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Merge pull request #3030 from AndrewMeadows/inertia
raycasts against Shapes
This commit is contained in:
commit
6fc05d66c8
12 changed files with 566 additions and 37 deletions
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@ -13,6 +13,8 @@
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#include <glm/gtx/vector_angle.hpp>
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#include "CapsuleShape.h"
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#include "GeometryUtil.h"
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#include "SharedUtil.h"
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@ -84,3 +86,11 @@ void CapsuleShape::setEndPoints(const glm::vec3& startPoint, const glm::vec3& en
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updateBoundingRadius();
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}
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bool CapsuleShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
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glm::vec3 capsuleStart, capsuleEnd;
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getStartPoint(capsuleStart);
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getEndPoint(capsuleEnd);
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// NOTE: findRayCapsuleIntersection returns 'true' with distance = 0 when rayStart is inside capsule.
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// TODO: implement the raycast to return inside surface intersection for the internal rayStart.
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return findRayCapsuleIntersection(rayStart, rayDirection, capsuleStart, capsuleEnd, _radius, distance);
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}
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@ -39,6 +39,8 @@ public:
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void setRadiusAndHalfHeight(float radius, float height);
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void setEndPoints(const glm::vec3& startPoint, const glm::vec3& endPoint);
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bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
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protected:
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void updateBoundingRadius() { _boundingRadius = _radius + _halfHeight; }
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@ -55,6 +55,9 @@ public:
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void setShapes(QVector<ListShapeEntry>& shapes);
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// TODO: either implement this or remove ListShape altogether
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bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const { return false; }
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protected:
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void clear();
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void computeBoundingRadius();
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@ -30,7 +30,28 @@ PlaneShape::PlaneShape(const glm::vec4& coefficients) :
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}
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}
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glm::vec3 PlaneShape::getNormal() const {
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return _rotation * UNROTATED_NORMAL;
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}
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glm::vec4 PlaneShape::getCoefficients() const {
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glm::vec3 normal = _rotation * UNROTATED_NORMAL;
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return glm::vec4(normal.x, normal.y, normal.z, -glm::dot(normal, _position));
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}
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bool PlaneShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
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glm::vec3 n = getNormal();
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float denominator = glm::dot(n, rayDirection);
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if (fabsf(denominator) < EPSILON) {
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// line is parallel to plane
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return glm::dot(_position - rayStart, n) < EPSILON;
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} else {
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float d = glm::dot(_position - rayStart, n) / denominator;
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if (d > 0.0f) {
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// ray points toward plane
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distance = d;
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return true;
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}
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}
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return false;
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}
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@ -18,7 +18,10 @@ class PlaneShape : public Shape {
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public:
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PlaneShape(const glm::vec4& coefficients = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
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glm::vec3 getNormal() const;
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glm::vec4 getCoefficients() const;
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bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
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};
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#endif // hifi_PlaneShape_h
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@ -38,6 +38,8 @@ public:
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virtual void setPosition(const glm::vec3& position) { _position = position; }
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virtual void setRotation(const glm::quat& rotation) { _rotation = rotation; }
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virtual bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const = 0;
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protected:
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// these ctors are protected (used by derived classes only)
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Shape(Type type) : _type(type), _boundingRadius(0.f), _position(0.f), _rotation() {}
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@ -765,5 +765,24 @@ bool capsuleAACube(const CapsuleShape* capsuleA, const glm::vec3& cubeCenter, fl
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return sphereAACube(nearestApproach, capsuleA->getRadius(), cubeCenter, cubeSide, collisions);
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}
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bool findRayIntersectionWithShapes(const QVector<Shape*> shapes, const glm::vec3& rayStart, const glm::vec3& rayDirection, float& minDistance) {
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float hitDistance = FLT_MAX;
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int numShapes = shapes.size();
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for (int i = 0; i < numShapes; ++i) {
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Shape* shape = shapes.at(i);
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if (shape) {
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float distance;
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if (shape->findRayIntersection(rayStart, rayDirection, distance)) {
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if (distance < hitDistance) {
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hitDistance = distance;
