Added: dSpaceSetSublevel/dSpaceGetSublevel and possibility to collide a space as...
[ode.git] / ode / src / collision_util.h
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1 /*************************************************************************
2 * *
3 * Open Dynamics Engine, Copyright (C) 2001,2002 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 *************************************************************************/
25 some useful collision utility stuff.
29 #ifndef _ODE_COLLISION_UTIL_H_
30 #define _ODE_COLLISION_UTIL_H_
32 #include <ode/common.h>
33 #include <ode/contact.h>
34 #include <ode/odemath.h>
35 #include <ode/rotation.h>
38 // given a pointer `p' to a dContactGeom, return the dContactGeom at
39 // p + skip bytes.
40 #define CONTACT(p,skip) ((dContactGeom*) (((char*)p) + (skip)))
42 #if 1
43 #include "collision_kernel.h"
44 // Fetches a contact
45 inline dContactGeom* SAFECONTACT(int Flags, dContactGeom* Contacts, int Index, int Stride){
46 dIASSERT(Index >= 0 && Index < (Flags & NUMC_MASK));
47 return ((dContactGeom*)(((char*)Contacts) + (Index * Stride)));
49 #endif
52 // if the spheres (p1,r1) and (p2,r2) collide, set the contact `c' and
53 // return 1, else return 0.
55 int dCollideSpheres (dVector3 p1, dReal r1,
56 dVector3 p2, dReal r2, dContactGeom *c);
59 // given two lines
60 // qa = pa + alpha* ua
61 // qb = pb + beta * ub
62 // where pa,pb are two points, ua,ub are two unit length vectors, and alpha,
63 // beta go from [-inf,inf], return alpha and beta such that qa and qb are
64 // as close as possible
66 void dLineClosestApproach (const dVector3 pa, const dVector3 ua,
67 const dVector3 pb, const dVector3 ub,
68 dReal *alpha, dReal *beta);
71 // given a line segment p1-p2 and a box (center 'c', rotation 'R', side length
72 // vector 'side'), compute the points of closest approach between the box
73 // and the line. return these points in 'lret' (the point on the line) and
74 // 'bret' (the point on the box). if the line actually penetrates the box
75 // then the solution is not unique, but only one solution will be returned.
76 // in this case the solution points will coincide.
78 void dClosestLineBoxPoints (const dVector3 p1, const dVector3 p2,
79 const dVector3 c, const dMatrix3 R,
80 const dVector3 side,
81 dVector3 lret, dVector3 bret);
83 // 20 Apr 2004
84 // Start code by Nguyen Binh
85 int dClipEdgeToPlane(dVector3 &vEpnt0, dVector3 &vEpnt1, const dVector4& plPlane);
86 // clip polygon with plane and generate new polygon points
87 void dClipPolyToPlane(const dVector3 avArrayIn[], const int ctIn, dVector3 avArrayOut[], int &ctOut, const dVector4 &plPlane );
89 void dClipPolyToCircle(const dVector3 avArrayIn[], const int ctIn, dVector3 avArrayOut[], int &ctOut, const dVector4 &plPlane ,dReal fRadius);
91 // Some vector math
92 inline void dVector3Subtract(const dVector3& a,const dVector3& b,dVector3& c)
94 c[0] = a[0] - b[0];
95 c[1] = a[1] - b[1];
96 c[2] = a[2] - b[2];
99 // Some vector math
100 inline void dVector3Scale(dVector3& a,dReal nScale)
102 a[0] *= nScale ;
103 a[1] *= nScale ;
104 a[2] *= nScale ;
107 inline void dVector3Add(const dVector3& a,const dVector3& b,dVector3& c)
109 c[0] = a[0] + b[0];
