/usr/include/sofa/component/collision/DiscreteIntersection.inl is in libsofa1-dev 1.0~beta4-9.
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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_DISCRETEINTERSECTION_INL
#define SOFA_COMPONENT_COLLISION_DISCRETEINTERSECTION_INL
#include <sofa/helper/system/config.h>
#include <sofa/component/collision/DiscreteIntersection.h>
#include <sofa/core/ObjectFactory.h>
#include <sofa/core/componentmodel/collision/Intersection.inl>
//#include <sofa/component/collision/ProximityIntersection.h>
#include <sofa/helper/proximity.h>
#include <iostream>
#include <algorithm>
namespace sofa
{
namespace component
{
namespace collision
{
using namespace sofa::defaulttype;
using namespace sofa::core::componentmodel::collision;
template<class Sphere>
bool DiscreteIntersection::testIntersection(Sphere& sph1, Sphere& sph2)
{
//sout<<"Collision between Sphere - Sphere"<<sendl;
typename Sphere::Coord sph1Pos(sph1.center());
typename Sphere::Coord sph2Pos(sph2.center());
typename Sphere::Real radius1 = sph1.r(), radius2 = sph2.r();
typename Sphere::Coord tmp = sph1Pos - sph2Pos;
return (tmp.norm2() < (radius1 + radius2) * (radius1 + radius2));
}
template<class Sphere>
bool DiscreteIntersection::testIntersection( Sphere& sph1, Cube& cube)
{
// Values of the "aligned" bounding box
Vector3 Bmin = cube.minVect();
Vector3 Bmax = cube.maxVect();
// Center of sphere
Vector3 ctr(sph1.center());
// Square of radius
double r2 = sph1.r()*sph1.r();
// Distance
double dmin = 0;
for ( int i = 0; i<3; i++)
{
if ( ctr[i] < Bmin[i] ) dmin += (ctr[i]-Bmin[i])*(ctr[i]-Bmin[i]);
else if ( ctr[i] > Bmax[i] ) dmin += (ctr[i]-Bmax[i])*(ctr[i]-Bmax[i]);
}
return (dmin <= r2 );
}
template<class Sphere>
bool DiscreteIntersection::testIntersection( Sphere& sph, Triangle& triangle)
{
double EPSILON = 0.00001;
//Vertices of the triangle:
Vector3 p0 = triangle.p1();
Vector3 p1 = triangle.p2();
Vector3 p2 = triangle.p3();
// Center of the sphere
const Vector3 sphCenter(sph.center());
// Radius of the sphere
const double r = sph.r();
//Normal to the plane (plane spanned by tree points of the triangle)
Vector3 normal = cross( (p1 - p0), (p2 - p0) );
normal.normalize();
//Distance from the center of the sphere to the plane.
double distance = sphCenter*normal - normal*p0;
//Projection of the center of the sphere onto the plane
Vector3 projPoint = sphCenter - normal*distance;
//Distance correction in case is negative.
if (distance < 0.0)
distance = -distance;
//Distance to the sphere:
distance -= r;
//If the distance is positive, the point has been proyected outside
//the sphere and hence the plane does not intersect the sphere
//and so the triangle (that spanned the plane) cannot be inside the sphere.
if (distance > EPSILON)
{
return false;
}
//However, if the plane has intersected the sphere, then it is
//necessary to check if the projected point "projPoint" is inside
//the triangle.
