1 /*************************************************************************
2  *                                                                       *
3  * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith.       *
4  * All rights reserved.  Email: russ@q12.org   Web: www.q12.org          *
5  *                                                                       *
6  * This library is free software; you can redistribute it and/or         *
7  * modify it under the terms of EITHER:                                  *
8  *   (1) The GNU Lesser General Public License as published by the Free  *
9  *       Software Foundation; either version 2.1 of the License, or (at  *
10  *       your option) any later version. The text of the GNU Lesser      *
11  *       General Public License is included with this library in the     *
12  *       file LICENSE.TXT.                                               *
13  *   (2) The BSD-style license that is included with this library in     *
14  *       the file LICENSE-BSD.TXT.                                       *
15  *                                                                       *
16  * This library is distributed in the hope that it will be useful,       *
17  * but WITHOUT ANY WARRANTY; without even the implied warranty of        *
18  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files    *
19  * LICENSE.TXT and LICENSE-BSD.TXT for more details.                     *
20  *                                                                       *
21  *************************************************************************/
22 
23 /*
24 
25   standard ODE geometry primitives: public API and pairwise collision functions.
26 
27   the rule is that only the low level primitive collision functions should set
28   dContactGeom::g1 and dContactGeom::g2.
29 
30 */
31 
32 #include <ode/common.h>
33 #include <ode/collision.h>
34 #include <ode/rotation.h>
35 #include "config.h"
36 #include "matrix.h"
37 #include "odemath.h"
38 #include "collision_kernel.h"
39 #include "collision_std.h"
40 #include "collision_util.h"
41 
42 #ifdef _MSC_VER
43 #pragma warning(disable:4291)  // for VC++, no complaints about "no matching operator delete found"
44 #endif
45 
46 //****************************************************************************
47 // box public API
48 
dxBox(dSpaceID space,dReal lx,dReal ly,dReal lz)49 dxBox::dxBox (dSpaceID space, dReal lx, dReal ly, dReal lz) : dxGeom (space,1)
50 {
51     dAASSERT (lx >= 0 && ly >= 0 && lz >= 0);
52     type = dBoxClass;
53     side[0] = lx;
54     side[1] = ly;
55     side[2] = lz;
56     updateZeroSizedFlag(!lx || !ly || !lz);
57 }
58 
59 
computeAABB()60 void dxBox::computeAABB()
61 {
62     const dMatrix3& R = final_posr->R;
63     const dVector3& pos = final_posr->pos;
64 
65     dReal xrange = REAL(0.5) * (dFabs (R[0] * side[0]) +
66         dFabs (R[1] * side[1]) + dFabs (R[2] * side[2]));
67     dReal yrange = REAL(0.5) * (dFabs (R[4] * side[0]) +
68         dFabs (R[5] * side[1]) + dFabs (R[6] * side[2]));
69     dReal zrange = REAL(0.5) * (dFabs (R[8] * side[0]) +
70         dFabs (R[9] * side[1]) + dFabs (R[10] * side[2]));
71     aabb[0] = pos[0] - xrange;
72     aabb[1] = pos[0] + xrange;
73     aabb[2] = pos[1] - yrange;
74     aabb[3] = pos[1] + yrange;
75     aabb[4] = pos[2] - zrange;
76     aabb[5] = pos[2] + zrange;
77 }
78 
79 
dCreateBox(dSpaceID space,dReal lx,dReal ly,dReal lz)80 dGeomID dCreateBox (dSpaceID space, dReal lx, dReal ly, dReal lz)
81 {
82     return new dxBox (space,lx,ly,lz);
83 }
84 
85 
dGeomBoxSetLengths(dGeomID g,dReal lx,dReal ly,dReal lz)86 void dGeomBoxSetLengths (dGeomID g, dReal lx, dReal ly, dReal lz)
87 {
88     dUASSERT (g && g->type == dBoxClass,"argument not a box");
89     dAASSERT (lx >= 0 && ly >= 0 && lz >= 0);
90     dxBox *b = (dxBox*) g;
91     b->side[0] = lx;
92     b->side[1] = ly;
93     b->side[2] = lz;
94     b->updateZeroSizedFlag(!lx || !ly || !lz);
95     dGeomMoved (g);
96 }
97 
98 
dGeomBoxGetLengths(dGeomID g,dVector3 result)99 void dGeomBoxGetLengths (dGeomID g, dVector3 result)
100 {
101     dUASSERT (g && g->type == dBoxClass,"argument not a box");
102     dxBox *b = (dxBox*) g;
103     result[0] = b->side[0];
104     result[1] = b->side[1];
105     result[2] = b->side[2];
106 }
107 
108 
dGeomBoxPointDepth(dGeomID g,dReal x,dReal y,dReal z)109 dReal dGeomBoxPointDepth (dGeomID g, dReal x, dReal y, dReal z)
110 {
111     dUASSERT (g && g->type == dBoxClass,"argument not a box");
112     g->recomputePosr();
113     dxBox *b = (dxBox*) g;
114 
115     // Set p = (x,y,z) relative to box center
116     //
117     // This will be (0,0,0) if the point is at (side[0]/2,side[1]/2,side[2]/2)
