1 /*
2 Copyright (c) 2003-2013 Gino van den Bergen / Erwin Coumans  http://bulletphysics.org
3 
4 This software is provided 'as-is', without any express or implied warranty.
5 In no event will the authors be held liable for any damages arising from the use of this software.
6 Permission is granted to anyone to use this software for any purpose,
7 including commercial applications, and to alter it and redistribute it freely,
8 subject to the following restrictions:
9 
10 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
11 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
12 3. This notice may not be removed or altered from any source distribution.
13 */
14 
15 #ifndef B3_TRANSFORM_UTIL_H
16 #define B3_TRANSFORM_UTIL_H
17 
18 #include "b3Transform.h"
19 #define B3_ANGULAR_MOTION_THRESHOLD b3Scalar(0.5) * B3_HALF_PI
20 
b3AabbSupport(const b3Vector3 & halfExtents,const b3Vector3 & supportDir)21 B3_FORCE_INLINE b3Vector3 b3AabbSupport(const b3Vector3& halfExtents, const b3Vector3& supportDir)
22 {
23 	return b3MakeVector3(supportDir.getX() < b3Scalar(0.0) ? -halfExtents.getX() : halfExtents.getX(),
24 						 supportDir.getY() < b3Scalar(0.0) ? -halfExtents.getY() : halfExtents.getY(),
25 						 supportDir.getZ() < b3Scalar(0.0) ? -halfExtents.getZ() : halfExtents.getZ());
26 }
27 
28 /// Utils related to temporal transforms
29 class b3TransformUtil
30 {
31 public:
integrateTransform(const b3Transform & curTrans,const b3Vector3 & linvel,const b3Vector3 & angvel,b3Scalar timeStep,b3Transform & predictedTransform)32 	static void integrateTransform(const b3Transform& curTrans, const b3Vector3& linvel, const b3Vector3& angvel, b3Scalar timeStep, b3Transform& predictedTransform)
33 	{
34 		predictedTransform.setOrigin(curTrans.getOrigin() + linvel * timeStep);
35 		//	#define QUATERNION_DERIVATIVE
36 #ifdef QUATERNION_DERIVATIVE
37 		b3Quaternion predictedOrn = curTrans.getRotation();
38 		predictedOrn += (angvel * predictedOrn) * (timeStep * b3Scalar(0.5));
39 		predictedOrn.normalize();
40 #else
41 		//Exponential map
42 		//google for "Practical Parameterization of Rotations Using the Exponential Map", F. Sebastian Grassia
43 
44 		b3Vector3 axis;
45 		b3Scalar fAngle = angvel.length();
46 		//limit the angular motion
47 		if (fAngle * timeStep > B3_ANGULAR_MOTION_THRESHOLD)
48 		{
49 			fAngle = B3_ANGULAR_MOTION_THRESHOLD / timeStep;
50 		}
51 
52 		if (fAngle < b3Scalar(0.001))
53 		{
54 			// use Taylor's expansions of sync function
55 			axis = angvel * (b3Scalar(0.5) * timeStep - (timeStep * timeStep * timeStep) * (b3Scalar(0.020833333333)) * fAngle * fAngle);
56 		}
57 		else
58 		{
59 			// sync(fAngle) = sin(c*fAngle)/t
60 			axis = angvel * (b3Sin(b3Scalar(0.5) * fAngle * timeStep) / fAngle);
61 		}
62 		b3Quaternion dorn(axis.getX(), axis.getY(), axis.getZ(), b3Cos(fAngle * timeStep * b3Scalar(0.5)));
63 		b3Quaternion orn0 = curTrans.getRotation();
64 
65 		b3Quaternion predictedOrn = dorn * orn0;
66 		predictedOrn.normalize();
67 #endif
68 		predictedTransform.setRotation(predictedOrn);
69 	}
70 
calculateVelocityQuaternion(const b3Vector3 & pos0,const b3Vector3 & pos1,const b3Quaternion & orn0,const b3Quaternion & orn1,b3Scalar timeStep,b3Vector3 & linVel,b3Vector3 & angVel)71 	static void calculateVelocityQuaternion(const b3Vector3& pos0, const b3Vector3& pos1, const b3Quaternion& orn0, const b3Quaternion& orn1, b3Scalar timeStep, b3Vector3& linVel, b3Vector3& angVel)
72 	{
73 		linVel = (pos1 - pos0) / timeStep;
74 		b3Vector3 axis;
75 		b3Scalar angle;
76 		if (orn0 != orn1)
77 		{
78 			calculateDiffAxisAngleQuaternion(orn0, orn1, axis, angle);
79 			angVel = axis * angle / timeStep;
80 		}
81 		else
82 		{
83 			angVel.setValue(0, 0, 0);
84 		}
85 	}
86 
calculateDiffAxisAngleQuaternion(const b3Quaternion & orn0,const b3Quaternion & orn1a,b3Vector3 & axis,b3Scalar & angle)87 	static void calculateDiffAxisAngleQuaternion(const b3Quaternion& orn0, const b3Quaternion& orn1a, b3Vector3& axis, b3Scalar& angle)
88 	{
89 		b3Quaternion orn1 = orn0.nearest(orn1a);
90 		b3Quaternion dorn = orn1 * orn0.inverse();
91 		angle = dorn.getAngle();
92 		axis = b3MakeVector3(dorn.getX(), dorn.getY(), dorn.getZ());
93 		axis[3] = b3Scalar(0.);
94 		//check for axis length
95 		b3Scalar len = axis.length2();
96 		if (len < B3_EPSILON * B3_EPSILON)
97 			axis = b3MakeVector3(b3Scalar(1.), b3Scalar(0.), b3Scalar(0.));
98 		else
99 			axis /= b3Sqrt(len);
100 	}
101 
