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<hr><h1>edge_collide.cpp</h1><a href="edge__collide_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="stdpacs_8h.html">stdpacs.h</a>"</font>
00027
00028 <font class="preprocessor">#include "<a class="code" href="edge__collide_8h.html">pacs/edge_collide.h</a>"</font>
00029
00030 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00031 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00032
00033
00034
00035 <font class="keyword">namespace </font>NLPACS
00036 {
00037
00038
00039 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">float</font> <a class="code" href="namespaceNLPACS.html#a6">EdgeCollideEpsilon</a>= 1e-5f;
00040
00041
00042 <font class="comment">// ***************************************************************************</font>
<a name="l00043"></a><a class="code" href="classNLPACS_1_1CEdgeCollide.html#a0">00043</a> <font class="keywordtype">void</font> CEdgeCollide::make(<font class="keyword">const</font> CVector2f &p0, <font class="keyword">const</font> CVector2f &p1)
00044 {
00045 <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>= p0;
00046 <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a>= p1;
00047 <font class="comment">// translation axis of the edge.</font>
00048 <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m2">Dir</a>= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a>-<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>;
00049 <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m2">Dir</a>.normalize();
00050 <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m4">A0</a>= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>*<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m2">Dir</a>;
00051 <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m5">A1</a>= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a>*<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m2">Dir</a>;
00052 <font class="comment">// line equation.</font>
00053 <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a>.x= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m2">Dir</a>.y;
00054 <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a>.y= -<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m2">Dir</a>.x;
00055 <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m6">C</a>= - <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>*<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a>;
00056 }
00057
00058
00059 <font class="comment">// ***************************************************************************</font>
<a name="l00060"></a><a class="code" href="classNLPACS_1_1CEdgeCollide.html#a1">00060</a> CRational64 CEdgeCollide::testPointMove(<font class="keyword">const</font> CVector2f &start, <font class="keyword">const</font> CVector2f &end, TPointMoveProblem &moveBug)
00061 {
00062 <font class="comment">/*</font>
00063 <font class="comment"> To have a correct test (with no float precision problem):</font>
00064 <font class="comment"> - test first if there is collision beetween the 2 edges:</font>
00065 <font class="comment"> - test if first edge collide the other line.</font>
00066 <font class="comment"> - test if second edge collide the other line.</font>
00067 <font class="comment"> - if both true, yes, there is a collision.</font>
00068 <font class="comment"> - compute time of collision.</font>
00069 <font class="comment"> */</font>
00070
00071
00072 <font class="comment">// *this must be a correct edge.</font>
00073 <font class="keywordflow">if</font>(<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>==<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a>)
00074 {
00075 moveBug= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#s6s4">EdgeNull</a>;
00076 <font class="keywordflow">return</font> -1;
00077 }
00078
00079 <font class="comment">// if no movement, no collision.</font>
00080 <font class="keywordflow">if</font>(start==end)
00081 <font class="keywordflow">return</font> 1;
00082
00083 <font class="comment">// NB those edges are snapped (1/256 for edgeCollide, and 1/1024 for start/end), so no float problem here.</font>
00084 <font class="comment">// precision is 20 bits.</font>
00085 CVector2f normEdge;
00086 CVector2f normMove;
00087 CVector2f deltaEdge;
00088 CVector2f deltaMove;
00089
00090 <font class="comment">// compute normal of the edge (not normalized, because no need, and for precision problem).</font>
00091 deltaEdge= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a>-<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>;
00092 normEdge.x= -deltaEdge.y;
00093 normEdge.y= deltaEdge.x;
00094
00095 <font class="comment">// compute normal of the movement (not normalized, because no need, and for precision problem).</font>
00096 deltaMove= end-start;
