#ifndef _COLL2D_H #define _COLL2D_H /** \brief Coll2d - A 2d collision detection library * \author Martin Felis * * This library provides functions to detect collisions between polygons and * spheres. * * Notes: * - vertices of polygons are described in local coordinates * - return values of check_collision are in global coordinates * - all Shapes get copied to a temporary instance which will then get * transferred into global coordinates * - Polygons are assumed to be convex and the vertices are stored * counter clockwise. * - The transformation of the global position and velocities towards * relative position and velocities happens in the * int check_collision__ functions! */ #include #include #include #include namespace coll2d { /** \brief Contains the information of a collision * * \param normal The normal of the reference plane * \param point The actual point where the collision happens in global * cooldinates * \param time If both objects move for this amount of time the contact * will occur. * \param reference_shape * If 0, the first shape passed to he check_collision function * is the reference shape, otherwise the second. */ struct CollisionInfo { vector3d normal; vector3d point; float time; int reference_shape; CollisionInfo () : normal (0., 0., 0.), point (0., 0., 0.), time (-1.), reference_shape (-1) { } CollisionInfo& operator= (const CollisionInfo& info) { if (this != &info) { normal = info.normal; point = info.point; time = info.time; reference_shape = info.reference_shape; } return *this; } void doPrint (const char* msg) { std::cout << msg; std::cout << "Time = " << time << std::endl; normal.print ("Normal = "); point.print ( "Point = "); std::cout << "Reference = " << reference_shape << std::endl; } }; /** \brief Base class for all shapes * */ class Shape { protected: vector3d mPosition; vector3d mVelocity; float mAngle; float mAngleVelocity; virtual void dummy() { } public: Shape(): mPosition (0., 0., 0.), mVelocity (0., 0., 0.), mAngle (0.), mAngleVelocity (0.) { } Shape (const Shape &shape): mPosition (shape.mPosition), mVelocity (shape.mVelocity), mAngle (shape.mAngle), mAngleVelocity (shape.mAngleVelocity) { } virtual ~Shape () {}; /** \brief Creates and returns a copy of itself */ virtual Shape* getCopy () = 0; void setPosition(vector3d position) { mPosition = position; } vector3d getPosition() { return mPosition; } void setVelocity(vector3d velocity) { mVelocity = velocity; } vector3d getVelocity() { return mVelocity; } void setAngle (const float &angle) { mAngle = angle; } float getAngle () { return mAngle; } void setAngleVelocity (float angle_velocity) { mAngleVelocity = angle_velocity; } float getAngleVelocity () { return mAngleVelocity; } virtual void doPrintType() { std::cout << "Shape" << std::endl; } virtual void doPrint (const char* name) { std::cout << name << "" << std::endl; } friend int check_collision_rel(Shape *shape_a, Shape *shape_b, vector3d *velocity_b, CollisionInfo* info); }; class Polygon: public Shape { private: unsigned int mVerticeCount; vector3d *mVertices; bool mFreeVertices; public: Polygon() { mVerticeCount = 0; mVertices = NULL; mFreeVertices = false; } Polygon(unsigned int n) { mVerticeCount = n; mVertices = new vector3d[n]; mFreeVertices = true; } Polygon(unsigned int n, vector3d *vertices) { mVerticeCount = n; mFreeVertices = false; if (vertices == NULL && n > 0) { mVertices = new vector3d [n]; mFreeVertices = true; } mVertices = vertices; } Polygon (const Polygon &polygon) : Shape (polygon) { mVerticeCount = polygon.mVerticeCount; mFreeVertices = true; mVertices = new vector3d[mVerticeCount]; memcpy (mVertices, polygon.mVertices, sizeof (vector3d) * mVerticeCount); } virtual ~Polygon () { if (mFreeVertices == true && mVertices) delete[] mVertices; } virtual Polygon* getCopy () { Polygon *copy = new Polygon (*this); assert (copy); return copy; } virtual void doPrintType() { std::cout << "Polygon" << std::endl; } virtual void doPrint (const char* name) { std::cout << name << " (Polygon)" << std::endl; std::cout << "mVerticeCount = " << mVerticeCount << std::endl; unsigned int i; for (i = 0; i < mVerticeCount; i ++) { std::cout << i << " = " << mVertices[i][0] << ", " << mVertices[i][1] << ", " << mVertices[i][2] << std::endl; } std::cout << "mPosition = " << mPosition[0] <<", " << mPosition[1] << ", " << mPosition[2] << std::endl; std::cout << "mVelocity = " << mVelocity[0] <<", " << mVelocity[1] << ", " << mVelocity[2] << std::endl; std::cout << "mAngle = " << mAngle << std::endl; std::cout << "mAngleVelocity = " << mAngleVelocity << std::endl; } unsigned int getVerticeCount () { return mVerticeCount; } vector3d& getVertice (unsigned int i) { assert (i >= 0 && i < mVerticeCount); return mVertices [i]; } void setVertice (unsigned int i, const vector3d &vertice) { assert (i >= 0 && i < mVerticeCount); mVertices[i] = vertice; } friend int check_collision_polygon_sphere(Shape *polygon_a, Shape *sphere_b, CollisionInfo* info); }; class Sphere: public Shape { private: float mRadius; public: Sphere (float radius) { mRadius = radius; Shape::setPosition (vector3d (0., 0., 0.)); } Sphere(float radius, const vector3d &position) { mRadius = radius; Shape::setPosition(position); } Sphere (const Sphere &sphere): Shape (sphere), mRadius (sphere.mRadius) { } virtual Sphere* getCopy() { Sphere* copy = new Sphere (*this); return copy; } virtual void doPrintType() { std::cout << "Sphere" << std::endl; } virtual void doPrint (const char* name) { std::cout << name << " (Sphere)" << std::endl; std::cout << "mRadius = " << mRadius << std::endl; std::cout << "mPosition = " << mPosition[0] <<", " << mPosition[1] << ", " << mPosition[2] << std::endl; std::cout << "mVelocity = " << mVelocity[0] <<", " << mVelocity[1] << ", " << mVelocity[2] << std::endl; std::cout << "mAngle = " << mAngle << std::endl; std::cout << "mAngleVelocity = " << mAngleVelocity << std::endl; } void setRadius (float radius) { mRadius = radius; } float getRadius () { return mRadius; } friend int check_collision_polygon_sphere(Shape *polygon_a, Shape *sphere_b, CollisionInfo* info); }; /** \brief The higher level function to call for collision detection * * \param stepsize the timestep within we want to check for the collision * \param shape_a first shape * \param shape_b second shape * \param info information about the collision will be to info * * \returns 0 - no collision, negative on error, positive on collision */ int check_collision(float timestep, Shape *shape_a, Shape *shape_b, CollisionInfo* info); /** \brief The higher level function to call for collision detection * * \param shape_a first shape * \param shape_b second shape * \param velocity_b relative velocity of b to a * \param info information about the collision will be to info * * \returns 0 - no collision, negative on error, positive on collision */ int check_collision_rel(float timestep, Shape *shape_a, Shape *shape_b, vector3d *velocity_b, CollisionInfo* info); /** \brief Callback signature for the check functions */ typedef int (*check_cb)(float timestep, Shape *shape_a, Shape *shape_b, CollisionInfo* info); /** \brief Returns the check functions which performs the checks depending * on their types. */ check_cb get_check(Shape *shape_a, Shape *shape_b); /** \brief Performs a check between a polygon and a sphere */ int check_collision_polygon_sphere(float timestep, Shape *shape_a, Shape *shape_b, CollisionInfo* info); /** \brief Performs a check between a sphere and a sphere */ int check_collision_sphere_sphere(float timestep, Shape *shape_a, Shape *shape_b, CollisionInfo* info); /** \brief Calculates the time it takes for a point to touch a plane * * \param normal normal vector of the plane * \param plane_point point on the vector * \param point point that is moving * \param velocity velocity of the point * * \returns -1 if point is moving away from the plane (or is below and * moves even further below * >= 0 if point is moving along the plane or towards the plane * * This function depends on the scale of velocity. It is assumed * that velocity represents the displacement in one frame. In this * case a return value > 1 means there will not be a contact * within this frame. */ float calculate_contact_plane_point(vector3d &normal, vector3d &plane_point, vector3d &point, vector3d &velocity); } #endif /* _COLL2D_H */