118 
119     dVector3 p,q;
120 
121     p[0] = x - b->final_posr->pos[0];
122     p[1] = y - b->final_posr->pos[1];
123     p[2] = z - b->final_posr->pos[2];
124 
125     // Rotate p into box's coordinate frame, so we can
126     // treat the OBB as an AABB
127 
128     dMultiply1_331 (q,b->final_posr->R,p);
129 
130     // Record distance from point to each successive box side, and see
131     // if the point is inside all six sides
132 
133     dReal dist[6];
134     int   i;
135 
136     bool inside = true;
137 
138     for (i=0; i < 3; i++) {
139         dReal side = b->side[i] * REAL(0.5);
140 
141         dist[i  ] = side - q[i];
142         dist[i+3] = side + q[i];
143 
144         if ((dist[i] < 0) || (dist[i+3] < 0)) {
145             inside = false;
146         }
147     }
148 
149     // If point is inside the box, the depth is the smallest positive distance
150     // to any side
151 
152     if (inside) {
153         dReal smallest_dist = (dReal) (unsigned) -1;
154 
155         for (i=0; i < 6; i++) {
156             if (dist[i] < smallest_dist) smallest_dist = dist[i];
157         }
158 
159         return smallest_dist;
160     }
161 
162     // Otherwise, if point is outside the box, the depth is the largest
163     // distance to any side.  This is an approximation to the 'proper'
164     // solution (the proper solution may be larger in some cases).
165 
166     dReal largest_dist = 0;
167 
168     for (i=0; i < 6; i++) {
169         if (dist[i] > largest_dist) largest_dist = dist[i];
170     }
171 
172     return -largest_dist;
173 }
174 
175 //****************************************************************************
176 // box-box collision utility
177 
178 
179 // find all the intersection points between the 2D rectangle with vertices
180 // at (+/-h[0],+/-h[1]) and the 2D quadrilateral with vertices (p[0],p[1]),
181 // (p[2],p[3]),(p[4],p[5]),(p[6],p[7]).
182 //
183 // the intersection points are returned as x,y pairs in the 'ret' array.
184 // the number of intersection points is returned by the function (this will
185 // be in the range 0 to 8).
186 
intersectRectQuad(dReal h[2],dReal p[8],dReal ret[16])187 static int intersectRectQuad (dReal h[2], dReal p[8], dReal ret[16])
188 {
189     // q (and r) contain nq (and nr) coordinate points for the current (and
190     // chopped) polygons
191     int nq=4,nr;
192     dReal buffer[16];
193     dReal *q = p;
194     dReal *r = ret;
195     for (int dir=0; dir <= 1; dir++) {
196         // direction notation: xy[0] = x axis, xy[1] = y axis
197         for (int sign=-1; sign <= 1; sign += 2) {
198             // chop q along the line xy[dir] = sign*h[dir]
199             dReal *pq = q;
200             dReal *pr = r;
201             nr = 0;
202             for (int i=nq; i > 0; i--) {
203                 // go through all points in q and all lines between adjacent points
204                 if (sign*pq[dir] < h[dir]) {
205                     // this point is inside the chopping line
206                     pr[0] = pq[0];
207                     pr[1] = pq[1];
208                     pr += 2;
209                     nr++;
210                     if (nr & 8) {
211                         q = r;
212                         goto done;
213                     }
214                 }
215                 dReal *nextq = (i > 1) ? pq+2 : q;
216                 if ((sign*pq[dir] < h[dir]) ^ (sign*nextq[dir] < h[dir])) {
217                     // this line crosses the chopping line
218                     pr[1-dir] = pq[1-dir] + (nextq[1-dir]-pq[1-dir]) /
219                         (nextq[dir]-pq[dir]) * (sign*h[dir]-pq[dir]);
220                     pr[dir] = sign*h[dir];
221                     pr += 2;
222                     nr++;
223                     if (nr & 8) {
224                         q = r;
225                         goto done;
226                     }
227                 }
228                 pq += 2;
229             }
230             q = r;
231             r = (q==ret) ? buffer : ret;
232             nq = nr;
233         }
234     }
235 done:
236     if (q != ret) memcpy (ret,q,nr*2*sizeof(dReal));
237     return nr;
238 }
239 
240 
241 // given n points in the plane (array p, of size 2*n), generate m points that
242 // best represent the whole set. the definition of 'best' here is not
243 // predetermined - the idea is to select points that give good box-box
244 // collision detection behavior. the chosen point indexes are returned in the
245 // array iret (of size m). 'i0' is always the first entry in the array.
246 // n must be in the range [1..8]. m must be in the range [1..n]. i0 must be
247 // in the range [0..n-1].
