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* SOFA, Simulation Open-Framework Architecture, version 1.0 beta 4 *
* (c) 2006-2009 MGH, INRIA, USTL, UJF, CNRS *
* *
* This library is free software; you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 2.1 of the License, or (at *
* your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, but WITHOUT *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this library; if not, write to the Free Software Foundation, *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
*******************************************************************************
* SOFA :: Modules *
* *
* Authors: The SOFA Team and external contributors (see Authors.txt) *
* *
* Contact information: contact@sofa-framework.org *
******************************************************************************/
#ifndef SOFA_COMPONENT_COLLISION_NEWPROXIMITYINTERSECTION_INL
#define SOFA_COMPONENT_COLLISION_NEWPROXIMITYINTERSECTION_INL
#include <sofa/helper/system/config.h>
#include <sofa/component/collision/NewProximityIntersection.h>
#include <sofa/helper/proximity.h>
#include <sofa/defaulttype/Mat.h>
#include <sofa/defaulttype/Vec.h>
#include <sofa/core/componentmodel/collision/Intersection.inl>
#include <iostream>
#include <algorithm>
namespace sofa
{
namespace component
{
namespace collision
{
using namespace sofa::defaulttype;
using namespace sofa::core::componentmodel::collision;
using namespace helper;
inline int NewProximityIntersection::doIntersectionLineLine(double dist2, const Vector3& p1, const Vector3& p2, const Vector3& q1, const Vector3& q2, OutputVector* contacts, int id)
{
const Vector3 AB = p2-p1;
const Vector3 CD = q2-q1;
const Vector3 AC = q1-p1;
Matrix2 A;
Vector2 b;
A[0][0] = AB*AB;
A[1][1] = CD*CD;
A[0][1] = A[1][0] = -CD*AB;
b[0] = AB*AC;
b[1] = -CD*AC;
const double det = determinant(A);
double alpha = 0.5;
double beta = 0.5;
if (det < -0.000000000001 || det > 0.000000000001)
{
alpha = (b[0]*A[1][1] - b[1]*A[0][1])/det;
beta = (b[1]*A[0][0] - b[0]*A[1][0])/det;
//if (alpha < 0.000001 || alpha > 0.999999 ||
// beta < 0.000001 || beta > 0.999999 )
// return 0;
if (alpha < 0.0) alpha = 0.0;
else if (alpha > 1.0) alpha = 1.0;
if (beta < 0.0) beta = 0.0;
else if (beta > 1.0) beta = 1.0;
}
Vector3 p,q,pq;
p = p1 + AB * alpha;
q = q1 + CD * beta;
pq = q-p;
if (pq.norm2() >= dist2)
return 0;
//const double contactDist = getContactDistance() + e1.getProximity() + e2.getProximity();
contacts->resize(contacts->size()+1);
DetectionOutput *detection = &*(contacts->end()-1);
//detection->elem = std::pair<core::CollisionElementIterator, core::CollisionElementIterator>(e1, e2);
detection->id = id;
detection->point[0]=p;
detection->point[1]=q;
detection->normal=pq;
detection->value = detection->normal.norm();
detection->normal /= detection->value;
//detection->value -= contactDist;
return 1;
}
inline int NewProximityIntersection::doIntersectionLinePoint(double dist2, const Vector3& p1, const Vector3& p2, const Vector3& q, OutputVector* contacts, int id, bool swapElems)
{
const Vector3 AB = p2-p1;
const Vector3 AQ = q -p1;
double A;
double b;
A = AB*AB;
b = AQ*AB;
double alpha = 0.5;
//if (A < -0.000001 || A > 0.000001)
{
alpha = b/A;
//if (alpha < 0.000001 || alpha > 0.999999)
// return 0;
if (alpha < 0.0) alpha = 0.0;
else if (alpha > 1.0) alpha = 1.0;
}
Vector3 p,pq;
p = p1 + AB * alpha;
pq = q-p;
if (pq.norm2() >= dist2)
return 0;
//const double contactDist = getContactDistance() + e1.getProximity() + e2.getProximity();
contacts->resize(contacts->size()+1);
DetectionOutput *detection = &*(contacts->end()-1);
//detection->elem = std::pair<core::CollisionElementIterator, core::CollisionElementIterator>(e2, e1);
detection->id = id;
if (swapElems)
{
detection->point[0]=q;
detection->point[1]=p;
detection->normal = -pq;
}
else
{
detection->point[0]=p;
detection->point[1]=q;
detection->normal = pq;
}
detection->value = detection->normal.norm();
detection->normal /= detection->value;
//detection->value -= contactDist;
return 1;
}
