Bugfix: particles with deflection based on size could pass through

objects due to a broken SweepingSphereIntersectsTriangleUV. This
merges the code from the shrinkwrap branch by André Pinto, thanks!
This commit is contained in:
Brecht Van Lommel
2008-07-16 13:47:03 +00:00
parent 3ae64f67e1
commit 7ef48296fc

View File

@@ -60,6 +60,7 @@
#define SMALL_NUMBER 1.e-8
#define ABS(x) ((x) < 0 ? -(x) : (x))
#define SWAP(type, a, b) { type sw_ap; sw_ap=(a); (a)=(b); (b)=sw_ap; }
#define CLAMP(a, b, c) if((a)<(b)) (a)=(b); else if((a)>(c)) (a)=(c)
#if defined(WIN32) || defined(__APPLE__)
@@ -3800,12 +3801,50 @@ int RayIntersectsTriangle(float p1[3], float d[3], float v0[3], float v1[3], flo
/* Adapted from the paper by Kasper Fauerby */
/* "Improved Collision detection and Response" */
static int getLowestRoot(float a, float b, float c, float maxR, float* root)
{
// Check if a solution exists
float determinant = b*b - 4.0f*a*c;
// If determinant is negative it means no solutions.
if (determinant >= 0.0f)
{
// calculate the two roots: (if determinant == 0 then
// x1==x2 but lets disregard that slight optimization)
float sqrtD = sqrt(determinant);
float r1 = (-b - sqrtD) / (2.0f*a);
float r2 = (-b + sqrtD) / (2.0f*a);
// Sort so x1 <= x2
if (r1 > r2)
SWAP( float, r1, r2);
// Get lowest root:
if (r1 > 0.0f && r1 < maxR)
{
*root = r1;
return 1;
}
// It is possible that we want x2 - this can happen
// if x1 < 0
if (r2 > 0.0f && r2 < maxR)
{
*root = r2;
return 1;
}
}
// No (valid) solutions
return 0;
}
int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, float v0[3], float v1[3], float v2[3], float *lambda, float *ipoint)
{
float e1[3], e2[3], e3[3], point[3], vel[3], /*dist[3],*/ nor[3], temp[3], bv[3];
float a, b, c, d, e, x, y, z, t, t0, t1, radius2=radius*radius;
float a, b, c, d, e, x, y, z, radius2=radius*radius;
float elen2,edotv,edotbv,nordotv,vel2;
int embedded_in_plane=0, found_by_sweep=0;
float newLambda;
int found_by_sweep=0;
VecSubf(e1,v1,v0);
VecSubf(e2,v2,v0);
@@ -3814,44 +3853,41 @@ int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, f
/*---test plane of tri---*/
Crossf(nor,e1,e2);
Normalize(nor);
/* flip normal */
if(Inpf(nor,vel)>0.0f) VecMulf(nor,-1.0f);
a=Inpf(p1,nor)-Inpf(v0,nor);
nordotv=Inpf(nor,vel);
if ((nordotv > -0.000001) && (nordotv < 0.000001)) {
if(fabs(a)>=1.0f)
if (fabs(nordotv) < 0.000001)
{
if(fabs(a)>=radius)
{
return 0;
else{
embedded_in_plane=1;
t0=0.0f;
t1=1.0f;
}
}
else{
t0=(radius-a)/nordotv;