248 
cullPoints(int n,dReal p[],int m,int i0,int iret[])249 void cullPoints (int n, dReal p[], int m, int i0, int iret[])
250 {
251     // compute the centroid of the polygon in cx,cy
252     int i,j;
253     dReal a,cx,cy,q;
254     if (n==1) {
255         cx = p[0];
256         cy = p[1];
257     }
258     else if (n==2) {
259         cx = REAL(0.5)*(p[0] + p[2]);
260         cy = REAL(0.5)*(p[1] + p[3]);
261     }
262     else {
263         a = 0;
264         cx = 0;
265         cy = 0;
266         for (i=0; i<(n-1); i++) {
267             q = p[i*2]*p[i*2+3] - p[i*2+2]*p[i*2+1];
268             a += q;
269             cx += q*(p[i*2]+p[i*2+2]);
270             cy += q*(p[i*2+1]+p[i*2+3]);
271         }
272         q = p[n*2-2]*p[1] - p[0]*p[n*2-1];
273         a = dRecip(REAL(3.0)*(a+q));
274         cx = a*(cx + q*(p[n*2-2]+p[0]));
275         cy = a*(cy + q*(p[n*2-1]+p[1]));
276     }
277 
278     // compute the angle of each point w.r.t. the centroid
279     dReal A[8];
280     for (i=0; i<n; i++) A[i] = dAtan2(p[i*2+1]-cy,p[i*2]-cx);
281 
282     // search for points that have angles closest to A[i0] + i*(2*pi/m).
283     int avail[8];
284     for (i=0; i<n; i++) avail[i] = 1;
285     avail[i0] = 0;
286     iret[0] = i0;
287     iret++;
288     for (j=1; j<m; j++) {
289         a = (dReal)(dReal(j)*(2*M_PI/m) + A[i0]);
290         if (a > M_PI) a -= (dReal)(2*M_PI);
291         dReal maxdiff=1e9,diff;
292 #ifndef dNODEBUG
293         *iret = i0;			// iret is not allowed to keep this value
294 #endif
295         for (i=0; i<n; i++) {
296             if (avail[i]) {
297                 diff = dFabs (A[i]-a);
298                 if (diff > M_PI) diff = (dReal) (2*M_PI - diff);
299                 if (diff < maxdiff) {
300                     maxdiff = diff;
301                     *iret = i;
302                 }
303             }
304         }
305 #ifndef dNODEBUG
306         dIASSERT (*iret != i0);	// ensure iret got set
307 #endif
308         avail[*iret] = 0;
309         iret++;
310     }
311 }
312 
313 
314 // given two boxes (p1,R1,side1) and (p2,R2,side2), collide them together and
315 // generate contact points. this returns 0 if there is no contact otherwise
316 // it returns the number of contacts generated.
317 // `normal' returns the contact normal.
318 // `depth' returns the maximum penetration depth along that normal.
319 // `return_code' returns a number indicating the type of contact that was
320 // detected:
321 //        1,2,3 = box 2 intersects with a face of box 1
322 //        4,5,6 = box 1 intersects with a face of box 2
323 //        7..15 = edge-edge contact
324 // `maxc' is the maximum number of contacts allowed to be generated, i.e.
325 // the size of the `contact' array.
326 // `contact' and `skip' are the contact array information provided to the
327 // collision functions. this function only fills in the position and depth
328 // fields.
329 
330 
dBoxBox(const dVector3 p1,const dMatrix3 R1,const dVector3 side1,const dVector3 p2,const dMatrix3 R2,const dVector3 side2,dVector3 normal,dReal * depth,int * return_code,int flags,dContactGeom * contact,int skip)331 int dBoxBox (const dVector3 p1, const dMatrix3 R1,
332              const dVector3 side1, const dVector3 p2,
333              const dMatrix3 R2, const dVector3 side2,
334              dVector3 normal, dReal *depth, int *return_code,
335              int flags, dContactGeom *contact, int skip)
336 {
337     const dReal fudge_factor = REAL(1.05);
338     dVector3 p,pp,normalC={0,0,0};
339     const dReal *normalR = 0;
340     dReal A[3],B[3],R11,R12,R13,R21,R22,R23,R31,R32,R33,
341         Q11,Q12,Q13,Q21,Q22,Q23,Q31,Q32,Q33,s,s2,l,expr1_val;
342     int i,j,invert_normal,code;
343 
344     // get vector from centers of box 1 to box 2, relative to box 1
345     p[0] = p2[0] - p1[0];
346     p[1] = p2[1] - p1[1];
347     p[2] = p2[2] - p1[2];
348     dMultiply1_331 (pp,R1,p);		// get pp = p relative to body 1
349 
350     // get side lengths / 2
351     A[0] = side1[0]*REAL(0.5);
352     A[1] = side1[1]*REAL(0.5);
353     A[2] = side1[2]*REAL(0.5);
354     B[0] = side2[0]*REAL(0.5);
355     B[1] = side2[1]*REAL(0.5);
356     B[2] = side2[2]*REAL(0.5);
357 
358     // Rij is R1'*R2, i.e. the relative rotation between R1 and R2
359     R11 = dCalcVectorDot3_44(R1+0,R2+0); R12 = dCalcVectorDot3_44(R1+0,R2+1); R13 = dCalcVectorDot3_44(R1+0,R2+2);
360     R21 = dCalcVectorDot3_44(R1+1,R2+0); R22 = dCalcVectorDot3_44(R1+1,R2+1); R23 = dCalcVectorDot3_44(R1+1,R2+2);
361     R31 = dCalcVectorDot3_44(R1+2,R2+0); R32 = dCalcVectorDot3_44(R1+2,R2+1); R33 = dCalcVectorDot3_44(R1+2,R2+2);
362 
363     Q11 = dFabs(R11); Q12 = dFabs(R12); Q13 = dFabs(R13);
364     Q21 = dFabs(R21); Q22 = dFabs(R22); Q23 = dFabs(R23);
365     Q31 = dFabs(R31); Q32 = dFabs(R32); Q33 = dFabs(R33);
366 
367     // for all 15 possible separating axes:
368     //   * see if the axis separates the boxes. if so, return 0.
