Merge pull request #3030 from AndrewMeadows/inertia

raycasts against Shapes
This commit is contained in:
Brad Hefta-Gaub 2014-06-17 16:10:36 -07:00
commit 6fc05d66c8
12 changed files with 566 additions and 37 deletions

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@ -13,6 +13,8 @@
#include <glm/gtx/vector_angle.hpp>
#include "CapsuleShape.h"
#include "GeometryUtil.h"
#include "SharedUtil.h"
@ -84,3 +86,11 @@ void CapsuleShape::setEndPoints(const glm::vec3& startPoint, const glm::vec3& en
updateBoundingRadius();
}
bool CapsuleShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
glm::vec3 capsuleStart, capsuleEnd;
getStartPoint(capsuleStart);
getEndPoint(capsuleEnd);
// NOTE: findRayCapsuleIntersection returns 'true' with distance = 0 when rayStart is inside capsule.
// TODO: implement the raycast to return inside surface intersection for the internal rayStart.
return findRayCapsuleIntersection(rayStart, rayDirection, capsuleStart, capsuleEnd, _radius, distance);
}

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@ -39,6 +39,8 @@ public:
void setRadiusAndHalfHeight(float radius, float height);
void setEndPoints(const glm::vec3& startPoint, const glm::vec3& endPoint);
bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
protected:
void updateBoundingRadius() { _boundingRadius = _radius + _halfHeight; }

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@ -55,6 +55,9 @@ public:
void setShapes(QVector<ListShapeEntry>& shapes);
// TODO: either implement this or remove ListShape altogether
bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const { return false; }
protected:
void clear();
void computeBoundingRadius();

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@ -30,7 +30,28 @@ PlaneShape::PlaneShape(const glm::vec4& coefficients) :
}
}
glm::vec3 PlaneShape::getNormal() const {
return _rotation * UNROTATED_NORMAL;
}
glm::vec4 PlaneShape::getCoefficients() const {
glm::vec3 normal = _rotation * UNROTATED_NORMAL;
return glm::vec4(normal.x, normal.y, normal.z, -glm::dot(normal, _position));
}
bool PlaneShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
glm::vec3 n = getNormal();
float denominator = glm::dot(n, rayDirection);
if (fabsf(denominator) < EPSILON) {
// line is parallel to plane
return glm::dot(_position - rayStart, n) < EPSILON;
} else {
float d = glm::dot(_position - rayStart, n) / denominator;
if (d > 0.0f) {
// ray points toward plane
distance = d;
return true;
}
}
return false;
}

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@ -18,7 +18,10 @@ class PlaneShape : public Shape {
public:
PlaneShape(const glm::vec4& coefficients = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
glm::vec3 getNormal() const;
glm::vec4 getCoefficients() const;
bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
};
#endif // hifi_PlaneShape_h

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@ -38,6 +38,8 @@ public:
virtual void setPosition(const glm::vec3& position) { _position = position; }
virtual void setRotation(const glm::quat& rotation) { _rotation = rotation; }
virtual bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const = 0;
protected:
// these ctors are protected (used by derived classes only)
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
return sphereAACube(nearestApproach, capsuleA->getRadius(), cubeCenter, cubeSide, collisions);
}
bool findRayIntersectionWithShapes(const QVector<Shape*> shapes, const glm::vec3& rayStart, const glm::vec3& rayDirection, float& minDistance) {
float hitDistance = FLT_MAX;
int numShapes = shapes.size();
for (int i = 0; i < numShapes; ++i) {
Shape* shape = shapes.at(i);
if (shape) {
float distance;
if (shape->findRayIntersection(rayStart, rayDirection, distance)) {
if (distance < hitDistance) {
hitDistance = distance;
}
}
}
}
if (hitDistance < FLT_MAX) {
minDistance = hitDistance;
}
return false;
}
} // namespace ShapeCollider