00097 normMove.x= -deltaMove.y;
00098 normMove.y= deltaMove.x;
00099
00100 <font class="comment">// distance from points of movment against edge line. Use double, because of multiplication.</font>
00101 <font class="comment">// precision is now 43 bits.</font>
00102 <font class="keywordtype">double</font> moveD0= (double)normEdge.x*(double)(start.x-<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>.x) + (double)normEdge.y*(double)(start.y-<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>.y);
00103 <font class="keywordtype">double</font> moveD1= (double)normEdge.x*(double)(end.x -<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>.x) + (double)normEdge.y*(double)(end.y -<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>.y);
00104
00105 <font class="comment">// distance from points of edge against movement line. Use double, because of multiplication.</font>
00106 <font class="comment">// precision is now 43 bits.</font>
00107 <font class="keywordtype">double</font> edgeD0= (double)normMove.x*(double)(<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>.x-start.x) + (double)normMove.y*(double)(<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>.y-start.y);
00108 <font class="keywordtype">double</font> edgeD1= (double)normMove.x*(double)(<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a>.x-start.x) + (double)normMove.y*(double)(<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a>.y-start.y);
00109
00110
00111 <font class="comment">// If both edges intersect lines (including endpoints), there is a collision, else none.</font>
00112 sint sgnMove0, sgnMove1;
00113 sgnMove0= <a class="code" href="namespaceNLMISC.html#a213">fsgn</a>(moveD0);
00114 sgnMove1= <a class="code" href="namespaceNLMISC.html#a213">fsgn</a>(moveD1);
00115
00116 <font class="comment">// special case if the 2 edges lies on the same line.</font>
00117 <font class="keywordflow">if</font>(sgnMove0==0 && sgnMove1==0)
00118 {
00119 <font class="comment">// must test if there is a collision. if yes, problem.</font>
00120 <font class="comment">// project all the points on the line of the edge.</font>
00121 <font class="comment">// Use double because of multiplication. precision is now 43 bits.</font>
00122 <font class="keywordtype">double</font> moveA0= (double)deltaEdge.x*(double)(start.x-<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>.x) + (double)deltaEdge.y*(double)(start.y-<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>.y);
00123 <font class="keywordtype">double</font> moveA1= (double)deltaEdge.x*(double)(end.x -<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>.x) + (double)deltaEdge.y*(double)(end.y -<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>.y);
00124 <font class="keywordtype">double</font> edgeA0= 0;
00125 <font class="keywordtype">double</font> edgeA1= (double)deltaEdge.x*(double)deltaEdge.x + (double)deltaEdge.y*(double)deltaEdge.y;
00126
00127 <font class="comment">// Test is there is intersection (endpoints included). if yes, return -1. else return 1 (no collision at all).</font>
00128 <font class="keywordflow">if</font>(moveA1>=edgeA0 && edgeA1>=moveA0)
00129 {
00130 moveBug= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#s6s0">ParallelEdges</a>;
00131 <font class="keywordflow">return</font> -1;
00132 }
00133 <font class="keywordflow">else</font>
00134 <font class="keywordflow">return</font> 1;
00135 }
00136
00137 <font class="comment">// if on same side of the line=> there is no collision.</font>
00138 <font class="keywordflow">if</font>( sgnMove0==sgnMove1)
00139 <font class="keywordflow">return</font> 1;
00140
00141 <font class="comment">// test edge against move line.</font>
00142 sint sgnEdge0, sgnEdge1;
00143 sgnEdge0= <a class="code" href="namespaceNLMISC.html#a213">fsgn</a>(edgeD0);
00144 sgnEdge1= <a class="code" href="namespaceNLMISC.html#a213">fsgn</a>(edgeD1);
00145
00146 <font class="comment">// should not have this case, because tested before with (sgnMove==0 && sgnMove1==0).</font>
00147 <a class="code" href="debug_8h.html#a6">nlassert</a>(sgnEdge0!=0 || sgnEdge1!=0);
00148
00149
00150 <font class="comment">// if on same side of the line, no collision against this edge.</font>
00151 <font class="keywordflow">if</font>( sgnEdge0==sgnEdge1 )
00152 <font class="keywordflow">return</font> 1;
00153
00154 <font class="comment">// Here the edges intersect, but ensure that there is no limit problem.</font>
00155 <font class="keywordflow">if</font>(sgnEdge0==0 || sgnEdge1==0)
00156 {
00157 moveBug= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#s6s3">TraverseEndPoint</a>;
00158 <font class="keywordflow">return</font> -1;
00159 }
00160 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(sgnMove1==0)
00161 {