369     //   * find the depth of the penetration along the separating axis (s2)
370     //   * if this is the largest depth so far, record it.
371     // the normal vector will be set to the separating axis with the smallest
372     // depth. note: normalR is set to point to a column of R1 or R2 if that is
373     // the smallest depth normal so far. otherwise normalR is 0 and normalC is
374     // set to a vector relative to body 1. invert_normal is 1 if the sign of
375     // the normal should be flipped.
376 
377     do {
378 #define TST(expr1,expr2,norm,cc) \
379     expr1_val = (expr1); /* Avoid duplicate evaluation of expr1 */ \
380     s2 = dFabs(expr1_val) - (expr2); \
381     if (s2 > 0) return 0; \
382     if (s2 > s) { \
383     s = s2; \
384     normalR = norm; \
385     invert_normal = ((expr1_val) < 0); \
386     code = (cc); \
387     if (flags & CONTACTS_UNIMPORTANT) break; \
388     }
389 
390         s = -dInfinity;
391         invert_normal = 0;
392         code = 0;
393 
394         // separating axis = u1,u2,u3
395         TST (pp[0],(A[0] + B[0]*Q11 + B[1]*Q12 + B[2]*Q13),R1+0,1);
396         TST (pp[1],(A[1] + B[0]*Q21 + B[1]*Q22 + B[2]*Q23),R1+1,2);
397         TST (pp[2],(A[2] + B[0]*Q31 + B[1]*Q32 + B[2]*Q33),R1+2,3);
398 
399         // separating axis = v1,v2,v3
400         TST (dCalcVectorDot3_41(R2+0,p),(A[0]*Q11 + A[1]*Q21 + A[2]*Q31 + B[0]),R2+0,4);
401         TST (dCalcVectorDot3_41(R2+1,p),(A[0]*Q12 + A[1]*Q22 + A[2]*Q32 + B[1]),R2+1,5);
402         TST (dCalcVectorDot3_41(R2+2,p),(A[0]*Q13 + A[1]*Q23 + A[2]*Q33 + B[2]),R2+2,6);
403 
404         // note: cross product axes need to be scaled when s is computed.
405         // normal (n1,n2,n3) is relative to box 1.
406 #undef TST
407 #define TST(expr1,expr2,n1,n2,n3,cc) \
408     expr1_val = (expr1); /* Avoid duplicate evaluation of expr1 */ \
409     s2 = dFabs(expr1_val) - (expr2); \
410     if (s2 > 0) return 0; \
411     l = dSqrt ((n1)*(n1) + (n2)*(n2) + (n3)*(n3)); \
412     if (l > 0) { \
413     s2 /= l; \
414     if (s2*fudge_factor > s) { \
415     s = s2; \
416     normalR = 0; \
417     normalC[0] = (n1)/l; normalC[1] = (n2)/l; normalC[2] = (n3)/l; \
418     invert_normal = ((expr1_val) < 0); \
419     code = (cc); \
420     if (flags & CONTACTS_UNIMPORTANT) break; \
421     } \
422     }
423 
424         // We only need to check 3 edges per box
425         // since parallel edges are equivalent.