#define SAMESIDE(ap1,ap2,ap3,ap4) (((cross((ap4-ap3),(ap1-ap3))) * (cross((ap4-ap3),(ap2-ap3)))) >= 0)
if ( (SAMESIDE(projPoint,p0,p1,p2) && SAMESIDE(projPoint,p1,p0,p2) && SAMESIDE(projPoint,p2,p0,p1)))
{
return true;
}
#undef SAMESIDE
return false;
}
template<class Sphere>
bool DiscreteIntersection::testIntersection(Ray& ray1, Sphere& sph2)
{
//sout<<"intersectionSphereRay: Collision between Sphere - Ray"<<sendl;
// Center of the sphere
const Vector3 sph2Pos(sph2.center());
// Radius of the sphere
const double radius1 = sph2.r();
const Vector3 ray1Origin(ray1.origin());
const Vector3 ray1Direction(ray1.direction());
const double length2 = ray1.l();
const Vector3 tmp = sph2Pos - ray1Origin;
const double rayPos = tmp*ray1Direction;
const double rayPosInside = std::max(std::min(rayPos,length2),0.0);
const double dist2 = tmp.norm2() - (rayPosInside*rayPosInside);
return (dist2 < (radius1*radius1));
}
template<class Sphere>
int DiscreteIntersection::computeIntersection( Sphere& sph, Triangle& triangle, OutputVector* contacts)
{
double EPSILON = 0.00001;
//Vertices of the triangle:
Vector3 p0 = triangle.p1();
Vector3 p1 = triangle.p2();
Vector3 p2 = triangle.p3();
// Center of the sphere
const Vector3 sphCenter(sph.center());
// Radius of the sphere
const double r = sph.r();
//Normal to the plane (plane spanned by tree points of the triangle)
Vector3 normal = cross( (p1 - p0), (p2 - p0) );
normal.normalize();
//Distance from the center of the sphere to the plane.
double distance = sphCenter*normal - normal*p0;
//Projection of the center of the sphere onto the plane
Vector3 projPoint = sphCenter - normal*distance;
//Distance correction in case is negative.
if (distance < 0.0)
distance = -distance;
//Distance to the sphere:
distance -= r;
//If the distance is positive, the point has been proyected outside
//the sphere and hence the plane does not intersect the sphere
//and so the triangle (that spanned the plane) cannot be inside the sphere.
if (distance > EPSILON)
{
return 0;
}
//However, if the plane has intersected the sphere, then it is
//neccesary to check if the proyected point "projPoint" is inside
//the triangle.
#define SAMESIDE(ap1,ap2,ap3,ap4) (((cross((ap4-ap3),(ap1-ap3))) * (cross((ap4-ap3),(ap2-ap3)))) >= 0)
if ( (SAMESIDE(projPoint,p0,p1,p2) && SAMESIDE(projPoint,p1,p0,p2) && SAMESIDE(projPoint,p2,p0,p1)))
{
contacts->resize(contacts->size()+1);
DetectionOutput *detection = &*(contacts->end()-1);
detection->normal = -normal;
detection->point[1] = projPoint;
detection->point[0] = sph.center() - detection->normal * sph.r();
detection->value = -distance;
//detection->elem.first = triangle;
//detection->elem.second = sph;
detection->elem.first = sph;
detection->elem.second = triangle;
detection->id = sph.getIndex();
return 1;
}
#undef SAMESIDE
//// The projected sphere center is not in the triangle. Verify if
//// the edges are colliding the sphere (check if they are secant to the sphere)
// RayModel edges;
////Edge 0
// Vector3 dir = p1 - p0;
// double length = dir.norm();
// edges.addRay(p0,dir,length);
////Edge1
// dir = p1 - p2;
// length = dir.norm();
// edges.addRay(p1,dir,length);
// //Edge2
// dir = p2 - p0;
// length = dir.norm();
// edges.addRay(p2,dir,length);
//
// detection = distCorrectionSingleSphereRay( sph,edges.getRay(0));
//if ( detection != NULL )
//{
// detection->elem.first = triangle;
// detection->elem.second = sph;
// return detection;
//}
//detection = distCorrectionSingleSphereRay( sph,edges.getRay(1));
//if ( detection != NULL )
//{
// detection->elem.first = triangle;
// detection->elem.second = sph;
// return detection;
//}
// detection = distCorrectionSingleSphereRay( sph,edges.getRay(2));
// if ( detection != NULL )
//{
// detection->elem.first = triangle;
// detection->elem.second = sph;
// return detection;
//}
return 0; // No intersection: passed all tests for intersections !