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}
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}
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}
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}
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if (hitDistance < FLT_MAX) {
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minDistance = hitDistance;
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}
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return false;
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}
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} // namespace ShapeCollider
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@ -21,8 +21,8 @@
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namespace ShapeCollider {
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/// \param shapeA pointer to first shape
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/// \param shapeB pointer to second shape
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/// \param shapeA pointer to first shape (cannot be NULL)
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/// \param shapeB pointer to second shape (cannot be NULL)
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/// \param collisions[out] collision details
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/// \return true if shapes collide
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bool collideShapes(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions);
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@ -33,123 +33,130 @@ namespace ShapeCollider {
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/// \return true if any shapes collide
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bool collideShapesCoarse(const QVector<const Shape*>& shapesA, const QVector<const Shape*>& shapesB, CollisionInfo& collision);
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/// \param shapeA a pointer to a shape
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/// \param shapeA a pointer to a shape (cannot be NULL)
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/// \param cubeCenter center of cube
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/// \param cubeSide lenght of side of cube
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/// \param collisions[out] average collision details
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/// \return true if shapeA collides with axis aligned cube
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bool collideShapeWithAACube(const Shape* shapeA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
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/// \param sphereA pointer to first shape
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/// \param sphereB pointer to second shape
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/// \param sphereA pointer to first shape (cannot be NULL)
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/// \param sphereB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool sphereSphere(const SphereShape* sphereA, const SphereShape* sphereB, CollisionList& collisions);
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/// \param sphereA pointer to first shape
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/// \param capsuleB pointer to second shape
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/// \param sphereA pointer to first shape (cannot be NULL)
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/// \param capsuleB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, CollisionList& collisions);
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/// \param sphereA pointer to first shape
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/// \param planeB pointer to second shape
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/// \param sphereA pointer to first shape (cannot be NULL)
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/// \param planeB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool spherePlane(const SphereShape* sphereA, const PlaneShape* planeB, CollisionList& collisions);
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/// \param capsuleA pointer to first shape
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/// \param sphereB pointer to second shape
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/// \param capsuleA pointer to first shape (cannot be NULL)
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/// \param sphereB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, CollisionList& collisions);
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/// \param capsuleA pointer to first shape
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/// \param capsuleB pointer to second shape
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/// \param capsuleA pointer to first shape (cannot be NULL)
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/// \param capsuleB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB, CollisionList& collisions);
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/// \param capsuleA pointer to first shape
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/// \param planeB pointer to second shape
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/// \param capsuleA pointer to first shape (cannot be NULL)
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/// \param planeB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool capsulePlane(const CapsuleShape* capsuleA, const PlaneShape* planeB, CollisionList& collisions);
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/// \param planeA pointer to first shape
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/// \param sphereB pointer to second shape
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/// \param planeA pointer to first shape (cannot be NULL)
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/// \param sphereB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool planeSphere(const PlaneShape* planeA, const SphereShape* sphereB, CollisionList& collisions);
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/// \param planeA pointer to first shape
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/// \param capsuleB pointer to second shape
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/// \param planeA pointer to first shape (cannot be NULL)
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/// \param capsuleB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool planeCapsule(const PlaneShape* planeA, const CapsuleShape* capsuleB, CollisionList& collisions);
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/// \param planeA pointer to first shape
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/// \param planeB pointer to second shape
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/// \param planeA pointer to first shape (cannot be NULL)
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/// \param planeB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool planePlane(const PlaneShape* planeA, const PlaneShape* planeB, CollisionList& collisions);
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/// \param sphereA pointer to first shape
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/// \param listB pointer to second shape
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/// \param sphereA pointer to first shape (cannot be NULL)
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/// \param listB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool sphereList(const SphereShape* sphereA, const ListShape* listB, CollisionList& collisions);
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/// \param capuleA pointer to first shape
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/// \param listB pointer to second shape
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/// \param capuleA pointer to first shape (cannot be NULL)