inline int NewProximityIntersection::doIntersectionPointPoint(double dist2, const Vector3& p, const Vector3& q, OutputVector* contacts, int id)
{
Vector3 pq;
pq = q-p;
if (pq.norm2() >= dist2)
return 0;
//const double contactDist = getContactDistance() + e1.getProximity() + e2.getProximity();
contacts->resize(contacts->size()+1);
DetectionOutput *detection = &*(contacts->end()-1);
//detection->elem = std::pair<core::CollisionElementIterator, core::CollisionElementIterator>(e1, e2);
detection->id = id;
detection->point[0]=p;
detection->point[1]=q;
detection->normal=pq;
detection->value = detection->normal.norm();
detection->normal /= detection->value;
//detection->value -= contactDist;
return 1;
}
inline int NewProximityIntersection::doIntersectionTrianglePoint(double dist2, int flags, const Vector3& p1, const Vector3& p2, const Vector3& p3, const Vector3& /*n*/, const Vector3& q, OutputVector* contacts, int id, bool swapElems)
{
const Vector3 AB = p2-p1;
const Vector3 AC = p3-p1;
const Vector3 AQ = q -p1;
Matrix2 A;
Vector2 b;
A[0][0] = AB*AB;
A[1][1] = AC*AC;
A[0][1] = A[1][0] = AB*AC;
b[0] = AQ*AB;
b[1] = AQ*AC;
const double det = determinant(A);
double alpha = 0.5;
double beta = 0.5;
//if (det < -0.000000000001 || det > 0.000000000001)
{
alpha = (b[0]*A[1][1] - b[1]*A[0][1])/det;
beta = (b[1]*A[0][0] - b[0]*A[1][0])/det;
//if (alpha < 0.000001 ||
// beta < 0.000001 ||
// alpha + beta > 0.999999)
// return 0;
if (alpha < 0.000001 || beta < 0.000001 || alpha + beta > 0.999999)
{ // nearest point is on an edge or corner
// barycentric coordinate on AB
double pAB = b[0] / A[0][0]; // AQ*AB / AB*AB
// barycentric coordinate on AC
double pAC = b[1] / A[1][1]; // AQ*AB / AB*AB
if (pAB < 0.000001 && pAC < 0.0000001)
{ // closest point is A
if (!(flags&TriangleModel::FLAG_P1)) return 0; // this corner is not considered
alpha = 0.0;
beta = 0.0;
}
else if (pAB < 0.999999 && beta < 0.000001)
{ // closest point is on AB
if (!(flags&TriangleModel::FLAG_E12)) return 0; // this edge is not considered
alpha = pAB;
beta = 0.0;
}
else if (pAC < 0.999999 && alpha < 0.000001)
{ // closest point is on AC
if (!(flags&TriangleModel::FLAG_E12)) return 0; // this edge is not considered
alpha = 0.0;
beta = pAC;
}
else
{
// barycentric coordinate on BC
// BQ*BC / BC*BC = (AQ-AB)*(AC-AB) / (AC-AB)*(AC-AB) = (AQ*AC-AQ*AB + AB*AB-AB*AC) / (AB*AB+AC*AC-2AB*AC)
double pBC = (b[1] - b[0] + A[0][0] - A[1][1]) / (A[0][0] + A[1][1] - 2*A[0][1]); // BQ*BC / BC*BC
if (pBC < 0.000001)
{ // closest point is B
if (!(flags&TriangleModel::FLAG_P2)) return 0; // this edge is not considered
alpha = 1.0;
beta = 0.0;
}
else if (pBC > 0.999999)
{ // closest point is C
if (!(flags&TriangleModel::FLAG_P3)) return 0; // this edge is not considered
alpha = 0.0;
beta = 1.0;
}
else
{ // closest point is on BC
if (!(flags&TriangleModel::FLAG_E31)) return 0; // this edge is not considered
alpha = 1.0-pBC;
beta = pBC;
}
}
}
}
Vector3 p, pq;
p = p1 + AB * alpha + AC * beta;
pq = q-p;
if (pq.norm2() >= dist2)
return 0;
//const double contactDist = getContactDistance() + e1.getProximity() + e2.getProximity();
contacts->resize(contacts->size()+1);
DetectionOutput *detection = &*(contacts->end()-1);
//detection->elem = std::pair<core::CollisionElementIterator, core::CollisionElementIterator>(e1, e2);
detection->id = id;
if (swapElems)
{
detection->point[0]=q;
detection->point[1]=p;
detection->normal = -pq;
}
else
{
detection->point[0]=p;
detection->point[1]=q;
detection->normal = pq;
}
detection->value = detection->normal.norm();
detection->normal /= detection->value;
//printf("\n normale : x = %f , y = %f, z = %f",detection->normal.x(),detection->normal.y(),detection->normal.z());
//if (e2.getCollisionModel()->isStatic() && detection->normal * e2.n() < -0.95)
//{ // The elements are interpenetrating
// detection->normal = -detection->normal;
// detection->value = -detection->value;
//}
//detection->value -= contactDist;
return 1;
}
template<class Sphere>
bool NewProximityIntersection::testIntersection(Sphere& e1, Point& e2)
{
OutputVector contacts;
