Files
Mujoco_WASM/src/engine/engine_vis_interact.c
T
Yuval Tassa a9ee497e33 Add spaces around comparison operators.
PiperOrigin-RevId: 573620198
Change-Id: Icf295cc0dd381a4a7f0e2c94f2e12b499193e862
2023-10-15 07:40:10 -07:00

878 lines
24 KiB
C

// Copyright 2021 DeepMind Technologies Limited
//
// 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
//
// 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 "engine/engine_vis_interact.h"
#include <math.h>
#include <stddef.h>
#include <mujoco/mjdata.h>
#include <mujoco/mjexport.h>
#include <mujoco/mjmodel.h>
#include <mujoco/mjvisualize.h>
#include "engine/engine_core_smooth.h"
#include "engine/engine_io.h"
#include "engine/engine_ray.h"
#include "engine/engine_support.h"
#include "engine/engine_util_blas.h"
#include "engine/engine_util_errmem.h"
#include "engine/engine_util_misc.h"
#include "engine/engine_util_spatial.h"
// transform pose from room to model space
void mjv_room2model(mjtNum* modelpos, mjtNum* modelquat, const mjtNum* roompos,
const mjtNum* roomquat, const mjvScene* scn) {
mjtNum translate[3], rotate[4], invpos[3], invquat[4];
// check scale
if (scn->scale < mjMINVAL) {
mjERROR("mjvScene scale too small");
}
// enabled: transform
if (scn->enabletransform) {
// convert translate, rotate to mjtNum
mju_f2n(translate, scn->translate, 3);
mju_f2n(rotate, scn->rotate, 4);
// invert model pose (without scale)
mju_negPose(invpos, invquat, translate, rotate);
// map from room to model space
mju_mulPose(modelpos, modelquat, invpos, invquat, roompos, roomquat);
// divide position by scale
mju_scl3(modelpos, modelpos, 1.0/scn->scale);
}
// disabled: copy
else {
mju_copy3(modelpos, roompos);
mju_copy4(modelquat, roomquat);
}
}
// transform pose from model to room space
void mjv_model2room(mjtNum* roompos, mjtNum* roomquat, const mjtNum* modelpos,
const mjtNum* modelquat, const mjvScene* scn) {
mjtNum translate[3], rotate[4];
// check scale
if (scn->scale < mjMINVAL) {
mjERROR("mjvScene scale too small");
}
// enabled: transform
if (scn->enabletransform) {
// convert translate, rotate to mjtNum
mju_f2n(translate, scn->translate, 3);
mju_f2n(rotate, scn->rotate, 4);
// map from model to room space
mju_mulPose(roompos, roomquat, translate, rotate, modelpos, modelquat);
// scale position
mju_scl3(roompos, roompos, scn->scale);
}
// disabled: copy
else {
mju_copy3(roompos, modelpos);
mju_copy4(roomquat, modelquat);
}
}
// get camera info in model space: average left and right OpenGL cameras
void mjv_cameraInModel(mjtNum* headpos, mjtNum* forward, mjtNum* up, const mjvScene* scn) {
mjtNum pos[3], fwd[3], u[3], quat[4];
mjtNum modelpos[3], modelquat[4], modelmat[9];
// check znear
if (scn->camera[0].frustum_near < mjMINVAL || scn->camera[1].frustum_near < mjMINVAL) {
mjERROR("mjvScene frustum_near too small");
}
// clear results
if (headpos) {
mju_zero3(headpos);
}
if (forward) {
mju_zero3(forward);
}
if (up) {
mju_zero3(up);
}
// average over cameras
for (int n=0; n < 2; n++) {
// convert pos, fwd, u
mju_f2n(pos, scn->camera[n].pos, 3);
mju_f2n(fwd, scn->camera[n].forward, 3);