t1=(-radius-a)/nordotv;
/* make t0<t1 */
if(t0>t1){b=t1; t1=t0; t0=b;}
else
{
float t0=(-a+radius)/nordotv;
float t1=(-a-radius)/nordotv;
if(t0>t1)
SWAP(float, t0, t1);
if(t0>1.0f || t1<0.0f) return 0;
/* clamp to [0,1] */
t0=(t0<0.0f)?0.0f:((t0>1.0f)?1.0:t0);
t1=(t1<0.0f)?0.0f:((t1>1.0f)?1.0:t1);
}
CLAMP(t0, 0.0f, 1.0f);
CLAMP(t1, 0.0f, 1.0f);
/*---test inside of tri---*/
if(embedded_in_plane==0){
/*---test inside of tri---*/
/* plane intersection point */
VecCopyf(point,vel);
VecMulf(point,t0);
VecAddf(point,point,p1);
VecCopyf(temp,nor);
VecMulf(temp,radius);
VecSubf(point,point,temp);
point[0] = p1[0] + vel[0]*t0 - nor[0]*radius;
point[1] = p1[1] + vel[1]*t0 - nor[1]*radius;
point[2] = p1[2] + vel[2]*t0 - nor[2]*radius;
/* is the point in the tri? */
a=Inpf(e1,e1);
@@ -3866,14 +3902,19 @@ int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, f
y=e*a-d*b;
z=x+y-(a*c-b*b);
if(( ((unsigned int)z)& ~(((unsigned int)x)|((unsigned int)y)) ) & 0x80000000){
if( z <= 0.0f && (x >= 0.0f && y >= 0.0f))
{
//( ((unsigned int)z)& ~(((unsigned int)x)|((unsigned int)y)) ) & 0x80000000){
*lambda=t0;
VecCopyf(ipoint,point);
return 1;
}
}
*lambda=1.0f;
/*---test points---*/
a=vel2=Inpf(vel,vel);
@@ -3881,73 +3922,42 @@ int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, f
VecSubf(temp,p1,v0);
b=2.0f*Inpf(vel,temp);
c=Inpf(temp,temp)-radius2;
d=b*b-4*a*c;
if(d>=0.0f){
if(d==0.0f)
t=-b/2*a;
else{
z=sqrt(d);
x=(-b-z)*0.5/a;
y=(-b+z)*0.5/a;
t=x<y?x:y;
}
if(t>0.0 && t < *lambda){
*lambda=t;
VecCopyf(ipoint,v0);
found_by_sweep=1;
}
if(getLowestRoot(a, b, c, *lambda, lambda))
{
VecCopyf(ipoint,v0);
found_by_sweep=1;
}
/*v1*/
VecSubf(temp,p1,v1);
b=2.0f*Inpf(vel,temp);
c=Inpf(temp,temp)-radius2;
d=b*b-4*a*c;
if(d>=0.0f){
if(d==0.0f)
t=-b/2*a;
else{
z=sqrt(d);
x=(-b-z)*0.5/a;
y=(-b+z)*0.5/a;
t=x<y?x:y;
}
if(t>0.0 && t < *lambda){
*lambda=t;
VecCopyf(ipoint,v1);
found_by_sweep=1;
}
if(getLowestRoot(a, b, c, *lambda, lambda))
{
VecCopyf(ipoint,v1);
found_by_sweep=1;
}
/*v2*/
VecSubf(temp,p1,v2);
b=2.0f*Inpf(vel,temp);
c=Inpf(temp,temp)-radius2;
d=b*b-4*a*c;
if(d>=0.0f){
if(d==0.0f)
t=-b/2*a;
else{
z=sqrt(d);
x=(-b-z)*0.5/a;
y=(-b+z)*0.5/a;
t=x<y?x:y;
}
if(t>0.0 && t < *lambda){
*lambda=t;
VecCopyf(ipoint,v2);
found_by_sweep=1;
}
if(getLowestRoot(a, b, c, *lambda, lambda))
{
VecCopyf(ipoint,v2);
found_by_sweep=1;
}
/*---test edges---*/
VecSubf(e3,v2,v1); //wasnt yet calculated
/*e1*/
VecSubf(bv,v0,p1);
elen2 = Inpf(e1,e1);
edotv = Inpf(e1,vel);
edotbv = Inpf(e1,bv);