}
template<class Sphere>
int DiscreteIntersection::computeIntersection(Sphere& sph1, Sphere& sph2, OutputVector* contacts)
{
double r = sph1.r() + sph2.r();
Vector3 dist = sph2.center() - sph1.center();
if (dist.norm2() >= r*r)
return 0;
contacts->resize(contacts->size()+1);
DetectionOutput *detection = &*(contacts->end()-1);
detection->normal = dist;
double distSph1Sph2 = detection->normal.norm();
detection->normal /= distSph1Sph2;
detection->point[0] = sph1.center() + detection->normal * sph1.r();
detection->point[1] = sph2.center() - detection->normal * sph2.r();
detection->value = distSph1Sph2 - r;
detection->elem.first = sph1;
detection->elem.second = sph2;
detection->id = (sph1.getCollisionModel()->getSize() > sph2.getCollisionModel()->getSize()) ? sph1.getIndex() : sph2.getIndex();
return 1;
}
template<class Sphere>
int DiscreteIntersection::computeIntersection(Sphere& /*sph1*/, Cube& /*cube*/, OutputVector* /*contacts*/)
{
//to do
return 0;
}
template<class Sphere>
int DiscreteIntersection::computeIntersection(Ray& ray1, Sphere& sph2, OutputVector* contacts)
{
// Center of the sphere
const Vector3 sph2Pos(sph2.center());
// Radius of the sphere
const double radius1 = sph2.r();
const Vector3 ray1Origin(ray1.origin());
const Vector3 ray1Direction(ray1.direction());
const double length2 = ray1.l();
const Vector3 tmp = sph2Pos - ray1Origin;
const double rayPos = tmp*ray1Direction;
const double rayPosInside = std::max(std::min(rayPos,length2),0.0);
const double dist2 = tmp.norm2() - (rayPosInside*rayPosInside);
if (dist2 >= (radius1*radius1))
return 0;
const double dist = sqrt(dist2);
contacts->resize(contacts->size()+1);
DetectionOutput *detection = &*(contacts->end()-1);
detection->point[0] = ray1Origin + ray1Direction*rayPosInside;
detection->normal = sph2Pos - detection->point[0];
detection->normal /= dist;
detection->point[1] = sph2Pos - detection->normal * radius1;
detection->value = dist - radius1;
detection->elem.first = ray1;
detection->elem.second = sph2;
detection->id = ray1.getIndex();
return 1;
}
template<class Sphere>
bool DiscreteIntersection::testIntersection(RigidDistanceGridCollisionElement&, Sphere&)
{
return true;
}
template<class Sphere>
int DiscreteIntersection::computeIntersection(RigidDistanceGridCollisionElement& e1, Sphere& e2, OutputVector* contacts)
{
DistanceGrid* grid1 = e1.getGrid();
bool useXForm = e1.isTransformed();
const Vector3& t1 = e1.getTranslation();
const Matrix3& r1 = e1.getRotation();
const double d0 = e1.getProximity() + e2.getProximity() + this->getContactDistance() + e2.r();
const SReal margin = 0.001f + (SReal)d0;
Vector3 p2 = e2.center();
DistanceGrid::Coord p1;
if (useXForm)
{
p1 = r1.multTranspose(p2-t1);
}
else p1 = p2;
if (!grid1->inBBox( p1, margin )) return 0;
if (!grid1->inGrid( p1 ))
{
serr << "WARNING: margin less than "<<margin<<" in DistanceGrid "<<e1.getCollisionModel()->getName()<<sendl;
return 0;
}
SReal d = grid1->interp(p1);
if (d >= margin) return 0;
Vector3 grad = grid1->grad(p1); // note that there are some redundant computations between interp() and grad()
grad.normalize();
//p1 -= grad * d; // push p1 back to the surface
contacts->resize(contacts->size()+1);
DetectionOutput *detection = &*(contacts->end()-1);
detection->point[0] = Vector3(p1) - grad * d;
detection->point[1] = Vector3(p2);
detection->normal = (useXForm) ? r1 * grad : grad; // normal in global space from p1's surface