mju_f2n(u, scn->camera[n].up, 3);
// normalize just in case
mju_normalize3(fwd);
mju_normalize3(u);
// make orientation matrix: x = left, y = up, z = forward
mjtNum left[3];
mju_cross(left, u, fwd);
mju_normalize3(left);
mjtNum mat[9] = {
left[0], u[0], fwd[0],
left[1], u[1], fwd[1],
left[2], u[2], fwd[2]
};
mju_mat2Quat(quat, mat);
// convert to model space, make orientation matrix
mjv_room2model(modelpos, modelquat, pos, quat, scn);
mju_quat2Mat(modelmat, modelquat);
// finalize results
if (headpos) {
mju_addToScl3(headpos, modelpos, 0.5);
}
if (forward) {
forward[0] += 0.5*modelmat[2];
forward[1] += 0.5*modelmat[5];
forward[2] += 0.5*modelmat[8];
}
if (up) {
up[0] += 0.5*modelmat[1];
up[1] += 0.5*modelmat[4];
up[2] += 0.5*modelmat[7];
}
}
// normalize forward and up
if (forward) {
mju_normalize3(forward);
}
if (up) {
mju_normalize3(up);
}
}
// get camera info in room space: average left and right OpenGL cameras
void mjv_cameraInRoom(mjtNum* headpos, mjtNum* forward, mjtNum* up, const mjvScene* scn) {
mjtNum pos[3], fwd[3], u[3];
// check znear
if (scn->camera[0].frustum_near < mjMINVAL || scn->camera[1].frustum_near < mjMINVAL) {
mjERROR("mjvScene frustum_near too small");
}
// clear results
if (headpos) {
mju_zero3(headpos);
}
if (forward) {
mju_zero3(forward);
}
if (up) {
mju_zero3(up);
}
// average over cameras
for (int n=0; n < 2; n++) {
// convert pos, fwd, u
mju_f2n(pos, scn->camera[n].pos, 3);
mju_f2n(fwd, scn->camera[n].forward, 3);
mju_f2n(u, scn->camera[n].up, 3);
// finalize results
if (headpos) {
mju_addToScl3(headpos, pos, 0.5);
}
if (forward) {
mju_addToScl3(forward, fwd, 0.5);
}
if (up) {
mju_addToScl3(up, u, 0.5);
}
}
// normalize
if (forward) {
mju_normalize3(forward);
}
if (up) {
mju_normalize3(up);
}
}
// get frustum height at unit distance from camera; average left and right OpenGL cameras
mjtNum mjv_frustumHeight(const mjvScene* scn) {
mjtNum height;
// check znear
if (scn->camera[0].frustum_near < mjMINVAL || scn->camera[1].frustum_near < mjMINVAL) {
mjERROR("mjvScene frustum_near too small");
}
// add normalized height for left and right cameras
height = (scn->camera[0].frustum_top-scn->camera[0].frustum_bottom)/scn->camera[0].frustum_near +
(scn->camera[1].frustum_top-scn->camera[1].frustum_bottom)/scn->camera[1].frustum_near;
// average
return 0.5*height;
}
// rotate 3D vec in horizontal plane by angle between (0,1) and (forward_x,forward_y)
MJAPI void mjv_alignToCamera(mjtNum* res, const mjtNum* vec, const mjtNum* forward) {
mjtNum xaxis[2], yaxis[2];
// forward-aligned y-axis
mju_copy(yaxis, forward, 2);
mju_normalize(yaxis, 2);
// corresponding x-axis
xaxis[0] = yaxis[1];
xaxis[1] = -yaxis[0];
// apply horizontal rotation
res[0] = vec[0]*xaxis[0] + vec[1]*yaxis[0];
res[1] = vec[0]*xaxis[1] + vec[1]*yaxis[1];
res[2] = vec[2];
}
// convert 2D mouse motion to z-aligned 3D world coordinates
static void convert2D(mjtNum* res, int action, mjtNum dx, mjtNum dy, const mjtNum* forward) {
mjtNum vec[3];
// construct 3D vector
switch ((mjtMouse) action) {
case mjMOUSE_ROTATE_V:
vec[0] = dy;
vec[1] = 0;
vec[2] = dx;
break;
case mjMOUSE_ROTATE_H:
vec[0] = dy;
vec[1] = dx;
vec[2] = 0;
break;
case mjMOUSE_MOVE_V:
vec[0] = dx;
vec[1] = 0;
vec[2] = -dy;
break;
case mjMOUSE_MOVE_H:
vec[0] = dx;
vec[1] = -dy;
vec[2] = 0;
break;
case mjMOUSE_ZOOM:
break;
default:
mjERROR("unexpected mouse action %d in convert2D", action);
}
// call 3D converter
mjv_alignToCamera(res, vec, forward);
}
// move camera with mouse; action is mjtMouse
void mjv_moveCamera(const mjModel* m, int action, mjtNum reldx, mjtNum reldy,
const mjvScene* scn, mjvCamera* cam) {
mjtNum headpos[3], forward[3];
mjtNum vec[3], dif[3], scl;
// fixed camera: nothing to do
if (cam->type == mjCAMERA_FIXED) {
return;
}
// process action
switch ((mjtMouse) action) {
case mjMOUSE_ROTATE_V:
case mjMOUSE_ROTATE_H:
cam->azimuth -= reldx * 180.0;
cam->elevation -= reldy * 180.0;
break;
case mjMOUSE_MOVE_V:
case mjMOUSE_MOVE_H:
// do not move lookat point of tracking camera
if (cam->type == mjCAMERA_TRACKING) {
return;
}
// get camera info and align
mjv_cameraInModel(headpos, forward, NULL, scn);
convert2D(vec, action, reldx, reldy, forward);
// compute scaling: rendered lookat displacement = mouse displacement
mju_sub3(dif, cam->lookat, headpos);
scl = mjv_frustumHeight(scn) * mju_dot3(dif, forward);
// move lookat point in opposite direction
mju_addToScl3(cam->lookat, vec, -scl);
break;
case mjMOUSE_ZOOM:
cam->distance -= mju_log(1 + cam->distance/m->stat.extent/3) * reldy * 9 * m->stat.extent;
break;
default:
mjERROR("unexpected action %d", action);
}
// clamp camera parameters
if (cam->azimuth > 180) {
cam->azimuth -= 360;
}
if (cam->azimuth < -180) {
cam->azimuth += 360;
}
if (cam->elevation > 89) {
cam->elevation = 89;
}
if (cam->elevation < -89) {
cam->elevation = -89;
}
if (cam->distance < 0.01*m->stat.extent) {
cam->distance = 0.01*m->stat.extent;
}
if (cam->distance > 100*m->stat.extent) {
cam->distance = 100*m->stat.extent;
}
}
// move perturb object with mouse; action is mjtMouse
void mjv_movePerturb(const mjModel* m, const mjData* d, int action, mjtNum reldx,
mjtNum reldy, const mjvScene* scn, mjvPerturb* pert) {
int sel = pert->select;
mjtNum forward[3], vec[3], scl, q1[4], xiquat[4];
// get camera info and align
mjv_cameraInModel(NULL, forward, NULL, scn);
convert2D(vec, action, reldx, reldy, forward);
// process action
switch ((mjtMouse) action) {
case mjMOUSE_MOVE_V:
case mjMOUSE_MOVE_H:
mju_addToScl3(pert->refpos, vec, pert->scale);
mju_addToScl3(pert->refselpos, vec, pert->scale);
break;
case mjMOUSE_ROTATE_V:
case mjMOUSE_ROTATE_H:
// normalize vector, get length
scl = mju_normalize3(vec);
// make quaternion and apply
mju_axisAngle2Quat(q1, vec, scl*mjPI*2);
mju_mulQuat(pert->refquat, q1, pert->refquat);
mju_normalize4(pert->refquat);
// compute xiquat
mju_mulQuat(xiquat, d->xquat+4*sel, m->body_iquat+4*sel);
// limit rotation relative to selected body
if (sel > 0 && sel < m->nbody) {
// q2 = neg(selbody) * refquat
mjtNum q2[4];
mju_negQuat(q1, xiquat);
mju_mulQuat(q2, q1, pert->refquat);
// convert q2 to axis-angle
