/// <summary> /// Computes the collision between line vs. line. /// </summary> /// <param name="contactSet">The contact set.</param> /// <param name="type">The type of collision query.</param> private void ComputeLineVsLine(ContactSet contactSet, CollisionQueryType type) { IGeometricObject objectA = contactSet.ObjectA.GeometricObject; IGeometricObject objectB = contactSet.ObjectB.GeometricObject; Debug.Assert(objectA.Shape is LineShape && objectB.Shape is LineShape, "LineAlgorithm.ComputeLineVsLine should only be called for 2 line shapes."); Debug.Assert(contactSet.Count <= 1, "Two lines should have at max 1 contact point."); // Get transformations. Vector3F scaleA = objectA.Scale; Vector3F scaleB = objectB.Scale; Pose poseA = objectA.Pose; Pose poseB = objectB.Pose; // Create two line objects in world space. var lineA = new Line((LineShape)objectA.Shape); lineA.Scale(ref scaleA); lineA.ToWorld(ref poseA); var lineB = new Line((LineShape)objectB.Shape); lineB.Scale(ref scaleB); lineB.ToWorld(ref poseB); // Get closest points. Vector3F pointA; Vector3F pointB; contactSet.HaveContact = GeometryHelper.GetClosestPoints(lineA, lineB, out pointA, out pointB); if (type == CollisionQueryType.Boolean || (type == CollisionQueryType.Contacts && !contactSet.HaveContact)) { // HaveContact queries can exit here. // GetContacts queries can exit here if we don't have a contact. return; } // Create contact information. Vector3F position = (pointA + pointB) / 2; Vector3F normal = pointB - pointA; float length = normal.Length; if (Numeric.IsZero(length)) { // Create normal from cross product of both lines. normal = Vector3F.Cross(lineA.Direction, lineB.Direction); if (!normal.TryNormalize()) normal = Vector3F.UnitY; } else { // Normalize vector normal = normal / length; } Contact contact = ContactHelper.CreateContact(contactSet, position, normal, -length, false); ContactHelper.Merge(contactSet, contact, type, CollisionDetection.ContactPositionTolerance); }
public void NegativeUniformScaling() { Vector3F point0 = new Vector3F(10, 20, -40); Vector3F point1 = new Vector3F(-22, 34, 45); Line line = new Line(point0, (point1 - point0).Normalized); Vector3F scale = new Vector3F(-3.5f); point0 *= scale; point1 *= scale; line.Scale(ref scale); Vector3F dummy; Assert.IsTrue(GeometryHelper.GetClosestPoint(line, point0, out dummy)); Assert.IsTrue(GeometryHelper.GetClosestPoint(line, point1, out dummy)); }
private void ComputeLineVsOther(ContactSet contactSet, CollisionQueryType type, bool objectAIsLine) { CollisionObject collisionObjectA = contactSet.ObjectA; CollisionObject collisionObjectB = contactSet.ObjectB; IGeometricObject geometricObjectA = collisionObjectA.GeometricObject; IGeometricObject geometricObjectB = collisionObjectB.GeometricObject; Shape shapeA = geometricObjectA.Shape; Shape shapeB = geometricObjectB.Shape; Debug.Assert( shapeA is LineShape && !(shapeB is LineShape) || shapeB is LineShape && !(shapeA is LineShape), "LineAlgorithm.ComputeLineVsOther should only be called for a line and another shape."); CollisionObject lineCollisionObject; IGeometricObject lineGeometricObject; IGeometricObject otherGeometricObject; LineShape lineShape; Shape otherShape; if (objectAIsLine) { lineCollisionObject = collisionObjectA; lineGeometricObject = geometricObjectA; lineShape = (LineShape)shapeA; otherGeometricObject = geometricObjectB; otherShape = shapeB; } else { lineCollisionObject = collisionObjectB; lineGeometricObject = geometricObjectB; lineShape = (LineShape)shapeB; otherGeometricObject = geometricObjectA; otherShape = shapeA; } // Apply scaling to line. Line line = new Line(lineShape); Vector3F lineScale = lineGeometricObject.Scale; line.Scale(ref lineScale); // Step 1: Get any bounding sphere that encloses the other object. Aabb aabb = otherGeometricObject.Aabb; Vector3F center = (aabb.Minimum + aabb.Maximum) / 2; float radius = (aabb.Maximum - aabb.Minimum).Length; // A large safe radius. (Exact size does not matter.) // Step 2: Get the closest point of line vs. center. // All computations in local space of the line. Vector3F closestPointOnLine; Pose linePose = lineGeometricObject.Pose; GeometryHelper.GetClosestPoint(line, linePose.ToLocalPosition(center), out closestPointOnLine); // Step 3: Crop the line to a line segment that will contain the closest point. var lineSegment = ResourcePools.LineSegmentShapes.Obtain(); lineSegment.Start = closestPointOnLine - line.Direction * radius; lineSegment.End = closestPointOnLine + line.Direction * radius; // Use temporary test objects. var testGeometricObject = TestGeometricObject.Create(); testGeometricObject.Shape = lineSegment; testGeometricObject.Scale = Vector3F.One; testGeometricObject.Pose = linePose; var testCollisionObject = ResourcePools.TestCollisionObjects.Obtain(); testCollisionObject.SetInternal(lineCollisionObject, testGeometricObject); var testContactSet = objectAIsLine ? ContactSet.Create(testCollisionObject, collisionObjectB) : ContactSet.Create(collisionObjectA, testCollisionObject); testContactSet.IsPerturbationTestAllowed = contactSet.IsPerturbationTestAllowed; // Step 4: Call another collision algorithm. CollisionAlgorithm collisionAlgorithm = CollisionDetection.AlgorithmMatrix[lineSegment, otherShape]; // Step 5: Manually chosen preferred direction for MPR. // For the MPR we choose the best ray direction ourselves. The ray should be normal // to the line, otherwise MPR could try to push the line segment out of the other object // in the line direction - this cannot work for infinite lines. // Results without a manual MPR ray were ok for normal cases. Problems were only observed // for cases where the InnerPoints overlap or for deep interpenetrations. Vector3F v0A = geometricObjectA.Pose.ToWorldPosition(shapeA.InnerPoint * geometricObjectA.Scale); Vector3F v0B = geometricObjectB.Pose.ToWorldPosition(shapeB.InnerPoint * geometricObjectB.Scale); Vector3F n = v0B - v0A; // This is the default MPR ray direction. // Make n normal to the line. n = n - Vector3F.ProjectTo(n, linePose.ToWorldDirection(lineShape.Direction)); if (!n.TryNormalize()) n = lineShape.Direction.Orthonormal1; testContactSet.PreferredNormal = n; collisionAlgorithm.ComputeCollision(testContactSet, type); if (testContactSet.HaveContact) contactSet.HaveContact = true; ContactHelper.Merge(contactSet, testContactSet, type, CollisionDetection.ContactPositionTolerance); // Recycle temporary objects. testContactSet.Recycle(); ResourcePools.TestCollisionObjects.Recycle(testCollisionObject); testGeometricObject.Recycle(); ResourcePools.LineSegmentShapes.Recycle(lineSegment); }