110 c[1] = a[1] + b[1];
111 c[2] = a[2] + b[2];
114 inline void dVector3Copy(const dVector3& a,dVector3& c)
116 c[0] = a[0];
117 c[1] = a[1];
118 c[2] = a[2];
121 inline void dVector4Copy(const dVector4& a,dVector4& c)
123 c[0] = a[0];
124 c[1] = a[1];
125 c[2] = a[2];
126 c[3] = a[3];
129 inline void dVector3Cross(const dVector3& a,const dVector3& b,dVector3& c)
131 dCROSS(c,=,a,b);
134 inline dReal dVector3Length(const dVector3& a)
136 return dSqrt(a[0]*a[0]+a[1]*a[1]+a[2]*a[2]);
139 inline dReal dVector3Dot(const dVector3& a,const dVector3& b)
141 return dDOT(a,b);
144 inline void dVector3Inv(dVector3& a)
146 a[0] = -a[0];
147 a[1] = -a[1];
148 a[2] = -a[2];
151 inline dReal dVector3Length2(const dVector3& a)
153 return (a[0]*a[0]+a[1]*a[1]+a[2]*a[2]);
156 inline void dMat3GetCol(const dMatrix3& m,const int col, dVector3& v)
158 v[0] = m[col + 0];
159 v[1] = m[col + 4];
160 v[2] = m[col + 8];
163 inline void dVector3CrossMat3Col(const dMatrix3& m,const int col,const dVector3& v,dVector3& r)
165 r[0] = v[1] * m[2*4 + col] - v[2] * m[1*4 + col];
166 r[1] = v[2] * m[0*4 + col] - v[0] * m[2*4 + col];
167 r[2] = v[0] * m[1*4 + col] - v[1] * m[0*4 + col];
170 inline void dMat3ColCrossVector3(const dMatrix3& m,const int col,const dVector3& v,dVector3& r)
172 r[0] = v[2] * m[1*4 + col] - v[1] * m[2*4 + col];
173 r[1] = v[0] * m[2*4 + col] - v[2] * m[0*4 + col];
174 r[2] = v[1] * m[0*4 + col] - v[0] * m[1*4 + col];
177 inline void dMultiplyMat3Vec3(const dMatrix3& m,const dVector3& v, dVector3& r)
179 dMULTIPLY0_331(r,m,v);
182 inline dReal dPointPlaneDistance(const dVector3& point,const dVector4& plane)
184 return (plane[0]*point[0] + plane[1]*point[1] + plane[2]*point[2] + plane[3]);
187 inline void dConstructPlane(const dVector3& normal,const dReal& distance, dVector4& plane)
189 plane[0] = normal[0];
190 plane[1] = normal[1];
191 plane[2] = normal[2];
192 plane[3] = distance;
195 inline void dMatrix3Copy(const dReal* source,dMatrix3& dest)
197 dest[0] = source[0];
198 dest[1] = source[1];
199 dest[2] = source[2];
201 dest[4] = source[4];
202 dest[5] = source[5];
203 dest[6] = source[6];
205 dest[8] = source[8];
206 dest[9] = source[9];
207 dest[10]= source[10];
210 inline dReal dMatrix3Det( const dMatrix3& mat )
212 dReal det;
214 det = mat[0] * ( mat[5]*mat[10] - mat[9]*mat[6] )
215 - mat[1] * ( mat[4]*mat[10] - mat[8]*mat[6] )
216 + mat[2] * ( mat[4]*mat[9] - mat[8]*mat[5] );
218 return( det );
222 inline void dMatrix3Inv( const dMatrix3& ma, dMatrix3& dst )
224 dReal det = dMatrix3Det( ma );
226 if ( dFabs( det ) < REAL(0.0005) )
228 dRSetIdentity( dst );
229 return;
232 dst[0] = ma[5]*ma[10] - ma[6]*ma[9] / det;
233 dst[1] = -( ma[1]*ma[10] - ma[9]*ma[2] ) / det;
234 dst[2] = ma[1]*ma[6] - ma[5]*ma[2] / det;
236 dst[4] = -( ma[4]*ma[10] - ma[6]*ma[8] ) / det;
237 dst[5] = ma[0]*ma[10] - ma[8]*ma[2] / det;
238 dst[6] = -( ma[0]*ma[6] - ma[4]*ma[2] ) / det;
240 dst[8] = ma[4]*ma[9] - ma[8]*ma[5] / det;
241 dst[9] = -( ma[0]*ma[9] - ma[8]*ma[1] ) / det;
242 dst[10] = ma[0]*ma[5] - ma[1]*ma[4] / det;
245 inline void dQuatTransform(const dQuaternion& quat,const dVector3& source,dVector3& dest)
248 // Nguyen Binh : this code seem to be the fastest.