mjtNum dif[3];
mju_quat2Vel(dif, q2, 1);
scl = mju_normalize3(dif);
// check limit: +/- 90 deg allowed
if (scl < -mjPI*0.5 || scl > mjPI*0.5) {
// clamp angle
scl = mju_max(-mjPI*0.5, mju_min(mjPI*0.5, scl));
// reconstruct q2
mju_axisAngle2Quat(q2, dif, scl);
// set refquat = selbody * q2_new
mju_mulQuat(pert->refquat, xiquat, q2);
}
}
break;
case mjMOUSE_ZOOM:
break;
default:
mjERROR("unexpected mouse action %d", action);
}
}
// move model with mouse; action is mjtMouse
void mjv_moveModel(const mjModel* m, int action, mjtNum reldx, mjtNum reldy,
const mjtNum roomup[3], mjvScene* scn) {
mjtNum roomforward[3], roomright[3], camforward[3];
mjtNum vec[3], scl, quat[4], rotate[4], result[4];
// transformation disabled: nothing to do
if (!scn->enabletransform) {
return;
}
// get camera forward in room space
mjv_cameraInRoom(NULL, camforward, NULL, scn);
// make orthogonal to roomright
mju_addScl3(roomforward, camforward, roomup, -mju_dot3(camforward, roomup));
mju_normalize3(roomforward);
// compute roomright
mju_cross(roomright, roomforward, roomup);
mju_normalize3(roomright);
// process action
switch ((mjtMouse) action) {
case mjMOUSE_ROTATE_V:
case mjMOUSE_ROTATE_H:
// construct rotation vector
for (int i=0; i < 3; i++) {
if (action == mjMOUSE_ROTATE_V) {
vec[i] = roomup[i]*reldx + roomright[i]*reldy;
} else {
vec[i] = roomforward[i]*reldx + roomright[i]*reldy;
}
}
// make quaternion from angle-axis
scl = mju_normalize3(vec);
mju_axisAngle2Quat(quat, vec, scl*mjPI);
// get current model rotation
mju_f2n(rotate, scn->rotate, 4);
// compose rotation, normalize and and set
mju_mulQuat(result, quat, rotate);
mju_normalize4(result);
mju_n2f(scn->rotate, result, 4);
break;
case mjMOUSE_MOVE_V:
for (int i=0; i < 3; i++) {
scn->translate[i] += (float)(roomright[i]*reldx - roomup[i]*reldy) * m->stat.extent;
}
break;
case mjMOUSE_MOVE_H:
for (int i=0; i < 3; i++) {
scn->translate[i] += (float)(roomright[i]*reldx - roomforward[i]*reldy) * m->stat.extent;
}
break;
case mjMOUSE_ZOOM:
scn->scale += (float)(mju_log(1 + scn->scale/3) * reldy * 3);
if (scn->scale < 0.01f) {
scn->scale = 0.01f;
} else if (scn->scale > 100.0f) {
scn->scale = 100.0f;
}
break;
default:
mjERROR("unexpected action %d", action);
}
}
// copy perturb pos,quat from selected body; set scale for perturbation
void mjv_initPerturb(const mjModel* m, mjData* d, const mjvScene* scn, mjvPerturb* pert) {
mj_markStack(d);
int nv = m->nv;
int sel = pert->select;
mjtNum headpos[3], forward[3], dif[3];
mjtNum* jac = mj_stackAllocNum(d, 3*nv);
mjtNum* jacM2 = mj_stackAllocNum(d, 3*nv);
// invalid selected body: return
if (sel <= 0 || sel >= m->nbody) {
mj_freeStack(d);
return;
}
// compute selection point in world coordinates
mjtNum selpos[3];
mju_rotVecMat(selpos, pert->localpos, d->xmat+9*sel);
mju_addTo3(selpos, d->xpos+3*sel);
// compute average spatial inertia at selection point
mj_jac(m, d, jac, NULL, selpos, sel);
mj_solveM2(m, d, jacM2, jac, 3);
mjtNum invmass = mju_dot(jacM2+0*nv, jacM2+0*nv, nv) +
mju_dot(jacM2+1*nv, jacM2+1*nv, nv) +
mju_dot(jacM2+2*nv, jacM2+2*nv, nv);
