bounce/src/bounce/dynamics/shapes/sphere_shape.cpp

121 lines
3.4 KiB
C++

/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/dynamics/shapes/sphere_shape.h>
#include <bounce/dynamics/time_step.h>
b3SphereShape::b3SphereShape()
{
m_type = e_sphereShape;
m_radius = 0.0f;
m_center.SetZero();
}
b3SphereShape::~b3SphereShape()
{
}
void b3SphereShape::Swap(const b3SphereShape& other)
{
m_center = other.m_center;
m_radius = other.m_radius;
}
void b3SphereShape::ComputeMass(b3MassData* massData, float32 density) const
{
// Compute inertia about the origin
float32 volume = (4.0f / 3.0f) * B3_PI * m_radius * m_radius * m_radius;
float32 mass = density * volume;
b3Mat33 Io = b3Diagonal(mass * (2.0f / 5.0f) * m_radius * m_radius);
// Move inertia to the sphere center
massData->center = m_center;
massData->mass = mass;
massData->I = b3MoveToCOM(Io, mass, m_center);
}
void b3SphereShape::ComputeAABB(b3AABB3* aabb, const b3Transform& xf) const
{
b3Vec3 center = b3Mul(xf, m_center);
b3Vec3 r(m_radius, m_radius, m_radius);
aabb->m_lower = center - r;
aabb->m_upper = center + r;
}
bool b3SphereShape::TestPoint(const b3Vec3& point, const b3Transform& xf) const
{
b3Vec3 center = b3Mul(xf, m_center);
float32 rr = m_radius * m_radius;
b3Vec3 d = point - center;
float32 dd = b3Dot(d, d);
return dd <= rr;
}
bool b3SphereShape::RayCast(b3RayCastOutput* output, const b3RayCastInput& input, const b3Transform& xf) const
{
// dot(x - c, x - c) - r^2 = 0
// S = p1 + t * (p2 - p1)
// Solve for t:
// dot(p1 + t * d - c, P + t * d - c) - r^2 =
// dot(d, d) * t^2 + 2 * dot(m, d) * t + dot(m, m) - r^2 = 0
// m = p1 - c
// d = p2 - p1
b3Vec3 d = input.p2 - input.p1;
float32 a = b3Dot(d, d);
// Check for short segment.
if (a < B3_EPSILON * B3_EPSILON)
{
return false;
}
// Solve quadratic equation
// a * t^2 + 2 * b * t + c = 0
// a = dot(d, d)
// b = dot(m, d)
// c = dot(m, m) - r^2
// t = -b +/- sqrt(b * b - a * c) / a
b3Vec3 m = input.p1 - b3Mul(xf, m_center);
float32 b = b3Dot(m, d);
float32 c = b3Dot(m, m) - m_radius * m_radius;
float32 disc = b * b - a * c;
// Check for negative discriminant.
// Does the ray misses the sphere completely?
if (disc < 0.0f)
{
return false;
}
// Find the minimum time of impact of the line with the sphere.
// t_min = -b - sqrt(disc)
// t_max = -b + sqrt(disc)
float32 t = -b - b3Sqrt(disc);
// Is the intersection point on the segment?
if (t > 0.0f && t <= input.maxFraction * a)
{
// Finish solution.
t /= a;
output->fraction = t;
output->normal = b3Normalize(m + t * d);
return true;
}
return false;
}