00162 moveBug= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#s6s2">StopOnEdge</a>;
00163 <font class="keywordflow">return</font> -1;
00164 }
00165 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(sgnMove0==0)
00166 {
00167 <font class="comment">// this should not arrive.</font>
00168 moveBug= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#s6s1">StartOnEdge</a>;
00169 <font class="keywordflow">return</font> -1;
00170 }
00171
00172
00173 <font class="comment">// Here, there is a normal collision, just compute it.</font>
00174 <font class="comment">// Because of Division, there is a precision lost in double. So compute a CRational64.</font>
00175 <font class="comment">// First, compute numerator and denominator in the highest precision. this is 1024*1024 because of prec multiplication.</font>
00176 <font class="keywordtype">double</font> numerator= (0-moveD0)*1024*1024;
00177 <font class="keywordtype">double</font> denominator= (moveD1-moveD0)*1024*1024;
00178 sint64 numeratorInt= (sint64)numerator;
00179 sint64 denominatorInt= (sint64)denominator;
00180 <font class="comment">/*</font>
00181 <font class="comment"> nlassert(numerator == numeratorInt);</font>
00182 <font class="comment"> nlassert(denominator == denominatorInt);</font>
00183 <font class="comment">*/</font>
00184 <font class="keywordflow">if</font> (numerator != numeratorInt)
00185 <a class="code" href="debug_8h.html#a2">nlwarning</a>(<font class="stringliteral">"numerator(%f) != numeratorInt(%"</font>NL_I64<font class="stringliteral">"d)"</font>, numerator, numeratorInt);
00186 <font class="keywordflow">if</font> (denominator != denominatorInt)
00187 <a class="code" href="debug_8h.html#a2">nlwarning</a>(<font class="stringliteral">"denominator(%f) != denominatorInt(%"</font>NL_I64<font class="stringliteral">"d)"</font>, denominator, denominatorInt);
00188
00189 <font class="keywordflow">return</font> CRational64(numeratorInt, denominatorInt);
00190 }
00191
00192
00193 <font class="comment">// ***************************************************************************</font>
00194 <font class="keyword">static</font> <font class="keyword">inline</font> <font class="keywordtype">float</font> <a class="code" href="namespaceNLPACS.html#a26">testCirclePoint</a>(<font class="keyword">const</font> CVector2f &start, <font class="keyword">const</font> CVector2f &delta, <font class="keywordtype">float</font> radius, <font class="keyword">const</font> CVector2f &point)
00195 {
00196 <font class="comment">// factors of the qaudratic: at� + bt + c=0</font>
00197 <font class="keywordtype">float</font> a,b,c;
00198 <font class="keywordtype">float</font> dta;
00199 <font class="keywordtype">float</font> r0, r1, <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>;
00200 CVector2f relC, relV;
00201
00202 <font class="comment">// compute quadratic..</font>
00203 relC= start-point;
00204 relV= delta;
00205 a= relV.x*relV.x + relV.y*relV.y; <font class="comment">// a>=0.</font>
00206 b= 2* (relC.x*relV.x + relC.y*relV.y);
00207 c= relC.x*relC.x + relC.y*relC.y - radius*radius;
00208 <font class="comment">// compute delta of the quadratic.</font>
00209 dta= b*b - 4*a*c; <font class="comment">// b�-4ac</font>
00210 <font class="keywordflow">if</font>(dta>=0)
00211 {
00212 dta= (float)sqrt(dta);
00213 r0= (-b -dta)/(2*a);
00214 r1= (-b +dta)/(2*a);
00215 <font class="comment">// since a>0, r0<=r1.</font>
00216 <font class="keywordflow">if</font>(r0>r1)
00217 swap(r0,r1);
00218 <font class="comment">// if r1 is negative, then we are out and go away from this point. OK.</font>
00219 <font class="keywordflow">if</font>(r1<=0)
00220 {
00221 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>= 1;
00222 }
00223 <font class="comment">// if r0 is positive, then we may collide this point.</font>
00224 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(r0>=0)
00225 {
00226 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>= <a class="code" href="bit__set_8cpp.html#a0">min</a>(1.f, r0);
00227 }
00228 <font class="keywordflow">else</font> <font class="comment">// r0<0 && r1>0. the point is already in the sphere!!</font>
00229 {
00230 <font class="comment">//nlinfo("COL: Point problem: %.2f, %.2f. b=%.2f", r0, r1, b);</font>
00231 <font class="comment">// we allow the movement only if we go away from this point.</font>
00232 <font class="comment">// this is true if the derivative at t=0 is >=0 (because a>0).</font>
00233 <font class="keywordflow">if</font>(b>0)
00234 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>= 1; <font class="comment">// go out.</font>
00235 <font class="keywordflow">else</font>
00236 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>=0;
00237 }
00238 }
00239 <font class="keywordflow">else</font>
00240 {