426 
427         // separating axis = u1 x (v1,v2,v3)
428         TST(pp[2]*R21-pp[1]*R31,(A[1]*Q31+A[2]*Q21+B[1]*Q13+B[2]*Q12),0,-R31,R21,7);
429         TST(pp[2]*R22-pp[1]*R32,(A[1]*Q32+A[2]*Q22+B[0]*Q13+B[2]*Q11),0,-R32,R22,8);
430         TST(pp[2]*R23-pp[1]*R33,(A[1]*Q33+A[2]*Q23+B[0]*Q12+B[1]*Q11),0,-R33,R23,9);
431 
432         // separating axis = u2 x (v1,v2,v3)
433         TST(pp[0]*R31-pp[2]*R11,(A[0]*Q31+A[2]*Q11+B[1]*Q23+B[2]*Q22),R31,0,-R11,10);
434         TST(pp[0]*R32-pp[2]*R12,(A[0]*Q32+A[2]*Q12+B[0]*Q23+B[2]*Q21),R32,0,-R12,11);
435         TST(pp[0]*R33-pp[2]*R13,(A[0]*Q33+A[2]*Q13+B[0]*Q22+B[1]*Q21),R33,0,-R13,12);
436 
437         // separating axis = u3 x (v1,v2,v3)
438         TST(pp[1]*R11-pp[0]*R21,(A[0]*Q21+A[1]*Q11+B[1]*Q33+B[2]*Q32),-R21,R11,0,13);
439         TST(pp[1]*R12-pp[0]*R22,(A[0]*Q22+A[1]*Q12+B[0]*Q33+B[2]*Q31),-R22,R12,0,14);
440         TST(pp[1]*R13-pp[0]*R23,(A[0]*Q23+A[1]*Q13+B[0]*Q32+B[1]*Q31),-R23,R13,0,15);
441 #undef TST
442     } while (0);
443 
444     if (!code) return 0;
445 
446     // if we get to this point, the boxes interpenetrate. compute the normal
447     // in global coordinates.
448     if (normalR) {
449         normal[0] = normalR[0];
450         normal[1] = normalR[4];
451         normal[2] = normalR[8];
452     }
453     else {
454         dMultiply0_331 (normal,R1,normalC);
455     }
456     if (invert_normal) {
457         normal[0] = -normal[0];
458         normal[1] = -normal[1];
459         normal[2] = -normal[2];
460     }
461     *depth = -s;
462 
463     // compute contact point(s)
464 
465     if (code > 6) {
466         // An edge from box 1 touches an edge from box 2.
467         // find a point pa on the intersecting edge of box 1
468         dVector3 pa;
469         dReal sign;
470         // Copy p1 into pa
471         for (i=0; i<3; i++) pa[i] = p1[i]; // why no memcpy?
472         // Get world position of p2 into pa
473         for (j=0; j<3; j++) {
474             sign = (dCalcVectorDot3_14(normal,R1+j) > 0) ? REAL(1.0) : REAL(-1.0);
475             for (i=0; i<3; i++) pa[i] += sign * A[j] * R1[i*4+j];
476         }
477 
478         // find a point pb on the intersecting edge of box 2
479         dVector3 pb;
480         // Copy p2 into pb
481         for (i=0; i<3; i++) pb[i] = p2[i]; // why no memcpy?
482         // Get world position of p2 into pb
483         for (j=0; j<3; j++) {
484             sign = (dCalcVectorDot3_14(normal,R2+j) > 0) ? REAL(-1.0) : REAL(1.0);
485             for (i=0; i<3; i++) pb[i] += sign * B[j] * R2[i*4+j];
486         }
487 
488         dReal alpha,beta;
489         dVector3 ua,ub;
490         // Get direction of first edge
491         for (i=0; i<3; i++) ua[i] = R1[((code)-7)/3 + i*4];
492         // Get direction of second edge
493         for (i=0; i<3; i++) ub[i] = R2[((code)-7)%3 + i*4];
494         // Get closest points between edges (one at each)
495         dLineClosestApproach (pa,ua,pb,ub,&alpha,&beta);
496         for (i=0; i<3; i++) pa[i] += ua[i]*alpha;
497         for (i=0; i<3; i++) pb[i] += ub[i]*beta;
498         // Set the contact point as halfway between the 2 closest points
499         for (i=0; i<3; i++) contact[0].pos[i] = REAL(0.5)*(pa[i]+pb[i]);
500         contact[0].depth = *depth;
501         *return_code = code;
502         return 1;
503     }
504 
505     // okay, we have a face-something intersection (because the separating
506     // axis is perpendicular to a face). define face 'a' to be the reference
507     // face (i.e. the normal vector is perpendicular to this) and face 'b' to be
508     // the incident face (the closest face of the other box).
509     // Note: Unmodified parameter values are being used here
510     const dReal *Ra,*Rb,*pa,*pb,*Sa,*Sb;
511     if (code <= 3) { // One of the faces of box 1 is the reference face
512         Ra = R1; // Rotation of 'a'
513         Rb = R2; // Rotation of 'b'
514         pa = p1; // Center (location) of 'a'
515         pb = p2; // Center (location) of 'b'
516         Sa = A;  // Side Lenght of 'a'
517         Sb = B;  // Side Lenght of 'b'
518     }
519     else { // One of the faces of box 2 is the reference face
520         Ra = R2; // Rotation of 'a'
521         Rb = R1; // Rotation of 'b'
522         pa = p2; // Center (location) of 'a'
523         pb = p1; // Center (location) of 'b'
524         Sa = B;  // Side Lenght of 'a'
525         Sb = A;  // Side Lenght of 'b'
526     }
527 
528     // nr = normal vector of reference face dotted with axes of incident box.
529     // anr = absolute values of nr.