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/// \param listB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool capsuleList(const CapsuleShape* capsuleA, const ListShape* listB, CollisionList& collisions);
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/// \param planeA pointer to first shape
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/// \param listB pointer to second shape
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/// \param planeA pointer to first shape (cannot be NULL)
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/// \param listB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool planeList(const PlaneShape* planeA, const ListShape* listB, CollisionList& collisions);
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/// \param listA pointer to first shape
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/// \param sphereB pointer to second shape
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/// \param listA pointer to first shape (cannot be NULL)
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/// \param sphereB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool listSphere(const ListShape* listA, const SphereShape* sphereB, CollisionList& collisions);
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/// \param listA pointer to first shape
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/// \param capsuleB pointer to second shape
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/// \param listA pointer to first shape (cannot be NULL)
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/// \param capsuleB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool listCapsule(const ListShape* listA, const CapsuleShape* capsuleB, CollisionList& collisions);
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/// \param listA pointer to first shape
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/// \param planeB pointer to second shape
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/// \param listA pointer to first shape (cannot be NULL)
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/// \param planeB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool listPlane(const ListShape* listA, const PlaneShape* planeB, CollisionList& collisions);
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/// \param listA pointer to first shape
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/// \param capsuleB pointer to second shape
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/// \param listA pointer to first shape (cannot be NULL)
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/// \param capsuleB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool listList(const ListShape* listA, const ListShape* listB, CollisionList& collisions);
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/// \param sphereA pointer to sphere
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/// \param sphereA pointer to sphere (cannot be NULL)
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/// \param cubeCenter center of cube
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/// \param cubeSide lenght of side of cube
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/// \param[out] collisions where to append collision details
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/// \return true if sphereA collides with axis aligned cube
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bool sphereAACube(const SphereShape* sphereA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
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/// \param capsuleA pointer to capsule
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/// \param capsuleA pointer to capsule (cannot be NULL)
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/// \param cubeCenter center of cube
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/// \param cubeSide lenght of side of cube
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/// \param[out] collisions where to append collision details
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/// \return true if capsuleA collides with axis aligned cube
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bool capsuleAACube(const CapsuleShape* capsuleA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
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/// \param shapes list of pointers to shapes (shape pointers may be NULL)
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/// \param startPoint beginning of ray
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/// \param direction direction of ray
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/// \param minDistance[out] shortest distance to intersection of ray with a shapes
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/// \return true if ray hits any shape in shapes
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bool findRayIntersectionWithShapes(const QVector<Shape*> shapes, const glm::vec3& startPoint, const glm::vec3& direction, float& minDistance);
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} // namespace ShapeCollider
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#endif // hifi_ShapeCollider_h
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44
libraries/shared/src/SphereShape.cpp
Normal file
44
libraries/shared/src/SphereShape.cpp
Normal file
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@ -0,0 +1,44 @@
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//
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// SphereShape.cpp
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// libraries/shared/src
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//
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// Created by Andrew Meadows on 2014.06.17
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/norm.hpp>
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#include "SphereShape.h"
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bool SphereShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
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float r2 = _boundingRadius * _boundingRadius;
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// compute closest approach (CA)
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float a = glm::dot(_position - rayStart, rayDirection); // a = distance from ray-start to CA
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float b2 = glm::distance2(_position, rayStart + a * rayDirection); // b2 = squared distance from sphere-center to CA
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if (b2 > r2) {
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// ray does not hit sphere
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return false;
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}
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float c = sqrtf(r2 - b2); // c = distance from CA to sphere surface along rayDirection
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float d2 = glm::distance2(rayStart, _position); // d2 = squared distance from sphere-center to ray-start
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if (a < 0.0f) {
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// ray points away from sphere-center
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if (d2 > r2) {
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// ray starts outside sphere
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return false;
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}
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// ray starts inside sphere
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distance = c + a;
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} else if (d2 > r2) {
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// ray starts outside sphere
