collision logic for capsule-side-vs-cube-face

with unit tests
This commit is contained in:
Andrew Meadows 2014-08-29 14:23:00 -07:00
parent 00913d4422
commit a0eb13f6db
2 changed files with 360 additions and 31 deletions

View file

@ -624,6 +624,106 @@ glm::vec3 cubeNormals[3] = { glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f,
// hence the first pair is (1, 2) because the OTHER faces for xFace are (yFace, zFace) = (1, 2)
int wallIndices[] = { 1, 2, 0, 2, 0, 1 };
bool capsuleVsAACubeFace(const CapsuleShape* capsuleA, const AACubeShape* cubeB, int faceIndex, const glm::vec3& faceNormal, CollisionList& collisions) {
// we only fall in here when the capsuleAxis is nearly parallel to the face of a cube
glm::vec3 capsuleAxis;
capsuleA->computeNormalizedAxis(capsuleAxis);
glm::vec3 cubeCenter = cubeB->getTranslation();
// Revisualize the capsule as a line segment between two points. We'd like to collide the
// capsule as two spheres located at the endpoints or where the line segment hits the boundary
// of the face.
// We raytrace forward into the four planes that neigbhor the face to find the boundary
// points of the line segment.
glm::vec3 capsuleStart;
capsuleA->getStartPoint(capsuleStart);
// translate into cube-relative frame
capsuleStart -= cubeCenter;
float capsuleLength = 2.0f * capsuleA->getHalfHeight();
float halfCubeSide = 0.5f * cubeB->getScale();
float capsuleRadius = capsuleA->getRadius();
// preload distances with values that work for when the capsuleAxis runs parallel to neighbor face
float distances[] = {FLT_MAX, -FLT_MAX, FLT_MAX, -FLT_MAX, 0.0f};
// Loop over the directions that are NOT parallel to face (there are two of them).
// For each direction we'll raytrace against the positive and negative planes to find where
// the axis passes through.
for (int i = 0; i < 2; ++i) {
int wallIndex = wallIndices[2 * faceIndex + i];
glm::vec3 wallNormal = cubeNormals[wallIndex];
// each direction has two walls: positive and negative
float axisDotWall = glm::dot(capsuleAxis, wallNormal);
if (fabsf(axisDotWall) > EPSILON) {
// formula for distance to intersection between line (P,p) and plane (V,n) is: (V-P)*n / p*n
distances[2 * i] = (halfCubeSide - glm::dot(capsuleStart, wallNormal)) / axisDotWall;
distances[2 * i + 1] = -(halfCubeSide + glm::dot(capsuleStart, wallNormal)) / axisDotWall;
}
}
// sort the distances from large to small
int j = 3;
while (j > 0) {
for (int i = 0; i <= j; ++i) {
if (distances[i] < distances[i+1]) {
// swap (using distances[4] as temp space)
distances[4] = distances[i];
distances[i] = distances[i+1];
distances[i+1] = distances[4];
}
}
--j;
}
// the capsule overlaps when the max of the mins is less than the min of the maxes
distances[0] = glm::min(capsuleLength, distances[1]); // maxDistance
distances[1] = glm::max(0.0f, distances[2]); // minDistance
bool hit = false;
if (distances[1] < distances[0]) {
// if we collide at all it will be at two points
for (int i = 0; i < 2; ++i) {
glm::vec3 sphereCenter = cubeCenter + capsuleStart + distances[i] * capsuleAxis;
// collide like a sphere at point0 with capsuleRadius
CollisionInfo* collision = sphereVsAACubeHelper(sphereCenter, capsuleRadius,
cubeCenter, 2.0f * halfCubeSide, collisions);
if (collision) {
// we hit! so store back pointers to the shapes
collision->_shapeA = capsuleA;
collision->_shapeB = cubeB;
hit = true;
}
}
return hit;
} else if (distances[1] < capsuleLength + capsuleRadius ) {
// we might collide at the end cap
glm::vec3 sphereCenter = cubeCenter + capsuleStart + capsuleLength * capsuleAxis;
// collide like a sphere at point0 with capsuleRadius
CollisionInfo* collision = sphereVsAACubeHelper(sphereCenter, capsuleRadius,
cubeCenter, 2.0f * halfCubeSide, collisions);
if (collision) {
// we hit! so store back pointers to the shapes
collision->_shapeA = capsuleA;
collision->_shapeB = cubeB;
hit = true;
}
} else if (distances[0] > -capsuleLength) {
// we might collide at the start cap
glm::vec3 sphereCenter = cubeCenter + capsuleStart;
// collide like a sphere at point0 with capsuleRadius
CollisionInfo* collision = sphereVsAACubeHelper(sphereCenter, capsuleRadius,
cubeCenter, 2.0f * halfCubeSide, collisions);
if (collision) {
// we hit! so store back pointers to the shapes
collision->_shapeA = capsuleA;
collision->_shapeB = cubeB;
hit = true;
}
}
return hit;
}
bool capsuleVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
const CapsuleShape* capsuleA = static_cast<const CapsuleShape*>(shapeA);
const AACubeShape* cubeB = static_cast<const AACubeShape*>(shapeB);
@ -661,10 +761,12 @@ bool capsuleVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& co
}
if (fabs(glm::dot(faceNormal, capsuleAxis)) < EPSILON) {
// TODO: Andrew to implement this special case
// where capsule is perpendicular to the face that it hits
// (Make this its own function? or implement it here?)
