/*========================================================================= Library: iMSTK Copyright (c) Kitware, Inc. & Center for Modeling, Simulation, & Imaging in Medicine, Rensselaer Polytechnic Institute. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0.txt Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. =========================================================================*/ #include "imstkUnidirectionalPlaneToSphereCD.h" #include "imstkCollidingObject.h" #include "imstkCollisionData.h" #include "imstkPlane.h" #include "imstkSphere.h" #include <g3log/g3log.hpp> namespace imstk { void UnidirectionalPlaneToSphereCD::computeCollisionData() { // Clear collisionData m_colData.clearAll(); // Get geometry properties const Vec3d sphereBPos = m_sphereB->getPosition(); const double r = m_sphereB->getRadius() * m_sphereB->getScaling(); const Vec3d planeAPos = m_planeA->getPosition(); const Vec3d n = m_planeA->getNormal(); // Compute shortest distance double d = (sphereBPos-planeAPos).dot(n); // Compute penetration depth // Half-space defined by the normal of the plane is considered as "outside". double penetrationDepth = r-d; if (penetrationDepth <= 0.0) { return; } // Compute collision points Vec3d planeAColPt = sphereBPos - n*d; Vec3d sphereBColPt = sphereBPos - n*r; // Compute the direction from plane to sphere Vec3d dirAtoB = (d > 0.0 ? 1.0 : -1.0)*n; // Set collisionData m_colData.PDColData.push_back({planeAColPt, sphereBColPt, dirAtoB, penetrationDepth}); } } //iMSTK