530     /*
531     The normal is flipped if necessary so it always points outward from box 'a',
532     box 'b' is thus always the incident box
533     */
534     dVector3 normal2,nr,anr;
535     if (code <= 3) {
536         normal2[0] = normal[0];
537         normal2[1] = normal[1];
538         normal2[2] = normal[2];
539     }
540     else {
541         normal2[0] = -normal[0];
542         normal2[1] = -normal[1];
543         normal2[2] = -normal[2];
544     }
545     // Rotate normal2 in incident box opposite direction
546     dMultiply1_331 (nr,Rb,normal2);
547     anr[0] = dFabs (nr[0]);
548     anr[1] = dFabs (nr[1]);
549     anr[2] = dFabs (nr[2]);
550 
551     // find the largest compontent of anr: this corresponds to the normal
552     // for the incident face. the other axis numbers of the incident face
553     // are stored in a1,a2.
554     int lanr,a1,a2;
555     if (anr[1] > anr[0]) {
556         if (anr[1] > anr[2]) {
557             a1 = 0;
558             lanr = 1;
559             a2 = 2;
560         }
561         else {
562             a1 = 0;
563             a2 = 1;
564             lanr = 2;
565         }
566     }
567     else {
568         if (anr[0] > anr[2]) {
569             lanr = 0;
570             a1 = 1;
571             a2 = 2;
572         }
573         else {
574             a1 = 0;
575             a2 = 1;
576             lanr = 2;
577         }
578     }
579 
580     // compute center point of incident face, in reference-face coordinates
581     dVector3 center;
582     if (nr[lanr] < 0) {
583         for (i=0; i<3; i++) center[i] = pb[i] - pa[i] + Sb[lanr] * Rb[i*4+lanr];
584     }
585     else {
586         for (i=0; i<3; i++) center[i] = pb[i] - pa[i] - Sb[lanr] * Rb[i*4+lanr];
587     }
588 
589     // find the normal and non-normal axis numbers of the reference box
590     int codeN,code1,code2;
591     if (code <= 3) codeN = code-1; else codeN = code-4;
592     if (codeN==0) {
593         code1 = 1;
594         code2 = 2;
595     }
596     else if (codeN==1) {
597         code1 = 0;
598         code2 = 2;
599     }
600     else {
601         code1 = 0;
602         code2 = 1;
603     }
604 
605     // find the four corners of the incident face, in reference-face coordinates
606     dReal quad[8];	// 2D coordinate of incident face (x,y pairs)
607     dReal c1,c2,m11,m12,m21,m22;
608     c1 = dCalcVectorDot3_14 (center,Ra+code1);
609     c2 = dCalcVectorDot3_14 (center,Ra+code2);
610     // optimize this? - we have already computed this data above, but it is not
611     // stored in an easy-to-index format. for now it's quicker just to recompute
612     // the four dot products.
613     m11 = dCalcVectorDot3_44 (Ra+code1,Rb+a1);
614     m12 = dCalcVectorDot3_44 (Ra+code1,Rb+a2);
615     m21 = dCalcVectorDot3_44 (Ra+code2,Rb+a1);
616     m22 = dCalcVectorDot3_44 (Ra+code2,Rb+a2);
617     {
618         dReal k1 = m11*Sb[a1];
619         dReal k2 = m21*Sb[a1];
620         dReal k3 = m12*Sb[a2];
621         dReal k4 = m22*Sb[a2];
622         quad[0] = c1 - k1 - k3;
623         quad[1] = c2 - k2 - k4;
624         quad[2] = c1 - k1 + k3;
625         quad[3] = c2 - k2 + k4;
626         quad[4] = c1 + k1 + k3;
627         quad[5] = c2 + k2 + k4;
628         quad[6] = c1 + k1 - k3;
629         quad[7] = c2 + k2 - k4;
630     }
631 
632     // find the size of the reference face
633     dReal rect[2];
634     rect[0] = Sa[code1];
635     rect[1] = Sa[code2];
636 
637     // intersect the incident and reference faces
638     dReal ret[16];
639     int n = intersectRectQuad (rect,quad,ret);
640     if (n < 1) return 0;		// this should never happen
641 
642     // convert the intersection points into reference-face coordinates,
643     // and compute the contact position and depth for each point. only keep
644     // those points that have a positive (penetrating) depth. delete points in
645     // the 'ret' array as necessary so that 'point' and 'ret' correspond.
646     dReal point[3*8];		// penetrating contact points
647     dReal dep[8];			// depths for those points
648     dReal det1 = dRecip(m11*m22 - m12*m21);
649     m11 *= det1;
650     m12 *= det1;
651     m21 *= det1;
652     m22 *= det1;
653     int cnum = 0;			// number of penetrating contact points found
654     for (j=0; j < n; j++) {
655         dReal k1 =  m22*(ret[j*2]-c1) - m12*(ret[j*2+1]-c2);
656         dReal k2 = -m21*(ret[j*2]-c1) + m11*(ret[j*2+1]-c2);
657         for (i=0; i<3; i++) point[cnum*3+i] =
658             center[i] + k1*Rb[i*4+a1] + k2*Rb[i*4+a2];
659         dep[cnum] = Sa[codeN] - dCalcVectorDot3(normal2,point+cnum*3);
660         if (dep[cnum] >= 0) {
661             ret[cnum*2] = ret[j*2];
662             ret[cnum*2+1] = ret[j*2+1];
663             cnum++;
664             if ((cnum | CONTACTS_UNIMPORTANT) == (flags & (NUMC_MASK | CONTACTS_UNIMPORTANT))) {
665                 break;
666             }
667         }
668     }
669     if (cnum < 1) {
670         return 0;	// this should not happen, yet does at times (demo_plane2d single precision).