00241 <font class="comment">// never hit this point along this movement.</font>
00242 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>= 1;
00243 }
00244
00245 <font class="keywordflow">return</font> <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>;
00246 }
00247
00248
00249 <font class="comment">// ***************************************************************************</font>
<a name="l00250"></a><a class="code" href="classNLPACS_1_1CEdgeCollide.html#a2">00250</a> <font class="keywordtype">float</font> CEdgeCollide::testCircleMove(<font class="keyword">const</font> CVector2f &start, <font class="keyword">const</font> CVector2f &delta, <font class="keywordtype">float</font> radius, CVector2f &normal)
00251 {
00252 <font class="comment">// distance from point to line.</font>
00253 <font class="keywordtype">double</font> dist= start*<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a> + <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m6">C</a>;
00254 <font class="comment">// projection of speed on normal.</font>
00255 <font class="keywordtype">double</font> speed= delta*<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a>;
00256
00257 <font class="comment">// test if the movement is against the line or not.</font>
00258 <font class="keywordtype">bool</font> sensPos= dist>0;
00259 <font class="keywordtype">bool</font> sensSpeed= speed>0;
00260
00261 <font class="comment">// Does the point intersect the line?</font>
00262 dist= fabs(dist) - radius;
00263 speed= fabs(speed);
00264 <font class="keywordflow">if</font>( dist > speed )
00265 <font class="keywordflow">return</font> 1;
00266
00267 <font class="comment">// if not already in collision with the line, test when it collides.</font>
00268 <font class="comment">// ===============================</font>
00269 <font class="keywordflow">if</font>(dist>=0)
00270 {
00271 <font class="comment">// if signs are equals, same side of the line, so we allow the circle to leave the line.</font>
00272 <font class="keywordflow">if</font>(sensPos==sensSpeed )
00273 <font class="keywordflow">return</font> 1;
00274
00275 <font class="comment">// collide the line, at what time.</font>
00276 <font class="keywordtype">double</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>= dist/speed;
00277
00278
00279 <font class="comment">// compute the collision position of the Circle on the edge.</font>
00280 <font class="comment">// this gives the center of the sphere at the collision point.</font>
00281 CVector2d proj= CVector2d(start) + CVector2d(delta)*<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00282 <font class="comment">// must add radius vector.</font>
00283 proj+= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a> * (sensSpeed?radius:-radius);
00284 <font class="comment">// compute projection on edge.</font>
00285 <font class="keywordtype">double</font> aProj= proj*<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m2">Dir</a>;
00286
00287 <font class="comment">// if on the interval of the edge.</font>
00288 <font class="keywordflow">if</font>( aProj>=<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m4">A0</a> && aProj<=<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m5">A1</a>)
00289 {
00290 <font class="comment">// collision occurs on interior of the edge. the normal to return is +- Norm.</font>
00291 <font class="keywordflow">if</font>(sensPos) <font class="comment">// if algebric distance of start position was >0.</font>
00292 normal= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a>;
00293 <font class="keywordflow">else</font>
00294 normal= -<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a>;
00295
00296 <font class="comment">// return time of collision.</font>
00297 <font class="keywordflow">return</font> (float)<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00298 }
00299 }
00300 <font class="comment">// else, must test if circle collide segment at t=0. if yes, return 0.</font>
00301 <font class="comment">// ===============================</font>
00302 <font class="keywordflow">else</font>
00303 {
00304 <font class="comment">// There is just need to test if projection of circle's center onto the line hit the segment.</font>
00305 <font class="comment">// This is not a good test to know if a circle intersect a segment, but other cases are</font>
00306 <font class="comment">// managed with test of endPoints of the segment after.</font>
00307 <font class="keywordtype">float</font> aProj= start*<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m2">Dir</a>;
00308
00309 <font class="comment">// if on the interval of the edge.</font>
00310 <font class="keywordflow">if</font>( aProj>=<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m4">A0</a> && aProj<=<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m5">A1</a>)
