/// Perform disc-terrain collision detection. /// This utility function checks for contact between a disc of specified /// radius with given position and orientation (specified as the location of /// its center and a unit vector normal to the disc plane) and the terrain /// system associated with this tire. It returns true if the disc contacts the /// terrain and false otherwise. If contact occurs, it returns a coordinate /// system with the Z axis along the contact normal and the X axis along the /// "rolling" direction, as well as a positive penetration depth (i.e. the /// height below the terrain of the lowest point on the disc). protected static bool disc_terrain_contact( ChTerrain terrain, ///< [in] reference to terrain system ChVector disc_center, ///< [in] global location of the disc center ChVector disc_normal, ///< [in] disc normal, expressed in the global frame double disc_radius, ///< [in] disc radius ref ChCoordsys contact, ///< [out] contact coordinate system (relative to the global frame) ref double depth ///< [out] penetration depth (positive if contact occurred) ) { // Find terrain height below disc center. There is no contact if the disc // center is below the terrain or farther away by more than its radius. double hc = terrain.GetHeight(disc_center.x, disc_center.y); if (disc_center.z <= hc || disc_center.z >= hc + disc_radius) { return(false); } // Find the lowest point on the disc. There is no contact if the disc is // (almost) horizontal. ChVector nhelp = terrain.GetNormal(disc_center.x, disc_center.y); ChVector dir1 = ChVector.Vcross(disc_normal, nhelp); double sinTilt2 = dir1.Length2(); if (sinTilt2 < 1e-3) { return(false); } // Contact point (lowest point on disc). ChVector ptD = disc_center + disc_radius * ChVector.Vcross(disc_normal, dir1 / Math.Sqrt(sinTilt2)); // Find terrain height at lowest point. No contact if lowest point is above // the terrain. double hp = terrain.GetHeight(ptD.x, ptD.y); if (ptD.z > hp) { return(false); } // Approximate the terrain with a plane. Define the projection of the lowest // point onto this plane as the contact point on the terrain. ChVector normal = terrain.GetNormal(ptD.x, ptD.y); ChVector longitudinal = ChVector.Vcross(disc_normal, normal); longitudinal.Normalize(); ChVector lateral = ChVector.Vcross(normal, longitudinal); ChMatrix33 <double> rot = new ChMatrix33 <double>(0); // Need to nest this. rot.Set_A_axis(longitudinal, lateral, normal); contact.pos = ptD; contact.rot = rot.Get_A_quaternion(); depth = ChVector.Vdot(new ChVector(0, 0, hp - ptD.z), normal); //assert(depth > 0); return(true); }
/// Calculate distance between a point p and a line identified /// with segment dA,dB. Returns distance. Also, the mu value reference /// tells if the nearest projection of point on line falls into segment (for mu 0...1) /// \return the distance public static double PointLineDistance( ref ChVector p, //< point to be measured ref ChVector dA, //< a point on the line ref ChVector dB, //< another point on the line ref double mu, //< parametric coord: if in 0..1 interval, projection is between dA and dB ref bool is_insegment //< returns true if projected point is between dA and dB ) { mu = -1.0; is_insegment = false; double mdist = 10e34; ChVector vseg = ChVector.Vsub(dB, dA); ChVector vdir = ChVector.Vnorm(vseg); ChVector vray = ChVector.Vsub(p, dA); mdist = ChVector.Vlength(ChVector.Vcross(vray, vdir)); mu = ChVector.Vdot(vray, vdir) / ChVector.Vlength(vseg); if ((mu >= 0) && (mu <= 1.0)) { is_insegment = true; } return(mdist); }
/// Perform disc-terrain collision detection considering the curvature of the road /// surface. The surface normal is calculated based on 4 different height values below /// the wheel center. The effective height is calculated as average value of the four /// height values. /// This utility function checks for contact between a disc of specified /// radius with given position and orientation (specified as the location of /// its center and a unit vector normal to the disc plane) and the terrain /// system associated with this tire. It returns true if the disc contacts the /// terrain and false otherwise. If contact occurs, it returns a coordinate /// system with the Z axis along the contact normal and the X axis along the /// "rolling" direction, as well as a positive penetration depth (i.e. the /// height below the terrain of the lowest point on the disc). public bool DiscTerrainCollision4pt( RigidTerrain terrain, ///< [in] reference to terrain system ChVector disc_center, ///< [in] global location of the disc center ChVector disc_normal, ///< [in] disc normal, expressed in the global frame double disc_radius, ///< [in] disc radius double width, ///< [in] tire width ref ChCoordsys contact, ///< [out] contact coordinate system (relative to the global frame) ref double depth, ///< [out] penetration depth (positive if contact occurred) ref double camber_angle ///< [out] tire camber angle ) { double dx = 0.1 * disc_radius; double dy = 0.3 * width; // Find terrain height below disc center. There is no contact if the disc // center is below the terrain or farther away by more than its radius. double hc = terrain.GetHeight(disc_center.x, disc_center.z); if (disc_center.y <= hc || disc_center.y >= hc + disc_radius) { return(false); } // Find the lowest point on the disc. There is no contact if the disc is // (almost) horizontal. ChVector dir1 = ChVector.Vcross(disc_normal, new ChVector(0, 1, 0)); double sinTilt2 = dir1.Length2(); if (sinTilt2 < 1e-3) { return(false); } // Contact point (lowest point on disc). ChVector ptD = disc_center + disc_radius * ChVector.Vcross(disc_normal, dir1 / Math.Sqrt(sinTilt2)); // Approximate the terrain with a plane. Define the projection of the lowest // point onto this plane as the contact point on the terrain. ChVector normal = terrain.GetNormal(ptD.x, ptD.z); ChVector longitudinal = ChVector.Vcross(disc_normal, normal); longitudinal.Normalize(); ChVector lateral = ChVector.Vcross(normal, longitudinal); // Calculate four contact points in the contact patch ChVector ptQ1 = ptD + dx * longitudinal; ptQ1.y = terrain.GetHeight(ptQ1.x, ptQ1.z); ChVector ptQ2 = ptD - dx * longitudinal; ptQ2.y = terrain.GetHeight(ptQ2.x, ptQ2.z); ChVector ptQ3 = ptD + dy * lateral; ptQ3.y = terrain.GetHeight(ptQ3.x, ptQ3.z); ChVector ptQ4 = ptD - dy * lateral; ptQ4.y = terrain.GetHeight(ptQ4.x, ptQ4.z); // Calculate a smoothed road surface normal ChVector rQ2Q1 = ptQ1 - ptQ2; ChVector rQ4Q3 = ptQ3 - ptQ4; ChVector terrain_normal = ChVector.Vcross(rQ2Q1, rQ4Q3); terrain_normal.Normalize(); // Find terrain height as average of four points. No contact if lowest point is above // the terrain. ptD = 0.25 * (ptQ1 + ptQ2 + ptQ3 + ptQ4); ChVector d = ptD - disc_center; double da = d.Length(); if (da >= disc_radius) { return(false); } // Calculate an improved value for the camber angle camber_angle = Math.Asin(ChVector.Vdot(disc_normal, terrain_normal)); // ChMatrix33<double> rot = new ChMatrix33<double>(0); rot.Set_A_axis(longitudinal, lateral, terrain_normal); contact.pos = ptD; contact.rot = rot.Get_A_quaternion(); depth = disc_radius - da; // assert(depth > 0); return(true); }