671     }
672 
673     // we can't generate more contacts than we actually have
674     int maxc = flags & NUMC_MASK;
675     if (maxc > cnum) maxc = cnum;
676     if (maxc < 1) maxc = 1;	// Even though max count must not be zero this check is kept for backward compatibility as this is a public function
677 
678     if (cnum <= maxc) {
679         // we have less contacts than we need, so we use them all
680         for (j=0; j < cnum; j++) {
681             dContactGeom *con = CONTACT(contact,skip*j);
682             for (i=0; i<3; i++) con->pos[i] = point[j*3+i] + pa[i];
683             con->depth = dep[j];
684         }
685     }
686     else {
687         dIASSERT(!(flags & CONTACTS_UNIMPORTANT)); // cnum should be generated not greater than maxc so that "then" clause is executed
688         // we have more contacts than are wanted, some of them must be culled.
689         // find the deepest point, it is always the first contact.
690         int i1 = 0;
691         dReal maxdepth = dep[0];
692         for (i=1; i<cnum; i++) {
693             if (dep[i] > maxdepth) {
694                 maxdepth = dep[i];
695                 i1 = i;
696             }
697         }
698 
699         int iret[8];
700         cullPoints (cnum,ret,maxc,i1,iret);
701 
702         for (j=0; j < maxc; j++) {
703             dContactGeom *con = CONTACT(contact,skip*j);
704             for (i=0; i<3; i++) con->pos[i] = point[iret[j]*3+i] + pa[i];
705             con->depth = dep[iret[j]];
706         }
707         cnum = maxc;
708     }
709 
710     *return_code = code;
711     return cnum;
712 }
713 
714 
715 
dCollideBoxBox(dxGeom * o1,dxGeom * o2,int flags,dContactGeom * contact,int skip)716 int dCollideBoxBox (dxGeom *o1, dxGeom *o2, int flags,
717                     dContactGeom *contact, int skip)
718 {
719     dIASSERT (skip >= (int)sizeof(dContactGeom));
720     dIASSERT (o1->type == dBoxClass);
721     dIASSERT (o2->type == dBoxClass);
722     dIASSERT ((flags & NUMC_MASK) >= 1);
723 
724     dVector3 normal;
725     dReal depth;
726     int code;
727     dxBox *b1 = (dxBox*) o1;
728     dxBox *b2 = (dxBox*) o2;
729     int num = dBoxBox (o1->final_posr->pos,o1->final_posr->R,b1->side, o2->final_posr->pos,o2->final_posr->R,b2->side,
730         normal,&depth,&code,flags,contact,skip);
731     for (int i=0; i<num; i++) {
732         dContactGeom *currContact = CONTACT(contact,i*skip);
733         currContact->normal[0] = -normal[0];
734         currContact->normal[1] = -normal[1];
735         currContact->normal[2] = -normal[2];
736         currContact->g1 = o1;
737         currContact->g2 = o2;
738         currContact->side1 = -1;
739         currContact->side2 = -1;
740     }
741     return num;
742 }
743 
744 
dCollideBoxPlane(dxGeom * o1,dxGeom * o2,int flags,dContactGeom * contact,int skip)745 int dCollideBoxPlane (dxGeom *o1, dxGeom *o2,
746                       int flags, dContactGeom *contact, int skip)
747 {
748     dIASSERT (skip >= (int)sizeof(dContactGeom));
749     dIASSERT (o1->type == dBoxClass);
750     dIASSERT (o2->type == dPlaneClass);
751     dIASSERT ((flags & NUMC_MASK) >= 1);
752 
753     dxBox *box = (dxBox*) o1;
754     dxPlane *plane = (dxPlane*) o2;
755 
756     contact->g1 = o1;
757     contact->g2 = o2;
758     contact->side1 = -1;
759     contact->side2 = -1;
760 
761     int ret = 0;
762 
763     //@@@ problem: using 4-vector (plane->p) as 3-vector (normal).