00311 {
00312 <font class="comment">// if signs are equals, same side of the line, so we allow the circle to leave the edge.</font>
00313 <font class="comment">/* Special case: do not allow to leave the edge if we are too much in the edge.</font>
00314 <font class="comment"> It is important for CGlobalRetriever::testCollisionWithCollisionChains() because of the</font>
00315 <font class="comment"> "SURFACEMOVE NOT DETECTED" Problem.</font>
00316 <font class="comment"> Suppose we can walk on this chain SA/SB (separate Surface A/SurfaceB). Suppose we are near this edge, </font>
00317 <font class="comment"> and on Surface SA, and suppose there is an other chain SB/SC the circle collide with. If we </font>
00318 <font class="comment"> return 1 (no collision), SB/SC won't be detected (because only SA/?? chains will be tested) and </font>
00319 <font class="comment"> so the cylinder will penetrate SB/SC...</font>
00320 <font class="comment"> This case arise at best if chains SA/SB and chain SB/SC do an angle of 45�</font>
00321 <font class="comment"></font>
00322 <font class="comment"> \todo yoyo: this is a Hack.</font>
00323 <font class="comment"> */</font>
00324 <font class="keywordflow">if</font>(sensPos==sensSpeed && (-dist)<0.5*radius)
00325 {
00326 <font class="keywordflow">return</font> 1;
00327 }
00328 <font class="keywordflow">else</font>
00329 {
00330 <font class="comment">// hit the interior of the edge, and sensPos!=sensSpeed. So must stop now!!</font>
00331 <font class="comment">// collision occurs on interior of the edge. the normal to return is +- Norm.</font>
00332 <font class="keywordflow">if</font>(sensPos) <font class="comment">// if algebric distance of start position was >0.</font>
00333 normal= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a>;
00334 <font class="keywordflow">else</font>
00335 normal= -<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a>;
00336
00337 <font class="keywordflow">return</font> 0;
00338 }
00339 }
00340 }
00341
00342 <font class="comment">// In this case, the Circle do not hit the edge on the interior, but may hit on borders.</font>
00343 <font class="comment">// ===============================</font>
00344 <font class="comment">// Then, we must compute collision sphere-points.</font>
00345 <font class="keywordtype">float</font> tmin, ttmp;
00346 <font class="comment">// first point.</font>
00347 tmin= <a class="code" href="namespaceNLPACS.html#a26">testCirclePoint</a>(start, delta, radius, <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>);
00348 <font class="comment">// second point.</font>
00349 ttmp= <a class="code" href="namespaceNLPACS.html#a26">testCirclePoint</a>(start, delta, radius, <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a>);
00350 tmin= <a class="code" href="bit__set_8cpp.html#a0">min</a>(tmin, ttmp);
00351
00352 <font class="comment">// if collision occurs, compute normal of collision.</font>
00353 <font class="keywordflow">if</font>(tmin<1)
00354 {
00355 <font class="comment">// to which point we collide?</font>
00356 CVector2f colPoint= tmin==ttmp? <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a> : <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>;
00357 <font class="comment">// compute position of the entity at collision.</font>
00358 CVector2f colPos= start + delta*tmin;
00359
00360 <font class="comment">// and so we have this normal (the perpendicular of the tangent at this point).</font>
00361 normal= colPos - colPoint;
00362 normal.normalize();
00363 }
00364
00365 <font class="keywordflow">return</font> tmin;
00366 }
00367
00368
00369
00370 <font class="comment">// ***************************************************************************</font>
<a name="l00371"></a><a class="code" href="classNLPACS_1_1CEdgeCollide.html#c0">00371</a> <font class="keywordtype">bool</font> CEdgeCollide::testEdgeMove(<font class="keyword">const</font> CVector2f &q0, <font class="keyword">const</font> CVector2f &q1, <font class="keyword">const</font> CVector2f &delta, <font class="keywordtype">float</font> &tMin, <font class="keywordtype">float</font> &tMax, <font class="keywordtype">bool</font> &normalOnBox)
00372 {
00373 <font class="keywordtype">double</font> a,b,cv,cc, d,e,f;
00374 CVector2d tmp;
00375
00376 <font class="comment">// compute D1 line equation of q0q1. bx - ay + c(t)=0, where c is function of time [0,1].</font>
00377 <font class="comment">// ===========================</font>
00378 tmp= q1 - q0; <font class="comment">// NB: along time, the direction doesn't change.</font>
00379 <font class="comment">// Divide by norm()�, so that a projection on this edge is true if the proj is in interval [0,1].</font>
00380 tmp/= tmp.sqrnorm();
00381 a= tmp.x;
00382 b= tmp.y;
