillin(scan, manager);
return me;
}
/**
* 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 CollisionInvSphere::
fillin(DatagramIterator& scan, BamReader* manager) {
CollisionSphere::fillin(scan, manager);
}