pert->localmass = 3 / mju_max(invmass, mjMINVAL);
// scale localmass with flex average number of edges per vertex
if (pert->flexselect >= 0 && !m->flex_rigid[pert->flexselect]) {
pert->localmass *= (2.0*m->flex_edgenum[pert->flexselect]) /
(mjtNum)m->flex_vertnum[pert->flexselect];
}
// copy
mju_copy3(pert->refpos, d->xipos+3*sel);
mju_mulQuat(pert->refquat, d->xquat+4*sel, m->body_iquat+4*sel);
mju_copy3(pert->refselpos, selpos);
// get camera info
mjv_cameraInModel(headpos, forward, NULL, scn);
// compute scaling: rendered pert->refselpos displacement = mouse displacement
mju_sub3(dif, pert->refselpos, headpos);
pert->scale = mjv_frustumHeight(scn) * mju_dot3(dif, forward);
mj_freeStack(d);
}
// set perturb pos,quat in d->mocap when selected body is mocap, and in d->qpos otherwise
// d->qpos written only if flg_paused and subtree root for selected body has free joint
void mjv_applyPerturbPose(const mjModel* m, mjData* d, const mjvPerturb* pert, int flg_paused) {
int rootid = 0, sel = pert->select;
mjtNum pos1[3], quat1[4], pos2[3], quat2[4], refpos[3], refquat[4];
mjtNum *Rpos, *Rquat, *Cpos, *Cquat;
// exit if nothing to do
if (sel <= 0 || sel >= m->nbody || !(pert->active | pert->active2)) {
return;
}
// get rootid above selected body
rootid = m->body_rootid[sel];
// transform refpos,refquat from I-frame to X-frame of body[sel]
mju_negPose(pos1, quat1, m->body_ipos+3*sel, m->body_iquat+4*sel);
mju_mulPose(refpos, refquat, pert->refpos, pert->refquat, pos1, quat1);
// mocap body
if (m->body_mocapid[sel] >= 0) {
// copy ref pose into mocap pose
mju_copy3(d->mocap_pos + 3*m->body_mocapid[sel], refpos);
mju_copy4(d->mocap_quat + 4*m->body_mocapid[sel], refquat);
}
// floating body, paused
else if (flg_paused && m->body_jntnum[sel] == 1 &&
m->jnt_type[m->body_jntadr[sel]] == mjJNT_FREE) {
// copy ref pose into qpos
mju_copy3(d->qpos + m->jnt_qposadr[m->body_jntadr[sel]], refpos);
mju_copy4(d->qpos + m->jnt_qposadr[m->body_jntadr[sel]] + 3, refquat);
}
// child of floating body, paused
else if (flg_paused && m->body_jntnum[rootid] == 1 &&
m->jnt_type[m->body_jntadr[rootid]] == mjJNT_FREE) {
// get pointers to root
Rpos = d->qpos + m->jnt_qposadr[m->body_jntadr[rootid]];
Rquat = Rpos + 3;
// get pointers to child
Cpos = d->xpos + 3*sel;
Cquat = d->xquat + 4*sel;
// set root <- ref*neg(child)*root
mju_negPose(pos1, quat1, Cpos, Cquat); // neg(child)
mju_mulPose(pos2, quat2, pos1, quat1, Rpos, Rquat); // neg(child)*root
mju_mulPose(Rpos, Rquat, refpos, refquat, pos2, quat2); // ref*neg(child)*root
}
}
// set perturb force,torque in d->xfrc_applied, if selected body is dynamic
void mjv_applyPerturbForce(const mjModel* m, mjData* d, const mjvPerturb* pert) {
int sel = pert->select;
// exit if nothing to do
if (sel < 0 || sel >= m->nbody || !(pert->active | pert->active2)) {
return;
}
// pointers to body xfrc_applied, force and torque
mjtNum *force = d->xfrc_applied + 6*sel;
mjtNum *torque = d->xfrc_applied + 6*sel + 3;
// pointers to global selbody velocity, linear and rotational
mjtNum bvel[6];