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distance = a - c;
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} else {
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// ray starts inside sphere
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distance = a + c;
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}
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return true;
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}
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@ -29,6 +29,8 @@ public:
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float getRadius() const { return _boundingRadius; }
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void setRadius(float radius) { _boundingRadius = radius; }
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bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
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};
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#endif // hifi_SphereShape_h
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@ -11,6 +11,7 @@
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//#include <stdio.h>
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#include <iostream>
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#include <math.h>
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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@ -897,6 +898,405 @@ void ShapeColliderTests::sphereMissesAACube() {
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}
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}
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void ShapeColliderTests::rayHitsSphere() {
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float startDistance = 3.0f;
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glm::vec3 rayStart(-startDistance, 0.0f, 0.0f);
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glm::vec3 rayDirection(1.0f, 0.0f, 0.0f);
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float radius = 1.0f;
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glm::vec3 center(0.0f);
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SphereShape sphere(radius, center);
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// very simple ray along xAxis
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{
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float distance = FLT_MAX;
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if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
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std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should intersect sphere" << std::endl;
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}
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float expectedDistance = startDistance - radius;
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float relativeError = fabsf(distance - expectedDistance) / startDistance;
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if (relativeError > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray sphere intersection distance error = " << relativeError << std::endl;
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}
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}
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// ray along a diagonal axis
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{
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rayStart = glm::vec3(startDistance, startDistance, 0.0f);
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rayDirection = - glm::normalize(rayStart);
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float distance = FLT_MAX;
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if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
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std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should intersect sphere" << std::endl;
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}
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float expectedDistance = SQUARE_ROOT_OF_2 * startDistance - radius;
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float relativeError = fabsf(distance - expectedDistance) / startDistance;
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if (relativeError > EPSILON) {
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std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray sphere intersection distance error = " << relativeError << std::endl;
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}
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}
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// rotated and displaced ray and sphere
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{
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startDistance = 7.41f;
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radius = 3.917f;
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glm::vec3 axis = glm::normalize(glm::vec3(1.0f, 2.0f, 3.0f));
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glm::quat rotation = glm::angleAxis(0.987654321f, axis);
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glm::vec3 translation(35.7f, 2.46f, -1.97f);
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glm::vec3 unrotatedRayDirection(-1.0f, 0.0f, 0.0f);
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glm::vec3 untransformedRayStart(startDistance, 0.0f, 0.0f);
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rayStart = rotation * (untransformedRayStart + translation);
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rayDirection = rotation * unrotatedRayDirection;
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||||
sphere.setRadius(radius);
|
||||
sphere.setPosition(rotation * translation);
|
||||
|
||||
float distance = FLT_MAX;
|
||||
if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should intersect sphere" << std::endl;
|
||||
}
|
||||
|
||||
float expectedDistance = startDistance - radius;
|
||||
float relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray sphere intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeColliderTests::rayBarelyHitsSphere() {
|
||||
float radius = 1.0f;
|
||||
glm::vec3 center(0.0f);
|
||||
float delta = 2.0f * EPSILON;
|
||||
|
||||
float startDistance = 3.0f;
|
||||
glm::vec3 rayStart(-startDistance, radius - delta, 0.0f);
|
||||
glm::vec3 rayDirection(1.0f, 0.0f, 0.0f);
|
||||
|
||||
SphereShape sphere(radius, center);
|
||||
|
||||
// very simple ray along xAxis
|
||||
float distance = FLT_MAX;
|
||||
if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely hit sphere" << std::endl;
|
||||
}
|
||||
|
||||
// translate and rotate the whole system...
|
||||
glm::vec3 axis = glm::normalize(glm::vec3(1.0f, 2.0f, 3.0f));
|
||||
glm::quat rotation = glm::angleAxis(0.987654321f, axis);
|
||||
glm::vec3 translation(35.7f, 2.46f, -1.97f);
|
||||
|
||||
rayStart = rotation * (rayStart + translation);
|
||||
rayDirection = rotation * rayDirection;
|
||||
sphere.setPosition(rotation * translation);
|
||||
|
||||
// ...and test again
|
||||
distance = FLT_MAX;
|
||||
if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely hit sphere" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ShapeColliderTests::rayBarelyMissesSphere() {
|
||||
// same as the barely-hits case, but this time we move the ray away from sphere
|
||||
float radius = 1.0f;
|
||||
glm::vec3 center(0.0f);
|
||||
float delta = 2.0f * EPSILON;
|
||||
|
||||
float startDistance = 3.0f;
|
||||
glm::vec3 rayStart(-startDistance, radius + delta, 0.0f);
|
||||
glm::vec3 rayDirection(1.0f, 0.0f, 0.0f);
|
||||
|
||||
SphereShape sphere(radius, center);
|
||||
|
||||
// very simple ray along xAxis
|
||||
float distance = FLT_MAX;
|
||||
if (sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely miss sphere" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss" << std::endl;
|
||||
}
|
||||
|
||||
// translate and rotate the whole system...