764     const dReal *R = o1->final_posr->R;		// rotation of box
765     const dReal *n = plane->p;		// normal vector
766 
767     // project sides lengths along normal vector, get absolute values
768     dReal Q1 = dCalcVectorDot3_14(n,R+0);
769     dReal Q2 = dCalcVectorDot3_14(n,R+1);
770     dReal Q3 = dCalcVectorDot3_14(n,R+2);
771     dReal A1 = box->side[0] * Q1;
772     dReal A2 = box->side[1] * Q2;
773     dReal A3 = box->side[2] * Q3;
774     dReal B1 = dFabs(A1);
775     dReal B2 = dFabs(A2);
776     dReal B3 = dFabs(A3);
777 
778     // early exit test
779     dReal depth = plane->p[3] + REAL(0.5)*(B1+B2+B3) - dCalcVectorDot3(n,o1->final_posr->pos);
780     if (depth < 0) return 0;
781 
782     // find number of contacts requested
783     int maxc = flags & NUMC_MASK;
784     // if (maxc < 1) maxc = 1; // an assertion is made on entry
785     if (maxc > 4) maxc = 4;	// not more than 4 contacts per box allowed
786 
787     // find deepest point
788     dVector3 p;
789     p[0] = o1->final_posr->pos[0];
790     p[1] = o1->final_posr->pos[1];
791     p[2] = o1->final_posr->pos[2];
792 #define FOO(i,op) \
793     p[0] op REAL(0.5)*box->side[i] * R[0+i]; \
794     p[1] op REAL(0.5)*box->side[i] * R[4+i]; \
795     p[2] op REAL(0.5)*box->side[i] * R[8+i];
796 #define BAR(i,iinc) if (A ## iinc > 0) { FOO(i,-=) } else { FOO(i,+=) }
797     BAR(0,1);
798     BAR(1,2);
799     BAR(2,3);
800 #undef FOO
801 #undef BAR
802 
803     // the deepest point is the first contact point
804     contact->pos[0] = p[0];
805     contact->pos[1] = p[1];
806     contact->pos[2] = p[2];
807     contact->depth = depth;
808     ret = 1;		// ret is number of contact points found so far
809     if (maxc == 1) goto done;
810 
811     // get the second and third contact points by starting from `p' and going
812     // along the two sides with the smallest projected length.
813 
814 #define FOO(i,j,op) \
815     CONTACT(contact,i*skip)->pos[0] = p[0] op box->side[j] * R[0+j]; \
816     CONTACT(contact,i*skip)->pos[1] = p[1] op box->side[j] * R[4+j]; \
817     CONTACT(contact,i*skip)->pos[2] = p[2] op box->side[j] * R[8+j];
818 #define BAR(ctact,side,sideinc) \
819     if (depth - B ## sideinc < 0) goto done; \
820     if (A ## sideinc > 0) { FOO(ctact,side,+); } else { FOO(ctact,side,-); } \
821     CONTACT(contact,ctact*skip)->depth = depth - B ## sideinc; \
822     ret++;
823 
824     if (B1 < B2) {
825         if (B3 < B1) goto use_side_3; else {
826             BAR(1,0,1);	// use side 1
827             if (maxc == 2) goto done;
828             if (B2 < B3) goto contact2_2; else goto contact2_3;
829         }
830     }
831     else {
832         if (B3 < B2) {
833 use_side_3:	// use side 3
834             BAR(1,2,3);
835             if (maxc == 2) goto done;
836             if (B1 < B2) goto contact2_1; else goto contact2_2;
837         }
838         else {
839             BAR(1,1,2);	// use side 2
840             if (maxc == 2) goto done;
841             if (B1 < B3) goto contact2_1; else goto contact2_3;
842         }
843     }
844 
845 contact2_1: BAR(2,0,1); goto done;
846 contact2_2: BAR(2,1,2); goto done;
847 contact2_3: BAR(2,2,3); goto done;
848 #undef FOO
849 #undef BAR
850 
851 done:
852 
853     if (maxc == 4 && ret == 3) { // If user requested 4 contacts, and the first 3 were created...
854         // Combine contacts 2 and 3 (vectorial sum) and get the fourth one
855         // Result: if a box face is completely inside a plane, contacts are created for all the 4 vertices
856         dReal d4 = CONTACT(contact,1*skip)->depth + CONTACT(contact,2*skip)->depth - depth;  // depth is the depth for first contact
857         if (d4 > 0) {
858             CONTACT(contact,3*skip)->pos[0] = CONTACT(contact,1*skip)->pos[0] + CONTACT(contact,2*skip)->pos[0] - p[0]; // p is the position of first contact
859             CONTACT(contact,3*skip)->pos[1] = CONTACT(contact,1*skip)->pos[1] + CONTACT(contact,2*skip)->pos[1] - p[1];
860             CONTACT(contact,3*skip)->pos[2] = CONTACT(contact,1*skip)->pos[2] + CONTACT(contact,2*skip)->pos[2] - p[2];
861             CONTACT(contact,3*skip)->depth  = d4;
862             ret++;
863         }
864     }
865 
866     for (int i=0; i<ret; i++) {
867         dContactGeom *currContact = CONTACT(contact,i*skip);
868         currContact->g1 = o1;
869         currContact->g2 = o2;
870         currContact->side1 = -1;
871         currContact->side2 = -1;
872 
873         currContact->normal[0] = n[0];
874         currContact->normal[1] = n[1];
875         currContact->normal[2] = n[2];
876     }
877     return ret;
878 }
879