249 dReal x0 = source[0] * quat[0] + source[2] * quat[2] - source[1] * quat[3];
250 dReal x1 = source[1] * quat[0] + source[0] * quat[3] - source[2] * quat[1];
251 dReal x2 = source[2] * quat[0] + source[1] * quat[1] - source[0] * quat[2];
252 dReal x3 = source[0] * quat[1] + source[1] * quat[2] + source[2] * quat[3];
254 dest[0] = quat[0] * x0 + quat[1] * x3 + quat[2] * x2 - quat[3] * x1;
255 dest[1] = quat[0] * x1 + quat[2] * x3 + quat[3] * x0 - quat[1] * x2;
256 dest[2] = quat[0] * x2 + quat[3] * x3 + quat[1] * x1 - quat[2] * x0;
259 // nVidia SDK implementation
260 dVector3 uv, uuv;
261 dVector3 qvec;
262 qvec[0] = quat[1];
263 qvec[1] = quat[2];
264 qvec[2] = quat[3];
266 dVector3Cross(qvec,source,uv);
267 dVector3Cross(qvec,uv,uuv);
269 dVector3Scale(uv,REAL(2.0)*quat[0]);
270 dVector3Scale(uuv,REAL(2.0));
272 dest[0] = source[0] + uv[0] + uuv[0];
273 dest[1] = source[1] + uv[1] + uuv[1];
274 dest[2] = source[2] + uv[2] + uuv[2];
278 inline void dQuatInvTransform(const dQuaternion& quat,const dVector3& source,dVector3& dest)
281 dReal norm = quat[0]*quat[0] + quat[1]*quat[1] + quat[2]*quat[2] + quat[3]*quat[3];
283 if (norm > REAL(0.0))
285 dQuaternion invQuat;
286 invQuat[0] = quat[0] / norm;
287 invQuat[1] = -quat[1] / norm;
288 invQuat[2] = -quat[2] / norm;
289 invQuat[3] = -quat[3] / norm;
291 dQuatTransform(invQuat,source,dest);
294 else
296 // Singular -> return identity
297 dVector3Copy(source,dest);
301 inline void dGetEulerAngleFromRot(const dMatrix3& mRot,dReal& rX,dReal& rY,dReal& rZ)
303 rY = asin(mRot[0 * 4 + 2]);
304 if (rY < M_PI /2)
306 if (rY > -M_PI /2)
308 rX = atan2(-mRot[1*4 + 2], mRot[2*4 + 2]);
309 rZ = atan2(-mRot[0*4 + 1], mRot[0*4 + 0]);
311 else
313 // not unique
314 rX = -atan2(mRot[1*4 + 0], mRot[1*4 + 1]);
315 rZ = REAL(0.0);
318 else
320 // not unique
321 rX = atan2(mRot[1*4 + 0], mRot[1*4 + 1]);
322 rZ = REAL(0.0);
326 inline void dQuatInv(const dQuaternion& source, dQuaternion& dest)
328 dReal norm = source[0]*source[0] + source[1]*source[1] + source[2]*source[2] + source[3]*source[3];
330 if (norm > 0.0f)
332 dest[0] = source[0] / norm;
333 dest[1] = -source[1] / norm;
334 dest[2] = -source[2] / norm;
335 dest[3] = -source[3] / norm;
337 else
339 // Singular -> return identity
340 dest[0] = REAL(1.0);
341 dest[1] = REAL(0.0);
342 dest[2] = REAL(0.0);
343 dest[3] = REAL(0.0);
348 #endif