calculateVelocity(const b3Transform & transform0,const b3Transform & transform1,b3Scalar timeStep,b3Vector3 & linVel,b3Vector3 & angVel)102 	static void calculateVelocity(const b3Transform& transform0, const b3Transform& transform1, b3Scalar timeStep, b3Vector3& linVel, b3Vector3& angVel)
103 	{
104 		linVel = (transform1.getOrigin() - transform0.getOrigin()) / timeStep;
105 		b3Vector3 axis;
106 		b3Scalar angle;
107 		calculateDiffAxisAngle(transform0, transform1, axis, angle);
108 		angVel = axis * angle / timeStep;
109 	}
110 
calculateDiffAxisAngle(const b3Transform & transform0,const b3Transform & transform1,b3Vector3 & axis,b3Scalar & angle)111 	static void calculateDiffAxisAngle(const b3Transform& transform0, const b3Transform& transform1, b3Vector3& axis, b3Scalar& angle)
112 	{
113 		b3Matrix3x3 dmat = transform1.getBasis() * transform0.getBasis().inverse();
114 		b3Quaternion dorn;
115 		dmat.getRotation(dorn);
116 
117 		///floating point inaccuracy can lead to w component > 1..., which breaks
118 		dorn.normalize();
119 
120 		angle = dorn.getAngle();
121 		axis = b3MakeVector3(dorn.getX(), dorn.getY(), dorn.getZ());
122 		axis[3] = b3Scalar(0.);
123 		//check for axis length
124 		b3Scalar len = axis.length2();
125 		if (len < B3_EPSILON * B3_EPSILON)
126 			axis = b3MakeVector3(b3Scalar(1.), b3Scalar(0.), b3Scalar(0.));
127 		else
128 			axis /= b3Sqrt(len);
129 	}
130 };
131 
132 ///The b3ConvexSeparatingDistanceUtil can help speed up convex collision detection
133 ///by conservatively updating a cached separating distance/vector instead of re-calculating the closest distance
134 class b3ConvexSeparatingDistanceUtil
135 {
136 	b3Quaternion m_ornA;
137 	b3Quaternion m_ornB;
138 	b3Vector3 m_posA;
139 	b3Vector3 m_posB;
140 
141 	b3Vector3 m_separatingNormal;
142 
143 	b3Scalar m_boundingRadiusA;
144 	b3Scalar m_boundingRadiusB;
145 	b3Scalar m_separatingDistance;
146 
147 public:
b3ConvexSeparatingDistanceUtil(b3Scalar boundingRadiusA,b3Scalar boundingRadiusB)148 	b3ConvexSeparatingDistanceUtil(b3Scalar boundingRadiusA, b3Scalar boundingRadiusB)
149 		: m_boundingRadiusA(boundingRadiusA),
150 		  m_boundingRadiusB(boundingRadiusB),
151 		  m_separatingDistance(0.f)
152 	{
153 	}
154 
getConservativeSeparatingDistance()155 	b3Scalar getConservativeSeparatingDistance()
156 	{
157 		return m_separatingDistance;
158 	}
159 
updateSeparatingDistance(const b3Transform & transA,const b3Transform & transB)160 	void updateSeparatingDistance(const b3Transform& transA, const b3Transform& transB)
161 	{
162 		const b3Vector3& toPosA = transA.getOrigin();
163 		const b3Vector3& toPosB = transB.getOrigin();
164 		b3Quaternion toOrnA = transA.getRotation();
165 		b3Quaternion toOrnB = transB.getRotation();
166 
167 		if (m_separatingDistance > 0.f)
168 		{
169 			b3Vector3 linVelA, angVelA, linVelB, angVelB;
170 			b3TransformUtil::calculateVelocityQuaternion(m_posA, toPosA, m_ornA, toOrnA, b3Scalar(1.), linVelA, angVelA);
171 			b3TransformUtil::calculateVelocityQuaternion(m_posB, toPosB, m_ornB, toOrnB, b3Scalar(1.), linVelB, angVelB);
172 			b3Scalar maxAngularProjectedVelocity = angVelA.length() * m_boundingRadiusA + angVelB.length() * m_boundingRadiusB;
173 			b3Vector3 relLinVel = (linVelB - linVelA);
174 			b3Scalar relLinVelocLength = relLinVel.dot(m_separatingNormal);
175 			if (relLinVelocLength < 0.f)
176 			{
177 				relLinVelocLength = 0.f;
178 			}
179 
180 			b3Scalar projectedMotion = maxAngularProjectedVelocity + relLinVelocLength;
181 			m_separatingDistance -= projectedMotion;
182 		}
183 
184 		m_posA = toPosA;
185 		m_posB = toPosB;
186 		m_ornA = toOrnA;
187 		m_ornB = toOrnB;
188 	}
189 
initSeparatingDistance(const b3Vector3 & separatingVector,b3Scalar separatingDistance,const b3Transform & transA,const b3Transform & transB)190 	void initSeparatingDistance(const b3Vector3& separatingVector, b3Scalar separatingDistance, const b3Transform& transA, const b3Transform& transB)
191 	{
192 		m_separatingDistance = separatingDistance;
193 
194 		if (m_separatingDistance > 0.f)
195 		{
196 			m_separatingNormal = separatingVector;
197 
198 			const b3Vector3& toPosA = transA.getOrigin();
199 			const b3Vector3& toPosB = transB.getOrigin();
200 			b3Quaternion toOrnA = transA.getRotation();
201 			b3Quaternion toOrnB = transB.getRotation();
202 			m_posA = toPosA;
203 			m_posB = toPosB;
204 			m_ornA = toOrnA;
205 			m_ornB = toOrnB;
206 		}
207 	}
208 };
209 
210 #endif  //B3_TRANSFORM_UTIL_H
211