@@ -3955,27 +3965,18 @@ int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, f
a=elen2*(-Inpf(vel,vel))+edotv*edotv;
b=2.0f*(elen2*Inpf(vel,bv)-edotv*edotbv);
c=elen2*(radius2-Inpf(bv,bv))+edotbv*edotbv;
d=b*b-4*a*c;
if(d>=0.0f){
if(d==0.0f)
t=-b/2*a;
else{
z=sqrt(d);
x=(-b-z)*0.5/a;
y=(-b+z)*0.5/a;
t=x<y?x:y;
}
e=(edotv*t-edotbv)/elen2;
if(getLowestRoot(a, b, c, *lambda, &newLambda))
{
e=(edotv*newLambda-edotbv)/elen2;
if((e>=0.0f) && (e<=1.0f)){
if(t>0.0 && t < *lambda){
*lambda=t;
VecCopyf(ipoint,e1);
VecMulf(ipoint,e);
VecAddf(ipoint,ipoint,v0);
found_by_sweep=1;
}
if(e >= 0.0f && e <= 1.0f)
{
*lambda = newLambda;
VecCopyf(ipoint,e1);
VecMulf(ipoint,e);
VecAddf(ipoint,ipoint,v0);
found_by_sweep=1;
}
}
@@ -3988,32 +3989,27 @@ int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, f
a=elen2*(-Inpf(vel,vel))+edotv*edotv;
b=2.0f*(elen2*Inpf(vel,bv)-edotv*edotbv);
c=elen2*(radius2-Inpf(bv,bv))+edotbv*edotbv;
d=b*b-4*a*c;
if(d>=0.0f){
if(d==0.0f)
t=-b/2*a;
else{
z=sqrt(d);
x=(-b-z)*0.5/a;
y=(-b+z)*0.5/a;
t=x<y?x:y;
}
e=(edotv*t-edotbv)/elen2;
if(getLowestRoot(a, b, c, *lambda, &newLambda))
{
e=(edotv*newLambda-edotbv)/elen2;
if((e>=0.0f) && (e<=1.0f)){
if(t>0.0 && t < *lambda){
*lambda=t;
VecCopyf(ipoint,e2);
VecMulf(ipoint,e);
VecAddf(ipoint,ipoint,v0);
found_by_sweep=1;
}
if(e >= 0.0f && e <= 1.0f)
{
*lambda = newLambda;
VecCopyf(ipoint,e2);
VecMulf(ipoint,e);
VecAddf(ipoint,ipoint,v0);
found_by_sweep=1;
}
}
/*e3*/
VecSubf(e3,v2,v1);
VecSubf(bv,v0,p1);
elen2 = Inpf(e1,e1);
edotv = Inpf(e1,vel);
edotbv = Inpf(e1,bv);
VecSubf(bv,v1,p1);
elen2 = Inpf(e3,e3);
edotv = Inpf(e3,vel);
@@ -4022,30 +4018,22 @@ int SweepingSphereIntersectsTriangleUV(float p1[3], float p2[3], float radius, f
a=elen2*(-Inpf(vel,vel))+edotv*edotv;
b=2.0f*(elen2*Inpf(vel,bv)-edotv*edotbv);
c=elen2*(radius2-Inpf(bv,bv))+edotbv*edotbv;
d=b*b-4*a*c;
if(d>=0.0f){
if(d==0.0f)
t=-b/2*a;
else{
z=sqrt(d);
x=(-b-z)*0.5/a;
y=(-b+z)*0.5/a;
t=x<y?x:y;
}
e=(edotv*t-edotbv)/elen2;
if(getLowestRoot(a, b, c, *lambda, &newLambda))
{
e=(edotv*newLambda-edotbv)/elen2;
if((e>=0.0f) && (e<=1.0f)){
if(t>0.0 && t < *lambda){
*lambda=t;
VecCopyf(ipoint,e3);
VecMulf(ipoint,e);
VecAddf(ipoint,ipoint,v1);
found_by_sweep=1;
}
if(e >= 0.0f && e <= 1.0f)
{
*lambda = newLambda;
VecCopyf(ipoint,e3);
VecMulf(ipoint,e);
VecAddf(ipoint,ipoint,v1);
found_by_sweep=1;
}
}
return found_by_sweep;
}
int AxialLineIntersectsTriangle(int axis, float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *lambda)