1 /*
2 Copyright (c) 2013-2018 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.geometry;
30 
31 import std.math;
32 
33 import dlib.core.ownership;
34 import dlib.core.memory;
35 import dlib.math.vector;
36 import dlib.math.matrix;
37 import dlib.math.transformation;
38 import dlib.math.utils;
39 import dlib.geometry.aabb;
40 
41 import dmech.world;
42 
43 enum GeomType
44 {
45     Undefined,
46     Sphere,
47     Box,
48     Cylinder,
49     Cone,
50     Ellipsoid,
51     Triangle,
52     UserDefined
53 }
54 
55 abstract class Geometry: Owner
56 {
57     GeomType type = GeomType.Undefined;
58 
59     this(Owner o)
60     {
61         super(o);
62     }
63 
64     Vector3f supportPoint(Vector3f dir)
65     {
66         return Vector3f(0.0f, 0.0f, 0.0f);
67     }
68 
69     Matrix3x3f inertiaTensor(float mass)
70     {
71         return Matrix3x3f.identity * mass;
72     }
73 
74     AABB boundingBox(Vector3f position)
75     {
76         return AABB(position, Vector3f(1.0f, 1.0f, 1.0f));
77     }
78 }
79 
80 class GeomSphere: Geometry
81 {
82     float radius;
83 
84     this(PhysicsWorld world, float r)
85     {
86         super(world);
87         type = GeomType.Sphere;
88         radius = r;
89     }
90 
91     override Vector3f supportPoint(Vector3f dir)
92     {
93         return dir.normalized * radius;
94     }
95 
96     override Matrix3x3f inertiaTensor(float mass)
97     {
98         float v = 0.4f * mass * radius * radius;
99 
100         return matrixf(
101             v, 0, 0,
102             0, v, 0,
103             0, 0, v
104         );
105     }
106 
107     override AABB boundingBox(Vector3f position)
108     {
109         return AABB(position, Vector3f(radius, radius, radius));
110     }
111 }
112 
113 class GeomBox: Geometry
114 {
115     Vector3f halfSize;
116     float bsphereRadius;
117 
118     this(PhysicsWorld world, Vector3f hsize)
119     {
120         super(world);
121         type = GeomType.Box;
122         halfSize = hsize;
123         bsphereRadius = halfSize.length;
124     }
125 
126     override Vector3f supportPoint(Vector3f dir)
127     {
128         Vector3f result;
129         result.x = sign(dir.x) * halfSize.x;
130         result.y = sign(dir.y) * halfSize.y;
131         result.z = sign(dir.z) * halfSize.z;
132         return result;
133     }
134 
135     override Matrix3x3f inertiaTensor(float mass)
136     {
137         float x2 = halfSize.x * halfSize.x;
138         float y2 = halfSize.y * halfSize.y;
139         float z2 = halfSize.z * halfSize.z;
140 
141         return matrixf(
142             (y2 + z2)/3 * mass, 0, 0,
143             0, (x2 + z2)/3 * mass, 0,
144             0, 0, (x2 + y2)/3 * mass
145         );
146     }
147 
148     override AABB boundingBox(Vector3f position)
149     {
150         return AABB(position,
151             Vector3f(bsphereRadius, bsphereRadius, bsphereRadius));
152     }
153 }
154 
155 class GeomCylinder: Geometry
156 {
157     float height;
158     float radius;
159 
160     this(PhysicsWorld world, float h, float r)
161     {
162         super(world);
163         type = GeomType.Cylinder;
164         height = h;
165         radius = r;
166     }
167 
168     override Vector3f supportPoint(Vector3f dir)
169     {
170         Vector3f result;
171         float sigma = sqrt((dir.x * dir.x + dir.z * dir.z));
172 
173         if (sigma > 0.0f)
174         {
175             result.x = dir.x / sigma * radius;
176             result.y = sign(dir.y) * height * 0.5f;
177             result.z = dir.z / sigma * radius;
178         }
179         else
180         {
181             result.x = 0.0f;
182             result.y = sign(dir.y) * height * 0.5f;
183             result.z = 0.0f;
184         }
185 
186         return result;
187     }
188 
189     override Matrix3x3f inertiaTensor(float mass)
190     {