return false;
if (glm::dot(nearestApproach, faceNormal) > cubeB->getScale() + capsuleA->getRadius()) {
return false;
}
// we expect this case to be rare but complicated enough that we split it out
// into its own helper function
return capsuleVsAACubeFace(capsuleA, cubeB, faceIndex, faceNormal, collisions);
}
// Revisualize the capsule as a startPoint and an axis that points toward the cube face.

View file

@ -832,7 +832,8 @@ void ShapeColliderTests::sphereTouchesAACubeFaces() {
cubeCenter, cubeSide, collisions);
if (!collision) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube. faceNormal = " << faceNormal
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide outside cube face."
<< " faceNormal = " << faceNormal
<< std::endl;
break;
}
@ -868,7 +869,7 @@ void ShapeColliderTests::sphereTouchesAACubeFaces() {
cubeCenter, cubeSide, collisions);
if (!collision) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide with cube."
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: sphere should collide inside cube face."
<< " faceNormal = " << faceNormal << std::endl;
break;
}
@ -1037,11 +1038,10 @@ void ShapeColliderTests::capsuleMissesAACube() {
float offset = 2.0f * EPSILON;
// faces
// capsule caps miss cube faces
for (int i = 0; i < numDirections; ++i) {
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
glm::vec3 faceNormal = sign * faceNormals[i];
glm::vec3 secondNormal = faceNormals[(i + 1) % numDirections];
glm::vec3 thirdNormal = faceNormals[(i + 2) % numDirections];
@ -1066,15 +1066,14 @@ void ShapeColliderTests::capsuleMissesAACube() {
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (hit) {
if (ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should NOT collide with cube face."
<< " faceNormal = " << faceNormal << std::endl;
}
}
}
// edges
// capsule caps miss cube edges
// loop over each face...
for (int i = 0; i < numDirections; ++i) {
for (float faceSign = -1.0f; faceSign < 2.0f; faceSign += 2.0f) {
@ -1126,7 +1125,7 @@ void ShapeColliderTests::capsuleMissesAACube() {
}
}
// corners
// capsule caps miss cube corners
for (float firstSign = -1.0f; firstSign < 2.0f; firstSign += 2.0f) {
glm::vec3 firstNormal = firstSign * faceNormals[0];
for (float secondSign = -1.0f; secondSign < 2.0f; secondSign += 2.0f) {
@ -1158,14 +1157,154 @@ void ShapeColliderTests::capsuleMissesAACube() {
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (hit) {
if (ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should NOT collide with cube face."