mj_objectVelocity(m, d, mjOBJ_BODY, sel, bvel, 0);
mjtNum *body_linvel = bvel + 3;
mjtNum *body_rotvel = bvel;
// body rotational inertia
mjtNum inertia = 1.0/mju_max(mjMINVAL, m->body_invweight0[2*sel+1]);
if (((pert->active | pert->active2) & mjPERT_TRANSLATE)) {
// compute selection point in world coordinates
mjtNum selpos[3];
mju_rotVecMat(selpos, pert->localpos, d->xmat+9*sel);
mju_addTo3(selpos, d->xpos+3*sel);
// displacement of selection point from reference point
mjtNum diff[3];
mju_sub3(diff, selpos, pert->refselpos);
// spring perturbation force
mjtNum stiffness = m->vis.map.stiffness;
mju_copy3(force, diff);
mju_scl3(force, force, -stiffness*pert->localmass);
// moment arm w.r.t body com
mjtNum moment_arm[3];
mju_sub3(moment_arm, selpos, d->xipos+3*sel);
// translational velocity of selection point
mjtNum svel[3];
mju_cross(svel, body_rotvel, moment_arm);
mju_addTo3(svel, body_linvel);
// add critical damping force of selection point
mju_addToScl3(force, svel, -sqrtf(stiffness)*pert->localmass);
// torque on body com due to force
mju_cross(torque, moment_arm, force);
// add critically damped torsional torque along displacement axis
stiffness = m->vis.map.stiffnessrot;
mju_normalize3(diff);
mju_addToScl3(torque, diff, -sqrtf(stiffness)*inertia*mju_dot3(diff, body_rotvel));
}
if (((pert->active | pert->active2) & mjPERT_ROTATE)) {
// spring perturbation torque, with critical damping
mjtNum stiffness = m->vis.map.stiffnessrot;
mjtNum xiquat[4], difquat[4];
mju_mulQuat(xiquat, d->xquat+4*sel, m->body_iquat+4*sel);
mju_negQuat(xiquat, xiquat);
mju_mulQuat(difquat, pert->refquat, xiquat);
mju_quat2Vel(torque, difquat, 1.0/(stiffness*inertia));
mju_addToScl3(torque, body_rotvel, -sqrtf(stiffness)*inertia);
}
}
// return the average of two OpenGL cameras
mjvGLCamera mjv_averageCamera(const mjvGLCamera* cam1, const mjvGLCamera* cam2) {
mjtNum pos[3], forward[3], up[3], projection, tmp1[3], tmp2[3];
mjvGLCamera cam;
// compute pos
mju_f2n(tmp1, cam1->pos, 3);
mju_f2n(tmp2, cam2->pos, 3);
mju_add3(pos, tmp1, tmp2);
mju_scl3(pos, pos, 0.5);
// compute forward
mju_f2n(tmp1, cam1->forward, 3);
mju_f2n(tmp2, cam2->forward, 3);
mju_add3(forward, tmp1, tmp2);
mju_normalize3(forward);
// compute up, make it orthogonal to forward
mju_f2n(tmp1, cam1->up, 3);
mju_f2n(tmp2, cam2->up, 3);
mju_add3(up, tmp1, tmp2);
projection = mju_dot3(up, forward);
mju_addToScl3(up, forward, -projection);
mju_normalize3(up);
// assign 3d quantities
mju_n2f(cam.pos, pos, 3);
mju_n2f(cam.forward, forward, 3);
mju_n2f(cam.up, up, 3);
// average frustum
cam.frustum_bottom = 0.5f * (cam1->frustum_bottom + cam2->frustum_bottom);
cam.frustum_top = 0.5f * (cam1->frustum_top + cam2->frustum_top);
cam.frustum_center = 0.5f * (cam1->frustum_center + cam2->frustum_center);
cam.frustum_width = 0.5f * (cam1->frustum_width + cam2->frustum_width);
cam.frustum_near = 0.5f * (cam1->frustum_near + cam2->frustum_near);
cam.frustum_far = 0.5f * (cam1->frustum_far + cam2->frustum_far);
return cam;
}
// Select geom, flex or skin with mouse, return bodyid; -1: none selected.
int mjv_select(const mjModel* m, const mjData* d, const mjvOption* vopt,
mjtNum aspectratio, mjtNum relx, mjtNum rely,
const mjvScene* scn, mjtNum selpnt[3],
int geomid[1], int flexid[1], int skinid[1]) {
// get average camera
mjvGLCamera cam = mjv_averageCamera(scn->camera, scn->camera+1);
// get camera pose in model space
mjtNum pos[3], forward[3], up[3], left[3];
mjv_cameraInModel(pos, forward, up, scn);
mju_cross(left, up, forward);
mju_normalize3(left);
// compute frustum halfwidth so as to match viewport aspect ratio
mjtNum halfwidth = 0.5*aspectratio*(cam.frustum_top - cam.frustum_bottom);
// construct ray
mjtNum ray[3];
mju_scl3(ray, forward, cam.frustum_near);
mju_addToScl3(ray, up, cam.frustum_bottom + rely*(cam.frustum_top-cam.frustum_bottom));
mju_addToScl3(ray, left, -(cam.frustum_center + (2*relx-1)*halfwidth));
mju_normalize3(ray);
// find intersection with geoms
*geomid = -1;
mjtNum geomdist = mj_ray(m, d, pos, ray, vopt->geomgroup,
vopt->flags[mjVIS_STATIC], -1, geomid);
// find intersection with flexes
int flexbodyid = -1;
mjtNum flexdist = -1;
mjtNum flexpnt[3] = {0, 0, 0};
*flexid = -1;
if (vopt->flags[mjVIS_FLEXVERT] || vopt->flags[mjVIS_FLEXEDGE] ||
vopt->flags[mjVIS_FLEXFACE] || vopt->flags[mjVIS_FLEXSKIN]) {
for (int i=0; i < m->nflex; i++) {
// process one flex
int vertid;
mjtNum newdist = mju_rayFlex(m, d, vopt->flex_layer,
vopt->flags[mjVIS_FLEXVERT], vopt->flags[mjVIS_FLEXEDGE],
vopt->flags[mjVIS_FLEXFACE], vopt->flags[mjVIS_FLEXSKIN],
i, pos, ray, &vertid);
// update if closer intersection found
if (newdist >= 0 && (newdist < flexdist || flexdist < 0)) {
flexdist = newdist;
flexbodyid = m->flex_vertbodyid[m->flex_vertadr[i] + vertid];
*flexid = i;
mju_copy3(flexpnt, d->flexvert_xpos + 3*(m->flex_vertadr[i] + vertid));
}
}
}
// find intersection with skins
int skinbodyid = -1;
mjtNum skindist = -1;
mjtNum skinpnt[3] = {0, 0, 0};
*skinid = -1;
if (vopt->flags[mjVIS_SKIN]) {
for (int i=0; i < m->nskin; i++) {
// process one skin
int vertid;
mjtNum newdist = mju_raySkin(m->skin_facenum[i], m->skin_vertnum[i],
m->skin_face + 3*m->skin_faceadr[i],
scn->skinvert + 3*m->skin_vertadr[i],
pos, ray, &vertid);
// update if closer intersection found
if (newdist >= 0 && (newdist < skindist || skindist < 0)) {
skindist = newdist;
// find body with largest weight for this vertex
float bestweight = -1;
for (int j=m->skin_boneadr[i];
j < m->skin_boneadr[i]+m->skin_bonenum[i];
j++) {
for (int k=m->skin_bonevertadr[j];
k < m->skin_bonevertadr[j]+m->skin_bonevertnum[j];
k++) {
// get vertex id and weight
int vid = m->skin_bonevertid[k];
float vweight = m->skin_bonevertweight[k];
// update if matching id and bigger weight
if (vid == vertid && vweight > bestweight) {
bestweight = vweight;
skinbodyid = m->skin_bonebodyid[j];
*skinid = i;
mju_f2n(skinpnt, scn->skinvert + 3*(m->skin_vertadr[i] + vertid), 3);
}
}
}
}
}
}
// no intersection
if (geomdist < 0 && flexdist < 0 && skindist < 0) {
return -1;
}
// find smallest non-negative distance
mjtNum raydist[3] = {geomdist, flexdist, skindist};
int best = -1;
for (int i=0; i < 3; i++) {
if (raydist[i] >= 0) {
if (best < 0 || raydist[best] > raydist[i]) {
best = i;
}
}
}
// geom
if (best == 0) {
*flexid = -1;
*skinid = -1;
mju_addScl3(selpnt, pos, ray, raydist[best]);
return m->geom_bodyid[*geomid];
}
// flex
else if (best == 1) {
*geomid = -1;
*skinid = -1;
mju_copy3(selpnt, flexpnt);
return flexbodyid;
}
// skin
else {
*geomid = -1;
*flexid = -1;
mju_copy3(selpnt, skinpnt);
return skinbodyid;
}
}