191         float r2 = radius * radius;
192         float h2 = height * height;
193 
194         return matrixf(
195             (3*r2 + h2)/12 * mass, 0, 0,
196             0, (3*r2 + h2)/12 * mass, 0,
197             0, 0, r2/2 * mass
198         );
199     }
200 
201     override AABB boundingBox(Vector3f position)
202     {
203         float rsum = radius + radius;
204         float d = sqrt(rsum * rsum + height * height) * 0.5f;
205         return AABB(position, Vector3f(d, d, d));
206     }
207 }
208 
209 class GeomCone: Geometry
210 {
211     float radius;
212     float height;
213 
214     this(PhysicsWorld world, float h, float r)
215     {
216         super(world);
217         type = GeomType.Cone;
218         height = h;
219         radius = r;
220     }
221 
222     override Vector3f supportPoint(Vector3f dir)
223     {
224         float zdist = dir[0] * dir[0] + dir[1] * dir[1];
225         float len = zdist + dir[2] * dir[2];
226         zdist = sqrt(zdist);
227         len = sqrt(len);
228         float half_h = height * 0.5;
229         float radius = radius;
230 
231         float sin_a = radius / sqrt(radius * radius + 4.0f * half_h * half_h);
232 
233         if (dir[2] > len * sin_a)
234             return Vector3f(0.0f, 0.0f, half_h);
235         else if (zdist > 0.0f)
236         {
237             float rad = radius / zdist;
238             return Vector3f(rad * dir[0], rad * dir[1], -half_h);
239         }
240         else
241             return Vector3f(0.0f, 0.0f, -half_h);
242     }
243 
244     override Matrix3x3f inertiaTensor(float mass)
245     {
246         float r2 = radius * radius;
247         float h2 = height * height;
248 
249         return matrixf(
250             (3.0f/80.0f*h2 + 3.0f/20.0f*r2) * mass, 0, 0,
251             0, (3.0f/80.0f*h2 + 3.0f/20.0f*r2) * mass, 0,
252             0, 0, (3.0f/10.0f*r2) * mass
253         );
254     }
255 
256     override AABB boundingBox(Vector3f position)
257     {
258         float rsum = radius + radius;
259         float d = sqrt(rsum * rsum + height * height) * 0.5f;
260         return AABB(position, Vector3f(d, d, d));
261     }
262 }
263 
264 class GeomEllipsoid: Geometry
265 {
266     Vector3f radii;
267 
268     this(PhysicsWorld world, Vector3f r)
269     {
270         super(world);
271         type = GeomType.Ellipsoid;
272         radii = r;
273     }
274 
275     override Vector3f supportPoint(Vector3f dir)
276     {
277         return dir.normalized * radii;
278     }
279 
280     override Matrix3x3f inertiaTensor(float mass)
281     {
282         float x2 = radii.x * radii.x;
283         float y2 = radii.y * radii.y;
284         float z2 = radii.z * radii.z;
285 
286         return matrixf(
287             (y2 + z2)/5 * mass, 0, 0,
288             0, (x2 + z2)/5 * mass, 0,
289             0, 0, (x2 + y2)/5 * mass
290         );
291     }
292 
293     override AABB boundingBox(Vector3f position)
294     {
295         return AABB(position, radii);
296     }
297 }
298 
299 class GeomTriangle: Geometry
300 {
301     Vector3f[3] v;
302 
303     this(PhysicsWorld world, Vector3f a, Vector3f b, Vector3f c)
304     {
305         super(world);
306         type = GeomType.Triangle;
307         v[0] = a;
308         v[1] = b;
309         v[2] = c;
310     }
311 
312     override Vector3f supportPoint(Vector3f dir)
313     {
314         float dota = dir.dot(v[0]);
315         float dotb = dir.dot(v[1]);
316         float dotc = dir.dot(v[2]);
317 
318         if (dota > dotb)
319         {
320             if (dotc > dota)
321                 return v[2];
322             else
323                 return v[0];
324         }
325         else
326         {
327             if (dotc > dotb)
328                 return v[2];
329             else
330                 return v[1];
331         }
332     }
333 
334     // TODO: boundingBox
335 }