<< " cornerNormal = " << cornerNormal << std::endl;
}
}
}
}
// capsule sides almost hit cube edges
// loop over each face...
float capsuleLength = 2.0f;
for (int i = 0; i < numDirections; ++i) {
for (float faceSign = -1.0f; faceSign < 2.0f; faceSign += 2.0f) {
glm::vec3 faceNormal = faceSign * faceNormals[i];
// loop over each neighboring face...
for (int j = (i + 1) % numDirections; j != i; j = (j + 1) % numDirections) {
// Compute the index to the third direction, which points perpendicular to both the face
// and the neighbor face.
int k = (j + 1) % numDirections;
if (k == i) {
k = (i + 1) % numDirections;
}
glm::vec3 thirdNormal = faceNormals[k];
collisions.clear();
for (float neighborSign = -1.0f; neighborSign < 2.0f; neighborSign += 2.0f) {
glm::vec3 neighborNormal = neighborSign * faceNormals[j];
// combine the face and neighbor normals to get the edge normal
glm::vec3 edgeNormal = glm::normalize(faceNormal + neighborNormal);
// pick a random point somewhere along the edge
glm::vec3 edgePoint = cubeCenter + (SQUARE_ROOT_OF_2 * 0.5f * cubeSide) * edgeNormal +
((cubeSide - 2.0f * offset) * (randFloat() - 0.5f)) * thirdNormal;
// pick a random normal that is deflected slightly from edgeNormal
glm::vec3 deflectedNormal = glm::normalize(edgeNormal +
(0.1f * (randFloat() - 0.5f)) * faceNormal +
(0.1f * (randFloat() - 0.5f)) * neighborNormal);
// compute the axis direction, which will be perp to deflectedNormal and thirdNormal
glm::vec3 axisDirection = glm::normalize(glm::cross(deflectedNormal, thirdNormal));
// compute a point for the capsule's axis along deflection normal away from edgePoint
glm::vec3 axisPoint = edgePoint + (capsuleRadius + offset) * deflectedNormal;
// now we can compute the capsule endpoints
glm::vec3 endPoint = axisPoint + (0.5f * capsuleLength * randFloat()) * axisDirection;
glm::vec3 startPoint = axisPoint - (0.5f * capsuleLength * randFloat()) * axisDirection;
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
if (ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should NOT collide with cube"
<< " edgeNormal = " << edgeNormal << std::endl;
}
}
}
}
}
// capsule sides almost hit cube corners
for (float firstSign = -1.0f; firstSign < 2.0f; firstSign += 2.0f) {
glm::vec3 firstNormal = firstSign * faceNormals[0];
for (float secondSign = -1.0f; secondSign < 2.0f; secondSign += 2.0f) {
glm::vec3 secondNormal = secondSign * faceNormals[1];
for (float thirdSign = -1.0f; thirdSign < 2.0f; thirdSign += 2.0f) {
collisions.clear();
glm::vec3 thirdNormal = thirdSign * faceNormals[2];
// the cornerNormal is the normalized sum of the three faces
glm::vec3 cornerNormal = glm::normalize(firstNormal + secondNormal + thirdNormal);
// compute a penetration normal that is somewhat randomized about cornerNormal
glm::vec3 penetrationNormal = - glm::normalize(cornerNormal +
(0.05f * cubeSide * (randFloat() - 0.5f)) * firstNormal +
(0.05f * cubeSide * (randFloat() - 0.5f)) * secondNormal +
(0.05f * cubeSide * (randFloat() - 0.5f)) * thirdNormal);
// pick a random point somewhere above the corner
glm::vec3 corner = cubeCenter + (0.5f * cubeSide) * (firstNormal + secondNormal + thirdNormal);
glm::vec3 startPoint = corner + (3.0f * cubeSide) * cornerNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * firstNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * secondNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// pick a second random point slightly less than one radius above the corner
// with some sight perp motion
glm::vec3 endPoint = corner - (capsuleRadius + offset) * penetrationNormal;
// randomly swap the points so capsule axis may point toward or away from corner
if (randFloat() > 0.5f) {
glm::vec3 temp = startPoint;
startPoint = endPoint;
endPoint = temp;
}
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