00383 <font class="comment">// c= - q0(t)*CVector2d(b,-a). but since q0(t) is a function of time t (q0+delta*t), compute cv, and cc.</font>
00384 <font class="comment">// so c= cv*t + cc.</font>
00385 cv= - CVector2d(b,-a)*delta;
00386 cc= - CVector2d(b,-a)*q0;
00387
00388 <font class="comment">// compute D2 line equation of P0P1. ex - dy + f=0.</font>
00389 <font class="comment">// ===========================</font>
00390 tmp= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a> - <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>;
00391 <font class="comment">// Divide by norm()�, so that a projection on this edge is true if the proj is in interval [0,1].</font>
00392 tmp/= tmp.sqrnorm();
00393 d= tmp.x;
00394 e= tmp.y;
00395 f= - CVector2d(e,-d)*<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>;
00396
00397
00398 <font class="comment">// Solve system.</font>
00399 <font class="comment">// ===========================</font>
00400 <font class="comment">/*</font>
00401 <font class="comment"> Compute the intersection I of 2 lines across time.</font>
00402 <font class="comment"> We have the system:</font>
00403 <font class="comment"> bx - ay + c(t)=0</font>
00404 <font class="comment"> ex - dy + f=0</font>
00405 <font class="comment"></font>
00406 <font class="comment"> which solve for:</font>
00407 <font class="comment"> det= ae-bd (0 <=> // lines)</font>
00408 <font class="comment"> x(t)= (d*c(t) - fa) / det</font>
00409 <font class="comment"> y(t)= (e*c(t) - fb) / det</font>
00410 <font class="comment"> */</font>
00411
00412 <font class="comment">// determinant of matrix2x2.</font>
00413 <font class="keywordtype">double</font> det= a*e - b*d;
00414 <font class="comment">// if to near of 0. (take delta for reference of test).</font>
00415 <font class="keywordflow">if</font>(det==0 || fabs(det)<delta.norm()*<a class="code" href="namespaceNLPACS.html#a6">EdgeCollideEpsilon</a>)
00416 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00417
00418 <font class="comment">// intersection I(t)= pInt + vInt*t.</font>
00419 CVector2d pInt, vInt;
00420 pInt.x= ( d*cc - f*a ) / det;
00421 pInt.y= ( e*cc - f*b ) / det;
00422 vInt.x= ( d*cv ) / det;
00423 vInt.y= ( e*cv ) / det;
00424
00425
00426 <font class="comment">// Project Intersection.</font>
00427 <font class="comment">// ===========================</font>
00428 <font class="comment">/*</font>
00429 <font class="comment"> Now, we project x,y onto each line D1 and D2, which gives u(t) and v(t), each one giving the parameter of </font>
00430 <font class="comment"> the parametric line function. When it is in [0,1], we are on the edge.</font>
00431 <font class="comment"></font>
00432 <font class="comment"> u(t)= (I(t)-q0(t)) * CVector2d(a,b) = uc + uv*t</font>
00433 <font class="comment"> v(t)= (I(t)-P0) * CVector2d(d,e) = vc + vv*t</font>
00434 <font class="comment"> */</font>
00435 <font class="keywordtype">double</font> uc, uv;
00436 <font class="keywordtype">double</font> vc, vv;
00437 <font class="comment">// NB: q0(t)= q0+delta*t</font>
00438 uc= (pInt-q0) * CVector2d(a,b);
00439 uv= (vInt-delta) * CVector2d(a,b);
00440 vc= (pInt-<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>) * CVector2d(d,e);
00441 vv= (vInt) * CVector2d(d,e);
00442
00443
00444 <font class="comment">// Compute intervals.</font>
00445 <font class="comment">// ===========================</font>
00446 <font class="comment">/*</font>
00447 <font class="comment"> Now, for each edge, compute time interval where parameter is in [0,1]. If intervals overlap, there is a collision.</font>
00448 <font class="comment"> */</font>
00449 <font class="keywordtype">double</font> tu0, tu1, tv0, tv1;
00450 <font class="comment">// infinite interval.</font>
00451 <font class="keywordtype">bool</font> allU=<font class="keyword">false</font>, allV=<font class="keyword">false</font>;
00452
00453 <font class="comment">// compute time interval for u(t).</font>
00454 <font class="keywordflow">if</font>(uv==0 || fabs(uv)<<a class="code" href="namespaceNLPACS.html#a6">EdgeCollideEpsilon</a>)
00455 {
00456 <font class="comment">// The intersection does not move along D1. Always projected on u(t)=uc. so if in [0,1], OK, else never collide.</font>
00457 <font class="keywordflow">if</font>(uc<0 || uc>1)
00458 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00459 <font class="comment">// else suppose "always valid".</font>
00460 tu0 =tu1= 0;
00461 allU= <font class="keyword">true</font>;
00462 }
00463 <font class="keywordflow">else</font>
00464 {
00465 tu0= (0-uc)/uv; <font class="comment">// t for u(t)=0</font>
00466 tu1= (1-uc)/uv; <font class="comment">// t for u(t)=1</font>
00467 }
00468
00469 <font class="comment">// compute time interval for v(t).</font>