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@ -21,8 +21,8 @@
namespace ShapeCollider {
/// \param shapeA pointer to first shape
/// \param shapeB pointer to second shape
/// \param shapeA pointer to first shape (cannot be NULL)
/// \param shapeB pointer to second shape (cannot be NULL)
/// \param collisions[out] collision details
/// \return true if shapes collide
bool collideShapes(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions);
@ -33,123 +33,130 @@ namespace ShapeCollider {
/// \return true if any shapes collide
bool collideShapesCoarse(const QVector<const Shape*>& shapesA, const QVector<const Shape*>& shapesB, CollisionInfo& collision);
/// \param shapeA a pointer to a shape
/// \param shapeA a pointer to a shape (cannot be NULL)
/// \param cubeCenter center of cube
/// \param cubeSide lenght of side of cube
/// \param collisions[out] average collision details
/// \return true if shapeA collides with axis aligned cube
bool collideShapeWithAACube(const Shape* shapeA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
/// \param sphereA pointer to first shape
/// \param sphereB pointer to second shape
/// \param sphereA pointer to first shape (cannot be NULL)
/// \param sphereB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool sphereSphere(const SphereShape* sphereA, const SphereShape* sphereB, CollisionList& collisions);
/// \param sphereA pointer to first shape
/// \param capsuleB pointer to second shape
/// \param sphereA pointer to first shape (cannot be NULL)
/// \param capsuleB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, CollisionList& collisions);
/// \param sphereA pointer to first shape
/// \param planeB pointer to second shape
/// \param sphereA pointer to first shape (cannot be NULL)
/// \param planeB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool spherePlane(const SphereShape* sphereA, const PlaneShape* planeB, CollisionList& collisions);
/// \param capsuleA pointer to first shape
/// \param sphereB pointer to second shape
/// \param capsuleA pointer to first shape (cannot be NULL)
/// \param sphereB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, CollisionList& collisions);
/// \param capsuleA pointer to first shape
/// \param capsuleB pointer to second shape
/// \param capsuleA pointer to first shape (cannot be NULL)
/// \param capsuleB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB, CollisionList& collisions);
/// \param capsuleA pointer to first shape
/// \param planeB pointer to second shape
/// \param capsuleA pointer to first shape (cannot be NULL)
/// \param planeB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool capsulePlane(const CapsuleShape* capsuleA, const PlaneShape* planeB, CollisionList& collisions);
/// \param planeA pointer to first shape
/// \param sphereB pointer to second shape
/// \param planeA pointer to first shape (cannot be NULL)
/// \param sphereB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool planeSphere(const PlaneShape* planeA, const SphereShape* sphereB, CollisionList& collisions);
/// \param planeA pointer to first shape
/// \param capsuleB pointer to second shape
/// \param planeA pointer to first shape (cannot be NULL)
/// \param capsuleB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool planeCapsule(const PlaneShape* planeA, const CapsuleShape* capsuleB, CollisionList& collisions);
/// \param planeA pointer to first shape
/// \param planeB pointer to second shape
/// \param planeA pointer to first shape (cannot be NULL)
/// \param planeB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool planePlane(const PlaneShape* planeA, const PlaneShape* planeB, CollisionList& collisions);
/// \param sphereA pointer to first shape
/// \param listB pointer to second shape
/// \param sphereA pointer to first shape (cannot be NULL)
/// \param listB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool sphereList(const SphereShape* sphereA, const ListShape* listB, CollisionList& collisions);
/// \param capuleA pointer to first shape
/// \param listB pointer to second shape
/// \param capuleA pointer to first shape (cannot be NULL)
/// \param listB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool capsuleList(const CapsuleShape* capsuleA, const ListShape* listB, CollisionList& collisions);
/// \param planeA pointer to first shape
/// \param listB pointer to second shape
/// \param planeA pointer to first shape (cannot be NULL)
/// \param listB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool planeList(const PlaneShape* planeA, const ListShape* listB, CollisionList& collisions);
/// \param listA pointer to first shape
/// \param sphereB pointer to second shape
/// \param listA pointer to first shape (cannot be NULL)
/// \param sphereB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool listSphere(const ListShape* listA, const SphereShape* sphereB, CollisionList& collisions);
/// \param listA pointer to first shape
/// \param capsuleB pointer to second shape
/// \param listA pointer to first shape (cannot be NULL)
/// \param capsuleB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool listCapsule(const ListShape* listA, const CapsuleShape* capsuleB, CollisionList& collisions);
/// \param listA pointer to first shape
/// \param planeB pointer to second shape
/// \param listA pointer to first shape (cannot be NULL)
/// \param planeB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool listPlane(const ListShape* listA, const PlaneShape* planeB, CollisionList& collisions);
/// \param listA pointer to first shape
/// \param capsuleB pointer to second shape
/// \param listA pointer to first shape (cannot be NULL)
/// \param capsuleB pointer to second shape (cannot be NULL)
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool listList(const ListShape* listA, const ListShape* listB, CollisionList& collisions);
/// \param sphereA pointer to sphere
/// \param sphereA pointer to sphere (cannot be NULL)
/// \param cubeCenter center of cube
/// \param cubeSide lenght of side of cube
/// \param[out] collisions where to append collision details
/// \return true if sphereA collides with axis aligned cube
bool sphereAACube(const SphereShape* sphereA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
/// \param capsuleA pointer to capsule
/// \param capsuleA pointer to capsule (cannot be NULL)
/// \param cubeCenter center of cube
/// \param cubeSide lenght of side of cube
/// \param[out] collisions where to append collision details
/// \return true if capsuleA collides with axis aligned cube
bool capsuleAACube(const CapsuleShape* capsuleA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
/// \param shapes list of pointers to shapes (shape pointers may be NULL)
/// \param startPoint beginning of ray
/// \param direction direction of ray
/// \param minDistance[out] shortest distance to intersection of ray with a shapes
/// \return true if ray hits any shape in shapes
bool findRayIntersectionWithShapes(const QVector<Shape*> shapes, const glm::vec3& startPoint, const glm::vec3& direction, float& minDistance);
} // namespace ShapeCollider
#endif // hifi_ShapeCollider_h

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@ -0,0 +1,44 @@
//
// SphereShape.cpp
// libraries/shared/src
//
// Created by Andrew Meadows on 2014.06.17
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/gtx/norm.hpp>
#include "SphereShape.h"
bool SphereShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
float r2 = _boundingRadius * _boundingRadius;
// compute closest approach (CA)
float a = glm::dot(_position - rayStart, rayDirection); // a = distance from ray-start to CA
float b2 = glm::distance2(_position, rayStart + a * rayDirection); // b2 = squared distance from sphere-center to CA
if (b2 > r2) {
// ray does not hit sphere
return false;
}
float c = sqrtf(r2 - b2); // c = distance from CA to sphere surface along rayDirection
float d2 = glm::distance2(rayStart, _position); // d2 = squared distance from sphere-center to ray-start
if (a < 0.0f) {
// ray points away from sphere-center
if (d2 > r2) {
// ray starts outside sphere
return false;
}
// ray starts inside sphere
distance = c + a;
} else if (d2 > r2) {
// ray starts outside sphere
distance = a - c;
} else {
// ray starts inside sphere
distance = a + c;
}
return true;
}

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@ -29,6 +29,8 @@ public:
float getRadius() const { return _boundingRadius; }
void setRadius(float radius) { _boundingRadius = radius; }
bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
};
#endif // hifi_SphereShape_h

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@ -11,6 +11,7 @@
//#include <stdio.h>
#include <iostream>
#include <math.h>
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
@ -897,6 +898,405 @@ void ShapeColliderTests::sphereMissesAACube() {
}
}
void ShapeColliderTests::rayHitsSphere() {
float startDistance = 3.0f;
glm::vec3 rayStart(-startDistance, 0.0f, 0.0f);
glm::vec3 rayDirection(1.0f, 0.0f, 0.0f);
float radius = 1.0f;
glm::vec3 center(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 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;
}
}
// ray along a diagonal axis
{
rayStart = glm::vec3(startDistance, startDistance, 0.0f);
rayDirection = - glm::normalize(rayStart);
float distance = FLT_MAX;
if (!sphere.findRayIntersection(rayStart, rayDirection, distance)) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray should intersect sphere" << std::endl;
}
float expectedDistance = SQUARE_ROOT_OF_2 * startDistance - radius;
float relativeError = fabsf(distance - expectedDistance) / startDistance;
if (relativeError > EPSILON) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: ray sphere intersection distance error = " << relativeError << std::endl;
}
}
// rotated and displaced ray and sphere
{
startDistance = 7.41f;
radius = 3.917f;
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);
glm::vec3 unrotatedRayDirection(-1.0f, 0.0f, 0.0f);
glm::vec3 untransformedRayStart(startDistance, 0.0f, 0.0f);
rayStart = rotation * (untransformedRayStart + translation);
rayDirection = rotation * unrotatedRayDirection;
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();
}

View file

@ -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();
}