if (ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should NOT collide with cube"
<< " cornerNormal = " << cornerNormal << std::endl;
}
}
}
}
// capsule sides almost hit cube faces
// these are the steps along the capsuleAxis where we'll put the capsule endpoints
float steps[] = { -1.0f, 2.0f, 0.25f, 0.75f, -1.0f };
for (int i = 0; i < numDirections; ++i) {
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
glm::vec3 faceNormal = sign * faceNormals[i];
glm::vec3 secondNormal = faceNormals[(i + 1) % numDirections];
glm::vec3 thirdNormal = faceNormals[(i + 2) % numDirections];
// pick two random point on opposite edges of the face
glm::vec3 firstEdgeIntersection = cubeCenter + (0.5f * cubeSide) * (faceNormal + secondNormal) +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
glm::vec3 secondEdgeIntersection = cubeCenter + (0.5f * cubeSide) * (faceNormal - secondNormal) +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// compute the un-normalized axis for the capsule
glm::vec3 capsuleAxis = secondEdgeIntersection - firstEdgeIntersection;
// there are three pairs in steps[]
for (int j = 0; j < 4; j++) {
collisions.clear();
glm::vec3 startPoint = firstEdgeIntersection + steps[j] * capsuleAxis + (capsuleRadius + offset) * faceNormal;
glm::vec3 endPoint = firstEdgeIntersection + steps[j + 1] * capsuleAxis + (capsuleRadius + offset) * faceNormal;
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
if (ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should NOT collide with cube"
<< " faceNormal = " << faceNormal << std::endl;
break;
}
}
}
}
}
void ShapeColliderTests::capsuleTouchesAACube() {
@ -1173,7 +1312,6 @@ void ShapeColliderTests::capsuleTouchesAACube() {
float capsuleRadius = 1.0f;
//glm::vec3 cubeCenter(0.0f);
glm::vec3 cubeCenter(1.23f, 4.56f, 7.89f);
float cubeSide = 2.0f;
AACubeShape cube(cubeSide, cubeCenter);
@ -1184,11 +1322,10 @@ void ShapeColliderTests::capsuleTouchesAACube() {
float overlap = 0.25f * capsuleRadius;
float allowableError = 10.0f * EPSILON;
// capsule caps against cube faces
// capsule caps hit cube faces
for (int i = 0; i < numDirections; ++i) {
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
glm::vec3 faceNormal = sign * faceNormals[i];
glm::vec3 secondNormal = faceNormals[(i + 1) % numDirections];
glm::vec3 thirdNormal = faceNormals[(i + 2) % numDirections];
@ -1216,8 +1353,7 @@ void ShapeColliderTests::capsuleTouchesAACube() {
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (!hit) {
if (!ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " faceNormal = " << faceNormal << std::endl;
break;
@ -1254,7 +1390,7 @@ void ShapeColliderTests::capsuleTouchesAACube() {
}
}
// capsule caps against cube edges
// capsule caps hit cube edges
// loop over each face...
for (int i = 0; i < numDirections; ++i) {
for (float faceSign = -1.0f; faceSign < 2.0f; faceSign += 2.0f) {
@ -1297,8 +1433,7 @@ void ShapeColliderTests::capsuleTouchesAACube() {
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (!hit) {
if (!ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " edgeNormal = " << edgeNormal << std::endl;
}
@ -1336,7 +1471,7 @@ void ShapeColliderTests::capsuleTouchesAACube() {
}
}
// capsule caps against cube corners
// capsule caps hit cube corners
for (float firstSign = -1.0f; firstSign < 2.0f; firstSign += 2.0f) {
glm::vec3 firstNormal = firstSign * faceNormals[0];
for (float secondSign = -1.0f; secondSign < 2.0f; secondSign += 2.0f) {
@ -1369,8 +1504,7 @@ void ShapeColliderTests::capsuleTouchesAACube() {
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (!hit) {
if (!ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " cornerNormal = " << cornerNormal << std::endl;
}
@ -1407,7 +1541,7 @@ void ShapeColliderTests::capsuleTouchesAACube() {
}
}
// capsule sides against cube edges
// capsule sides hit cube edges
// loop over each face...
float capsuleLength = 2.0f;
for (int i = 0; i < numDirections; ++i) {
@ -1454,8 +1588,7 @@ void ShapeColliderTests::capsuleTouchesAACube() {
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (!hit) {
if (!ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " edgeNormal = " << edgeNormal << std::endl;
}
@ -1493,7 +1626,7 @@ void ShapeColliderTests::capsuleTouchesAACube() {
}
}
// capsule sides against cube corners
// capsule sides hit cube corners
for (float firstSign = -1.0f; firstSign < 2.0f; firstSign += 2.0f) {
glm::vec3 firstNormal = firstSign * faceNormals[0];
for (float secondSign = -1.0f; secondSign < 2.0f; secondSign += 2.0f) {
@ -1534,8 +1667,7 @@ void ShapeColliderTests::capsuleTouchesAACube() {
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (!hit) {
if (!ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " cornerNormal = " << cornerNormal << std::endl;
}
@ -1571,6 +1703,101 @@ void ShapeColliderTests::capsuleTouchesAACube() {
}
}
}
// capsule sides hit cube faces
// these are the steps along the capsuleAxis where we'll put the capsule endpoints
float steps[] = { -1.0f, 2.0f, 0.25f, 0.75f, -1.0f };
for (int i = 0; i < numDirections; ++i) {
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
glm::vec3 faceNormal = sign * faceNormals[i];
glm::vec3 secondNormal = faceNormals[(i + 1) % numDirections];
glm::vec3 thirdNormal = faceNormals[(i + 2) % numDirections];
// pick two random point on opposite edges of the face
glm::vec3 firstEdgeIntersection = cubeCenter + (0.5f * cubeSide) * (faceNormal + secondNormal) +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
glm::vec3 secondEdgeIntersection = cubeCenter + (0.5f * cubeSide) * (faceNormal - secondNormal) +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// compute the un-normalized axis for the capsule
glm::vec3 capsuleAxis = secondEdgeIntersection - firstEdgeIntersection;
// there are three pairs in steps[]
for (int j = 0; j < 4; j++) {
collisions.clear();
glm::vec3 startPoint = firstEdgeIntersection + steps[j] * capsuleAxis + (capsuleRadius - overlap) * faceNormal;
glm::vec3 endPoint = firstEdgeIntersection + steps[j + 1] * capsuleAxis + (capsuleRadius - overlap) * faceNormal;
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
if (!ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " faceNormal = " << faceNormal << std::endl;
break;
}
int numCollisions = collisions.size();
if (numCollisions != 2) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: capsule should hit cube face at two spots."
<< " Expected collisions size of 2 but is actually " << numCollisions
<< ". faceNormal = " << faceNormal << std::endl;
break;
}
// compute the expected contact points
// NOTE: whether the startPoint or endPoint are expected to collide depends the relative values
// of the steps[] that were used to compute them above.
glm::vec3 expectedContactPoints[2];
if (j == 0) {
expectedContactPoints[0] = firstEdgeIntersection - overlap * faceNormal;
expectedContactPoints[1] = secondEdgeIntersection - overlap * faceNormal;
} else if (j == 1) {
expectedContactPoints[0] = secondEdgeIntersection - overlap * faceNormal;
expectedContactPoints[1] = endPoint - capsuleRadius * faceNormal;
} else if (j == 2) {
expectedContactPoints[0] = startPoint - capsuleRadius * faceNormal;
expectedContactPoints[1] = endPoint - capsuleRadius * faceNormal;
} else if (j == 3) {
expectedContactPoints[0] = startPoint - capsuleRadius * faceNormal;
expectedContactPoints[1] = firstEdgeIntersection - overlap * faceNormal;
}
// verify each contact
for (int k = 0; k < 2; ++k) {
CollisionInfo* collision = collisions.getCollision(k);
// penetration points from capsule into cube
glm::vec3 expectedPenetration = - overlap * faceNormal;
float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
if (fabs(inaccuracy) > allowableError) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad penetration: expected = " << expectedPenetration
<< " actual = " << collision->_penetration
<< " faceNormal = " << faceNormal
<< std::endl;
}
// the order of the final contact points is undefined, so we
// figure out which expected contact point is the closest to the real one
// and then verify accuracy on that
float length0 = glm::length(collision->_contactPoint - expectedContactPoints[0]);
float length1 = glm::length(collision->_contactPoint - expectedContactPoints[1]);
glm::vec3 expectedContactPoint = (length0 < length1) ? expectedContactPoints[0] : expectedContactPoints[1];
// contactPoint is on surface of capsule
inaccuracy = (length0 < length1) ? length0 : length1;
if (fabs(inaccuracy) > allowableError) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad contact: expectedContactPoint[" << k << "] = " << expectedContactPoint
<< " actual = " << collision->_contactPoint
<< " faceNormal = " << faceNormal
<< std::endl;
}
}
}
}
}
}