00470 <font class="keywordflow">if</font>(vv==0 || fabs(vv)<<a class="code" href="namespaceNLPACS.html#a6">EdgeCollideEpsilon</a>)
00471 {
00472 <font class="comment">// The intersection does not move along D2. Always projected on v(t)=vc. so if in [0,1], OK, else never collide.</font>
00473 <font class="keywordflow">if</font>(vc<0 || vc>1)
00474 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00475 <font class="comment">// else suppose "always valid".</font>
00476 tv0 =tv1= 0;
00477 allV= <font class="keyword">true</font>;
00478 }
00479 <font class="keywordflow">else</font>
00480 {
00481 tv0= (0-vc)/vv; <font class="comment">// t for v(t)=0</font>
00482 tv1= (1-vc)/vv; <font class="comment">// t for v(t)=1</font>
00483 }
00484
00485
00486 <font class="comment">// clip intervals.</font>
00487 <font class="comment">// ===========================</font>
00488 <font class="comment">// order time interval.</font>
00489 <font class="keywordflow">if</font>(tu0>tu1)
00490 swap(tu0, tu1); <font class="comment">// now, [tu0, tu1] represent the time interval where line D2 hit the edge D1.</font>
00491 <font class="keywordflow">if</font>(tv0>tv1)
00492 swap(tv0, tv1); <font class="comment">// now, [tv0, tv1] represent the time interval where line D1 hit the edge D2.</font>
00493
00494 normalOnBox= <font class="keyword">false</font>;
00495 <font class="keywordflow">if</font>(!allU && !allV)
00496 {
00497 <font class="comment">// if intervals do not overlap, no collision.</font>
00498 <font class="keywordflow">if</font>(tu0>tv1 || tv0>tu1)
00499 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00500 <font class="keywordflow">else</font>
00501 {
00502 <font class="comment">// compute intersection of intervals.</font>
00503 tMin= (float)max(tu0, tv0);
00504 tMax= (float)<a class="code" href="bit__set_8cpp.html#a0">min</a>(tu1, tv1);
00505 <font class="comment">// if collision of edgeCollide against the bbox.</font>
00506 <font class="keywordflow">if</font>(tv0>tu0)
00507 normalOnBox= <font class="keyword">true</font>;
00508 }
00509 }
00510 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(allU)
00511 {
00512 <font class="comment">// intersection of Infinite and V interval.</font>
00513 tMin= (float)tv0;
00514 tMax= (float)tv1;
00515 <font class="comment">// if collision of edgeCollide against the bbox.</font>
00516 normalOnBox= <font class="keyword">true</font>;
00517 }
00518 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(allV)
00519 {
00520 <font class="comment">// intersection of Infinite and U interval.</font>
00521 tMin= (float)tu0;
00522 tMax= (float)tu1;
00523 }
00524 <font class="keywordflow">else</font>
00525 {
00526 <font class="comment">// if allU && allV, this means delta is near 0, and so there is always collision.</font>
00527 tMin= -1000;
00528 tMax= 1000;
00529 }
00530
00531 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00532 }
00533
00534
00535 <font class="comment">// ***************************************************************************</font>
<a name="l00536"></a><a class="code" href="classNLPACS_1_1CEdgeCollide.html#a3">00536</a> <font class="keywordtype">float</font> CEdgeCollide::testBBoxMove(<font class="keyword">const</font> CVector2f &start, <font class="keyword">const</font> CVector2f &delta, <font class="keyword">const</font> CVector2f bbox[4], CVector2f &normal)
00537 {
00538 <font class="comment">// distance from center to line.</font>
00539 <font class="keywordtype">float</font> dist= start*<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a> + <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m6">C</a>;
00540
00541 <font class="comment">// test if the movement is against the line or not.</font>
00542 <font class="keywordtype">bool</font> sensPos= dist>0;
00543 <font class="comment">// if signs are equals, same side of the line, so we allow the circle to leave the line.</font>
00544 <font class="comment">/*if(sensPos==sensSpeed)</font>
00545 <font class="comment"> return 1;*/</font>
00546
00547
00548 <font class="comment">// Else, do 4 test edge/edge, and return Tmin.</font>
00549 <font class="keywordtype">float</font> tMin, tMax;
00550 <font class="keywordtype">bool</font> edgeCollided= <font class="keyword">false</font>;
00551 <font class="keywordtype">bool</font> normalOnBox= <font class="keyword">false</font>;
00552 CVector2f boxNormal;
00553 <font class="keywordflow">for</font>(sint i=0;i<4;i++)
00554 {
00555 <font class="keywordtype">float</font> t0, t1;
00556 <font class="keywordtype">bool</font> nob;
00557 CVector2f a= bbox[i];
00558 CVector2f b= bbox[(i+1)&3];
00559
00560 <font class="comment">// test move against this edge.</font>
00561 <font class="keywordflow">if</font>(<a class="code" href="classNLPACS_1_1CEdgeCollide.html#c0">testEdgeMove</a>(a, b, delta, t0, t1, nob))