detection->value = d - d0;
detection->elem.first = e1;
detection->elem.second = e2;
detection->id = e2.getIndex();
return 1;
}
template<class Sphere>
bool DiscreteIntersection::testIntersection(FFDDistanceGridCollisionElement&, Sphere&)
{
return true;
}
template<class Sphere>
int DiscreteIntersection::computeIntersection(FFDDistanceGridCollisionElement& e1, Sphere& e2, OutputVector* contacts)
{
DistanceGrid* grid1 = e1.getGrid();
FFDDistanceGridCollisionModel::DeformedCube& c1 = e1.getCollisionModel()->getDeformCube(e1.getIndex());
const double d0 = e1.getProximity() + e2.getProximity() + getContactDistance() + e2.r();
const SReal margin = 0.001f + (SReal)d0;
c1.updateFaces();
const SReal cubesize = c1.invDP.norm();
Vector3 p2 = e2.center();
DistanceGrid::Coord p1 = p2;
// estimate the barycentric coordinates
DistanceGrid::Coord b = c1.undeform0(p1);
// refine the estimate until we are very close to the p2 or we are sure p2 cannot intersect with the object
int iter;
SReal err1 = 1000.0f;
for(iter=0; iter<5; ++iter)
{
DistanceGrid::Coord pdeform = c1.deform(b);
DistanceGrid::Coord diff = p1-pdeform;
SReal err = diff.norm();
if (iter>3)
sout << "Iter"<<iter<<": "<<err1<<" -> "<<err<<" b = "<<b<<" diff = "<<diff<<" d = "<<grid1->interp(c1.initpos(b))<<""<<sendl;
SReal berr = err*cubesize; if (berr>0.5f) berr=0.5f;
if (b[0] < -berr || b[0] > 1+berr
|| b[1] < -berr || b[1] > 1+berr
|| b[2] < -berr || b[2] > 1+berr)
break; // far from the cube
if (err < 0.005f)
{ // we found the corresponding point, but is is only valid if inside the current cube
if (b[0] > 0.001f && b[0] < 0.999f
&& b[1] > 0.001f && b[1] < 0.999f
&& b[2] > 0.001f && b[2] < 0.999f)
{
DistanceGrid::Coord pinit = c1.initpos(b);
SReal d = grid1->interp(pinit);
if (d < margin)
{
DistanceGrid::Coord grad = grid1->grad(pinit); // note that there are some redundant computations between interp() and grad()
grad.normalize();
pinit -= grad*d;
grad = c1.deformDir(c1.baryCoords(pinit),grad);
grad.normalize();
contacts->resize(contacts->size()+1);
DetectionOutput *detection = &*(contacts->end()-1);
detection->point[0] = Vector3(pinit);
detection->point[1] = Vector3(p2);
detection->normal = Vector3(grad); // normal in global space from p1's surface
detection->value = d - d0;
detection->elem.first = e1;
detection->elem.second = e2;
detection->id = e2.getIndex();
return 1;
}
}
break;
}
err1 = err;
SReal d = grid1->interp(c1.initpos(b));
if (d*0.5f - err > margin)
break; // the point is too far from the object
// we are solving for deform(b+db)-deform(b) = p1-deform(b)
// deform(b+db) ~= deform(b) + M db -> M db = p1-deform(b) -> db = M^-1 (p1-deform(b))
b += c1.undeformDir( b, diff );
}
if (iter == 5)
{
if (b[0] > 0.001f && b[0] < 0.999f
&& b[1] > 0.001f && b[1] < 0.999f
&& b[2] > 0.001f && b[2] < 0.999f)
serr << "ERROR: FFD-FFD collision failed to converge to undeformed point: p1 = "<<p1<<" b = "<<b<<" c000 = "<<c1.corners[0]<<" c100 = "<<c1.corners[1]<<" c010 = "<<c1.corners[2]<<" c110 = "<<c1.corners[3]<<" c001 = "<<c1.corners[4]<<" c101 = "<<c1.corners[5]<<" c011 = "<<c1.corners[6]<<" c111 = "<<c1.corners[7]<<" pinit = "<<c1.initpos(b)<<" pdeform = "<<c1.deform(b)<<" err = "<<err1<<sendl;
}
return 0;
}
} // namespace collision
} // namespace component
} // namespace sofa
#endif
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