const double alarmDist = getAlarmDistance() + e1.getProximity() + e2.getProximity() + e1.r();
int n = doIntersectionPointPoint(alarmDist*alarmDist, e1.center(), e2.p(), &contacts, -1);
return n>0;
}
template<class Sphere>
int NewProximityIntersection::computeIntersection(Sphere& e1, Point& e2, OutputVector* contacts)
{
const double alarmDist = getAlarmDistance() + e1.getProximity() + e2.getProximity() + e1.r();
int n = doIntersectionPointPoint(alarmDist*alarmDist, e1.center(), e2.p(), contacts, (e1.getCollisionModel()->getSize() > e2.getCollisionModel()->getSize()) ? e1.getIndex() : e2.getIndex());
if (n>0)
{
const double contactDist = getContactDistance() + e1.getProximity() + e2.getProximity() + e1.r();
for (OutputVector::iterator detection = contacts->end()-n; detection != contacts->end(); ++detection)
{
detection->elem = std::pair<core::CollisionElementIterator, core::CollisionElementIterator>(e1, e2);
detection->value -= contactDist;
}
}
return n;
}
template<class Sphere>
bool NewProximityIntersection::testIntersection(Sphere& e1, Sphere& e2)
{
OutputVector contacts;
const double alarmDist = getAlarmDistance() + e1.getProximity() + e2.getProximity() + e1.r() + e2.r();
int n = doIntersectionPointPoint(alarmDist*alarmDist, e1.center(), e2.center(), &contacts, -1);
return n>0;
}
template<class Sphere>
int NewProximityIntersection::computeIntersection(Sphere& e1, Sphere& e2, OutputVector* contacts)
{
const double alarmDist = getAlarmDistance() + e1.getProximity() + e2.getProximity() + e1.r() + e2.r();
int n = doIntersectionPointPoint(alarmDist*alarmDist, e1.center(), e2.center(), contacts, (e1.getCollisionModel()->getSize() > e2.getCollisionModel()->getSize()) ? e1.getIndex() : e2.getIndex());
if (n>0)
{
const double contactDist = getContactDistance() + e1.getProximity() + e2.getProximity() + e1.r() + e2.r();
for (OutputVector::iterator detection = contacts->end()-n; detection != contacts->end(); ++detection)
{
detection->elem = std::pair<core::CollisionElementIterator, core::CollisionElementIterator>(e1, e2);
detection->value -= contactDist;
}
}
return n;
}
template<class Sphere>
bool NewProximityIntersection::testIntersection(Line&, Sphere&)
{
serr << "Unnecessary call to NewProximityIntersection::testIntersection(Line,Sphere)."<<sendl;
return true;
}
template<class Sphere>
int NewProximityIntersection::computeIntersection(Line& e1, Sphere& e2, OutputVector* contacts)
{
const double alarmDist = getAlarmDistance() + e1.getProximity() + e2.getProximity() + e2.r();
int n = doIntersectionLinePoint(alarmDist*alarmDist, e1.p1(),e1.p2(), e2.center(), contacts, e2.getIndex());
if (n>0)
{
const double contactDist = getContactDistance() + e1.getProximity() + e2.getProximity() + e2.r();
for (OutputVector::iterator detection = contacts->end()-n; detection != contacts->end(); ++detection)
{
detection->elem = std::pair<core::CollisionElementIterator, core::CollisionElementIterator>(e1, e2);
detection->value -= contactDist;
}
}
return n;
}
template<class Sphere>
bool NewProximityIntersection::testIntersection(Triangle&, Sphere&)
{
serr << "Unnecessary call to NewProximityIntersection::testIntersection(Triangle,Sphere)."<<sendl;
return true;
}
template<class Sphere>
int NewProximityIntersection::computeIntersection(Triangle& e1, Sphere& e2, OutputVector* contacts)
{
const double alarmDist = getAlarmDistance() + e1.getProximity() + e2.getProximity() + e2.r();
const double dist2 = alarmDist*alarmDist;
int n = doIntersectionTrianglePoint(dist2, e1.flags(),e1.p1(),e1.p2(),e1.p3(),e1.n(), e2.center(), contacts, e2.getIndex());
if (n>0)
{
const double contactDist = getContactDistance() + e1.getProximity() + e2.getProximity() + e2.r();
for (OutputVector::iterator detection = contacts->end()-n; detection != contacts->end(); ++detection)
{
detection->elem = std::pair<core::CollisionElementIterator, core::CollisionElementIterator>(e1, e2);
detection->value -= contactDist;
}
}
return n;
}
} // namespace collision
} // namespace component
} // namespace sofa
#endif
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