|
||||
glm::vec3 axis = glm::normalize(glm::vec3(1.0f, 2.0f, 3.0f));
|
||||
glm::quat rotation = glm::angleAxis(0.987654321f, axis);
|
||||
glm::vec3 translation(35.7f, 2.46f, -1.97f);
|
||||
|
||||
rayStart = rotation * (rayStart + translation);
|
||||
rayDirection = rotation * rayDirection;
|
||||
sphere.setPosition(rotation * translation);
|
||||
|
||||
// ...and test again
|
||||
distance = FLT_MAX;
|
||||
if (sphere.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should just barely miss sphere" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeColliderTests::rayHitsCapsule() {
|
||||
float startDistance = 3.0f;
|
||||
float radius = 1.0f;
|
||||
float halfHeight = 2.0f;
|
||||
glm::vec3 center(0.0f);
|
||||
CapsuleShape capsule(radius, halfHeight);
|
||||
|
||||
{ // simple test along xAxis
|
||||
// toward capsule center
|
||||
glm::vec3 rayStart(startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection(-1.0f, 0.0f, 0.0f);
|
||||
float distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
float expectedDistance = startDistance - radius;
|
||||
float relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
|
||||
// toward top of cylindrical wall
|
||||
rayStart.y = halfHeight;
|
||||
distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
|
||||
// toward top cap
|
||||
float delta = 2.0f * EPSILON;
|
||||
rayStart.y = halfHeight + delta;
|
||||
distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
|
||||
const float EDGE_CASE_SLOP_FACTOR = 20.0f;
|
||||
|
||||
// toward tip of top cap
|
||||
rayStart.y = halfHeight + radius - delta;
|
||||
distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
// for edge cases we allow a LOT of error
|
||||
if (relativeError > EDGE_CASE_SLOP_FACTOR * EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
|
||||
// toward tip of bottom cap
|
||||
rayStart.y = - halfHeight - radius + delta;
|
||||
distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
// for edge cases we allow a LOT of error
|
||||
if (relativeError > EDGE_CASE_SLOP_FACTOR * EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
|
||||
// toward edge of capsule cylindrical face
|
||||
rayStart.y = 0.0f;
|
||||
rayStart.z = radius - delta;
|
||||
distance = FLT_MAX;
|
||||
if (!capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit capsule" << std::endl;
|
||||
}
|
||||
expectedDistance = startDistance - radius * sqrtf(2.0f * delta); // using small angle approximation of cosine
|
||||
relativeError = fabsf(distance - expectedDistance) / startDistance;
|
||||
// for edge cases we allow a LOT of error
|
||||
if (relativeError > EDGE_CASE_SLOP_FACTOR * EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray capsule intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
}
|
||||
// TODO: test at steep angles near cylinder/cap junction
|
||||
}
|
||||
|
||||
void ShapeColliderTests::rayMissesCapsule() {
|
||||
// same as edge case hit tests, but shifted in the opposite direction
|
||||
float startDistance = 3.0f;
|
||||
float radius = 1.0f;
|
||||
float halfHeight = 2.0f;
|
||||
glm::vec3 center(0.0f);
|
||||
CapsuleShape capsule(radius, halfHeight);
|
||||
|
||||
{ // simple test along xAxis
|
||||
// toward capsule center
|
||||
glm::vec3 rayStart(startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection(-1.0f, 0.0f, 0.0f);
|
||||
float delta = 2.0f * EPSILON;
|
||||
|
||||
// over top cap
|
||||
rayStart.y = halfHeight + radius + delta;
|
||||
float distance = FLT_MAX;
|
||||
if (capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss capsule" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss" << std::endl;
|
||||
}
|
||||
|
||||
// below bottom cap
|
||||
rayStart.y = - halfHeight - radius - delta;
|
||||
distance = FLT_MAX;
|
||||
if (capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss capsule" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss" << std::endl;
|
||||
}
|
||||
|
||||
// past edge of capsule cylindrical face
|
||||
rayStart.y = 0.0f;
|
||||
rayStart.z = radius + delta;
|
||||
distance = FLT_MAX;
|
||||
if (capsule.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss capsule" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss" << std::endl;
|
||||
}
|
||||
}
|
||||
// TODO: test at steep angles near edge
|
||||
}
|
||||
|
||||
void ShapeColliderTests::rayHitsPlane() {
|
||||
// make a simple plane
|
||||
float planeDistanceFromOrigin = 3.579;
|
||||
glm::vec3 planePosition(0.0f, planeDistanceFromOrigin, 0.0f);
|
||||
PlaneShape plane;
|
||||
plane.setPosition(planePosition);
|
||||
|
||||
// make a simple ray
|
||||
float startDistance = 1.234f;
|
||||
glm::vec3 rayStart(-startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection = glm::normalize(glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
