1 /* 2 Copyright (c) 2014-2017 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 6 Permission is hereby granted, free of charge, to any person or organization 7 obtaining a copy of the software and accompanying documentation covered by 8 this license (the "Software") to use, reproduce, display, distribute, 9 execute, and transmit the Software, and to prepare derivative works of the 10 Software, and to permit third-parties to whom the Software is furnished to 11 do so, all subject to the following: 12 13 The copyright notices in the Software and this entire statement, including 14 the above license grant, this restriction and the following disclaimer, 15 must be included in all copies of the Software, in whole or in part, and 16 all derivative works of the Software, unless such copies or derivative 17 works are solely in the form of machine-executable object code generated by 18 a source language processor. 19 20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 22 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 23 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 24 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 25 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 26 DEALINGS IN THE SOFTWARE. 27 */ 28 29 module dmech.raycast; 30 31 import dlib.math.vector; 32 import dlib.math.matrix; 33 import dlib.math.utils; 34 35 import dmech.rigidbody; 36 import dmech.geometry; 37 import dmech.shape; 38 import dmech.jss; 39 40 struct CastResult 41 { 42 bool fact; 43 Vector3f point; 44 Vector3f normal; 45 float param; 46 RigidBody rbody; 47 ShapeComponent shape; 48 } 49 50 // TODO: warmstarting 51 52 bool convexRayCast( 53 ShapeComponent shape, 54 Vector3f rayStart, 55 Vector3f rayDir, 56 float maxCastDistance, 57 out CastResult res) 58 { 59 float hitParam = 0; 60 Vector3f hitPoint = rayStart; 61 Vector3f hitNormal = Vector3f(0, 0, 0); 62 63 Vector3f v = hitPoint - shape.supportPointGlobal(Vector3f(0, 0, 0)); 64 float vSqrd = v.lengthsqr; 65 66 Vector3f p = Vector3f(0, 0, 0); 67 Vector3f w = Vector3f(0, 0, 0); 68 69 float v_dot_w = 0; 70 float v_dot_r = 0; 71 72 JohnsonSimplexSolver jss; 73 jss.initialize(); 74 75 float eps = EPSILON * 100; 76 77 uint iterations = 0; 78 uint maxIterations = 1000; 79 80 bool hit = false; 81 82 while(true) 83 { 84 if ((vSqrd <= eps * jss.getMaxVertexSqrd) || jss.isFullSimplex) 85 { 86 hit = true; 87 break; 88 } 89 90 if (hitParam > maxCastDistance) 91 break; 92 93 if (iterations >= maxIterations) 94 break; 95 96 p = shape.supportPointGlobal(v); 97 w = hitPoint - p; 98 99 v_dot_w = dot(v, w); 100 101 if ( v_dot_w > 0 ) 102 { 103 v_dot_r = dot(v, rayDir); 104 105 if (v_dot_r >= 0) 106 break; 107 108 hitParam = hitParam - v_dot_w / v_dot_r; 109 hitPoint = rayStart + rayDir * hitParam; 110 hitNormal = v; 111 112 if (!jss.isEmptySimplex) 113 { 114 for (byte i = 0; i < 4; ++i) 115 if (jss.isSimplexPoint(i)) 116 jss.setPoint(i, 117 hitPoint - jss.getSupportPointOnB(i), 118 hitPoint, jss.getSupportPointOnB(i)); 119 120 jss.updateMaxVertex(); 121 122 for (byte i = 0; i < 4; ++i) 123 if (jss.isSimplexPoint(i)) 124 jss.updateEdges(i); 125 126 for (byte i = 0; i < 4; ++i) 127 if (jss.isSimplexPoint(i)) 128 jss.updateDeterminants(i); 129 } 130 } 131 132 jss.addPoint(w, hitPoint, p); 133 134 bool reduceOk = jss.reduceSimplex(); 135 if (reduceOk) 136 jss.calcClosestPoint(v); 137 else 138 jss.backupCalcClosestPoint(v); 139 140 vSqrd = v.lengthsqr; 141 ++iterations; 142 } 143 144 if (hit) 145 { 146 res.fact = true; 147 res.point = hitPoint; 148 res.normal = hitNormal; 149 res.normal.normalize(); 150 res.param = hitParam; 151 } 152 153 return hit; 154 } 155