00562 {
00563 <font class="keywordflow">if</font>(edgeCollided)
00564 {
00565 tMin= <a class="code" href="bit__set_8cpp.html#a0">min</a>(t0, tMin);
00566 tMax= max(t1, tMax);
00567 }
00568 <font class="keywordflow">else</font>
00569 {
00570 edgeCollided= <font class="keyword">true</font>;
00571 tMin= t0;
00572 tMax= t1;
00573 }
00574
00575 <font class="comment">// get normal of box against we collide.</font>
00576 <font class="keywordflow">if</font>(tMin==t0)
00577 {
00578 normalOnBox= nob;
00579 <font class="keywordflow">if</font>(nob)
00580 {
00581 CVector2f dab;
00582 <font class="comment">// bbox must be CCW.</font>
00583 dab= b-a;
00584 <font class="comment">// the normal is computed so that the vector goes In the bbox.</font>
00585 boxNormal.x= -dab.y;
00586 boxNormal.y= dab.x;
00587 }
00588 }
00589 }
00590 }
00591
00592 <font class="comment">// if collision occurs,and int the [0,1] interval...</font>
00593 <font class="keywordflow">if</font>(edgeCollided && tMin<1 && tMax>0)
00594 {
00595 <font class="comment">// compute normal of collision.</font>
00596 <font class="keywordflow">if</font>(normalOnBox)
00597 {
00598 <font class="comment">// assume collsion is an endpoint of the edge against the bbox.</font>
00599 normal= boxNormal;
00600 }
00601 <font class="keywordflow">else</font>
00602 {
00603 <font class="comment">// assume collision occurs on interior of the edge. the normal to return is +- Norm.</font>
00604 <font class="keywordflow">if</font>(sensPos) <font class="comment">// if algebric distance of start position was >0.</font>
00605 normal= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a>;
00606 <font class="keywordflow">else</font>
00607 normal= -<a class="code" href="classNLPACS_1_1CEdgeCollide.html#m3">Norm</a>;
00608 }
00609
00610 <font class="comment">// compute time of collison.</font>
00611 <font class="keywordflow">if</font>(tMin>0)
00612 <font class="comment">// return time of collision.</font>
00613 <font class="keywordflow">return</font> tMin;
00614 <font class="keywordflow">else</font>
00615 {
00616 <font class="comment">// The bbox is inside the edge, at t==0. test if it goes out or not.</font>
00617 <font class="comment">// accept only if we are much near the exit than the enter.</font>
00618 <font class="comment">/* NB: 0.2 is an empirical value "which works well". Normally, 1 is the good value, but because of the</font>
00619 <font class="comment"> "SURFACEMOVE NOT DETECTED" Problem (see testCircleMove()), we must be more restrictive.</font>
00620 <font class="comment"> */</font>
00621 <font class="keywordflow">if</font>( tMax<0.2*(-tMin) )
00622 <font class="keywordflow">return</font> 1;
00623 <font class="keywordflow">else</font>
00624 <font class="keywordflow">return</font> 0;
00625 }
00626 }
00627 <font class="keywordflow">else</font>
00628 <font class="keywordflow">return</font> 1;
00629
00630 }
00631
00632
00633 <font class="comment">// ***************************************************************************</font>
<a name="l00634"></a><a class="code" href="classNLPACS_1_1CEdgeCollide.html#a4">00634</a> <font class="keywordtype">bool</font> CEdgeCollide::testBBoxCollide(<font class="keyword">const</font> CVector2f bbox[4])
00635 {
00636 <font class="comment">// clip the edge against the edge of the bbox.</font>
00637 CVector2f p0= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m0">P0</a>, p1= <a class="code" href="classNLPACS_1_1CEdgeCollide.html#m1">P1</a>;
00638
00639 <font class="keywordflow">for</font>(sint i=0; i<4; i++)
00640 {
00641 CVector2f a= bbox[i];
00642 CVector2f b= bbox[(i+1)&3];
00643 CVector2f delta= b-a, norm;
00644 <font class="comment">// sign is important. bbox is CCW. normal goes OUT the bbox.</font>
00645 norm.x= delta.y;
00646 norm.y= -delta.x;
00647
00648 <font class="keywordtype">float</font> d0= (p0-a)*norm;
00649 <font class="keywordtype">float</font> d1= (p1-a)*norm;
00650
00651 <font class="comment">// if boths points are out this plane, no collision.</font>
00652 <font class="keywordflow">if</font>( d0>0 && d1>0)
00653 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00654 <font class="comment">// if difference, must clip.</font>
00655 <font class="keywordflow">if</font>( d0>0 || d1>0)
00656 {
00657 CVector2f intersect= p0 + (p1-p0)* ((0-d0)/(d1-d0));
00658 <font class="keywordflow">if</font>(d1>0)
00659 p1= intersect;
00660 <font class="keywordflow">else</font>
00661 p0= intersect;
00662 }
00663 }
00664
00665 <font class="comment">// if a segment is still in the bbox, collision occurs.</font>
00666 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00667 }
00668
00669
00670
00671 } <font class="comment">// NLPACS</font>
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