float distance = FLT_MAX;
|
||||
if (!plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit plane" << std::endl;
|
||||
}
|
||||
|
||||
float expectedDistance = SQUARE_ROOT_OF_3 * planeDistanceFromOrigin;
|
||||
float relativeError = fabsf(distance - expectedDistance) / planeDistanceFromOrigin;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray plane intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
|
||||
// rotate the whole system and try again
|
||||
float angle = 37.8f;
|
||||
glm::vec3 axis = glm::normalize( glm::vec3(-7.0f, 2.8f, 9.3f) );
|
||||
glm::quat rotation = glm::angleAxis(angle, axis);
|
||||
|
||||
plane.setPosition(rotation * planePosition);
|
||||
plane.setRotation(rotation);
|
||||
rayStart = rotation * rayStart;
|
||||
rayDirection = rotation * rayDirection;
|
||||
|
||||
distance = FLT_MAX;
|
||||
if (!plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should hit plane" << std::endl;
|
||||
}
|
||||
|
||||
expectedDistance = SQUARE_ROOT_OF_3 * planeDistanceFromOrigin;
|
||||
relativeError = fabsf(distance - expectedDistance) / planeDistanceFromOrigin;
|
||||
if (relativeError > EPSILON) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray plane intersection distance error = " << relativeError << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeColliderTests::rayMissesPlane() {
|
||||
// make a simple plane
|
||||
float planeDistanceFromOrigin = 3.579;
|
||||
glm::vec3 planePosition(0.0f, planeDistanceFromOrigin, 0.0f);
|
||||
PlaneShape plane;
|
||||
plane.setPosition(planePosition);
|
||||
|
||||
{ // parallel rays should miss
|
||||
float startDistance = 1.234f;
|
||||
glm::vec3 rayStart(-startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection = glm::normalize(glm::vec3(-1.0f, 0.0f, -1.0f));
|
||||
|
||||
float distance = FLT_MAX;
|
||||
if (plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss plane" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss" << std::endl;
|
||||
}
|
||||
|
||||
// rotate the whole system and try again
|
||||
float angle = 37.8f;
|
||||
glm::vec3 axis = glm::normalize( glm::vec3(-7.0f, 2.8f, 9.3f) );
|
||||
glm::quat rotation = glm::angleAxis(angle, axis);
|
||||
|
||||
plane.setPosition(rotation * planePosition);
|
||||
plane.setRotation(rotation);
|
||||
rayStart = rotation * rayStart;
|
||||
rayDirection = rotation * rayDirection;
|
||||
|
||||
distance = FLT_MAX;
|
||||
if (plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss plane" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
{ // make a simple ray that points away from plane
|
||||
float startDistance = 1.234f;
|
||||
glm::vec3 rayStart(-startDistance, 0.0f, 0.0f);
|
||||
glm::vec3 rayDirection = glm::normalize(glm::vec3(-1.0f, -1.0f, -1.0f));
|
||||
|
||||
float distance = FLT_MAX;
|
||||
if (plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss plane" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss" << std::endl;
|
||||
}
|
||||
|
||||
// rotate the whole system and try again
|
||||
float angle = 37.8f;
|
||||
glm::vec3 axis = glm::normalize( glm::vec3(-7.0f, 2.8f, 9.3f) );
|
||||
glm::quat rotation = glm::angleAxis(angle, axis);
|
||||
|
||||
plane.setPosition(rotation * planePosition);
|
||||
plane.setRotation(rotation);
|
||||
rayStart = rotation * rayStart;
|
||||
rayDirection = rotation * rayDirection;
|
||||
|
||||
distance = FLT_MAX;
|
||||
if (plane.findRayIntersection(rayStart, rayDirection, distance)) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should miss plane" << std::endl;
|
||||
}
|
||||
if (distance != FLT_MAX) {
|
||||
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: distance should be unchanged after intersection miss" << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeColliderTests::runAllTests() {
|
||||
sphereMissesSphere();
|
||||
|
@ -911,4 +1311,12 @@ void ShapeColliderTests::runAllTests() {
|
|||
sphereTouchesAACubeFaces();
|
||||
sphereTouchesAACubeEdges();
|
||||
sphereMissesAACube();
|
||||
|
||||
rayHitsSphere();
|
||||
rayBarelyHitsSphere();
|
||||
rayBarelyMissesSphere();
|
||||
rayHitsCapsule();
|
||||
rayMissesCapsule();
|
||||
rayHitsPlane();
|
||||
rayMissesPlane();
|
||||
}
|
||||
|
|
|
@ -27,6 +27,14 @@ namespace ShapeColliderTests {
|
|||
void sphereTouchesAACubeEdges();
|
||||
void sphereMissesAACube();
|
||||
|
||||
void rayHitsSphere();
|
||||
void rayBarelyHitsSphere();
|
||||
void rayBarelyMissesSphere();
|
||||
void rayHitsCapsule();
|
||||
void rayMissesCapsule();
|
||||
void rayHitsPlane();
|
||||
void rayMissesPlane();
|
||||
|
||||
void runAllTests();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue