/** * This file is part of miniCDx benchmark of oSCJ. * * miniCDx is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * miniCDx is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with miniCDx. If not, see <http://www.gnu.org/licenses/>. * * * Copyright 2009, 2010 * @authors Daniel Tang, Ales Plsek * * See: http://sss.cs.purdue.edu/projects/oscj/ */ package minicdj.cdx; import minicdj.collision.Vector3d; /** * Objects of the <code>Motion</code> class provide all a-priori known information about what the Aircraft was doing * between two frames. Also provides methods to do useful things with this object (so it's not just dead data). * * @author Filip Pizlo */ /*@javax.safetycritical.annotate.Scope("cdx.CollisionDetectorHandler")*/ class Motion { /** The aircraft that we are referring to. */ private final Aircraft aircraft; /** * The first position (from the last frame). Will be equal to <code>pos_two</code> if we do not have a record for * this aircraft for any previous frames. */ private final Vector3d pos_one; /** The second position (from the current frame). */ private final Vector3d pos_two; /** Initialize with an aircraft and two positions. */ public Motion(final Aircraft _aircraft, final Vector3d _pos_one, final Vector3d _pos_two) { aircraft = _aircraft; pos_one = _pos_one; pos_two = _pos_two; } /** Initialize with an aircraft and one position. */ public Motion(final Aircraft _aircraft, final Vector3d _pos) { this(_aircraft, _pos, _pos); } /** Retrieve the aircraft. */ public Aircraft getAircraft() { return aircraft; } /** Retrieve position #1. */ public Vector3d getFirstPosition() { return pos_one; } /** Retrieve position #2. */ public Vector3d getSecondPosition() { return pos_two; } public String toString() { return "MOTION of " + getAircraft().toString() + " from " + getFirstPosition().toString() + " to " + getSecondPosition().toString(); } /** * Find an intersection between this Motion and another. * * @return a Vector3d object with the intersection point if an intersection was found, null otherwise. * @author Jeff Hagelberg, Filip Pizlo */ // see the code for checking the (strange) semantics of the returned intersection public Vector3d findIntersection(final Motion other) { final Vector3d i1 = new Vector3d(), f1 = new Vector3d(), i2 = new Vector3d(), f2 = new Vector3d(); i1.set(getFirstPosition()); f1.set(getSecondPosition()); i2.set(other.getFirstPosition()); f2.set(other.getSecondPosition()); float r = Constants.PROXIMITY_RADIUS; final float vx1 = f1.x - i1.x; final float vx2 = f2.x - i2.x; final float vy1 = f1.y - i1.y; final float vy2 = f2.y - i2.y; final float vz1 = f1.z - i1.z; final float vz2 = f2.z - i2.z; // this test is not geometrical 3-d intersection test, it takes the fact that the aircraft move // into account ; so it is more like a 4d test // (it assumes that both of the aircraft have a constant speed over the tested interval) // we thus have two points, each of them moving on its line segment at constant speed ; we are looking // for times when the distance between these two points is smaller than r // V1 is vector of aircraft 1 // V2 is vector of aircraft 2 // if a = 0 iff the planes are moving in parallel and have the same speed (can be zero - they may not be moving // at all) // a = (V2 - V1)^T * (V2 - V1) = < (V2 - V1), (V2 - V1) > = sqrt( || V2 - V1 || ) final float a = (vx2 - vx1) * (vx2 - vx1) + (vy2 - vy1) * (vy2 - vy1) + (vz2 - vz1) * (vz2 - vz1); if (a != 0.0f) { // we are first looking for instances of time when the planes are exactly r from each other // at least one plane is moving ; if the planes are moving in parallel, they do not have constant speed // if the planes are moving in parallel, then // if the faster starts behind the slower, we can have 2, 1, or 0 solutions // if the faster plane starts in front of the slower, we can have 0 or 1 solutions // if the planes are not moving in parallel, then // point P1 = I1 + vV1 // point P2 = I2 + vV2 // - looking for v, such that dist(P1,P2) = || P1 - P2 || = r // it follows that || P1 - P2 || = sqrt( < P1-P2, P1-P2 > ) // 0 = -r^2 + < P1 - P2, P1 - P2 > // from properties of dot product // 0 = -r^2 + <I1-I2,I1-I2> + v * 2<I1-I2, V1-V2> + v^2 *<V1-V2,V1-V2> // so we calculate a, b, c - and solve the quadratic equation // 0 = c + bv + av^2 // b = 2 * <I1-I2, V1-V2> float b = 2.0f * (i2.x * vx2 - i2.x * vx1 - i1.x * vx2 + i1.x * vx1 + i2.y * vy2 - i2.y * vy1 - i1.y * vy2 + i1.y * vy1 + i2.z * vz2 - i2.z * vz1 - i1.z * vz2 + i1.z * vz1); // c = -r^2 + (I2 - I1)^T * (I2 - I1) final float c = -r * r + (i2.x - i1.x) * (i2.x - i1.x) + (i2.y - i1.y) * (i2.y - i1.y) + (i2.z - i1.z) * (i2.z - i1.z); final float discr = b * b - 4.0f * a * c; if (discr < 0.0f) return null; // the left side final float v1 = (-b - (float) Math.sqrt(discr)) / (2.0f * a); // the right side final float v2 = (-b + (float) Math.sqrt(discr)) / (2.0f * a); // FIXME: v1 <= v2 always holds, correct ? // .. because v1 > v2 only if a < 0, which would mean <V1-V2,V1-V2> < 0, which is impossible if (v1 <= v2 && (v1 <= 1.0f && 1.0f <= v2 || v1 <= 0.0f && 0.0f <= v2 || 0.0f <= v1 && v2 <= 1.0f)) { // new: calculate the location of the collision; if it is // outside of the bounds of the Simulation, don't do anything! final float x1col = i1.x + vx1 * (v1 + v2) / 2.0f; final float y1col = i1.y + vy1 * (v1 + v2) / 2.0f; final float z1col = i1.z + vz1 * (v1 + v2) / 2.0f; if (z1col > Constants.MIN_Z && z1col <= Constants.MAX_Z && x1col >= Constants.MIN_X && x1col <= Constants.MAX_X && y1col >= Constants.MIN_Y && y1col <= Constants.MAX_Y) return new Vector3d( x1col, y1col, z1col); } } else { // the planes have the same speeds and are moving in parallel (or they are not moving at all) // they thus have the same distance all the time ; we calculate it from the initial point // dist = || i2 - i1 || = sqrt( ( i2 - i1 )^T * ( i2 - i1 ) ) float dist = (i2.x - i1.x) * (i2.x - i1.x) + (i2.y - i1.y) * (i2.y - i1.y) + (i2.z - i1.z) * (i2.z - i1.z); dist = (float) Math.sqrt(dist); // devices.Console.println("i1 = "+i1+", i2 = "+i2+", dist = "+dist); if (dist <= r) // devices.Console.println("Planes were travelling in parallel. Collision."); return getFirstPosition(); } return null; } }