fixes for capsuleVsAACube() with unit tests

This commit is contained in:
Andrew Meadows 2014-08-28 16:51:16 -07:00
parent 921c8cfec3
commit 00913d4422
3 changed files with 605 additions and 37 deletions

View file

@ -624,8 +624,6 @@ glm::vec3 cubeNormals[3] = { glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f,
// hence the first pair is (1, 2) because the OTHER faces for xFace are (yFace, zFace) = (1, 2)
int wallIndices[] = { 1, 2, 0, 2, 0, 1 };
const float INV_SQRT_TWO = 1.0f / SQUARE_ROOT_OF_2;
bool capsuleVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
const CapsuleShape* capsuleA = static_cast<const CapsuleShape*>(shapeA);
const AACubeShape* cubeB = static_cast<const AACubeShape*>(shapeB);
@ -635,12 +633,13 @@ bool capsuleVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& co
capsuleA->computeNormalizedAxis(capsuleAxis);
float halfHeight = capsuleA->getHalfHeight();
glm::vec3 cubeCenter = cubeB->getTranslation();
glm::vec3 BA = cubeCenter - capsuleA->getTranslation();
glm::vec3 capsuleCenter = capsuleA->getTranslation();
glm::vec3 BA = cubeCenter - capsuleCenter;
float axialOffset = glm::dot(capsuleAxis, BA);
if (fabsf(axialOffset) > halfHeight) {
axialOffset = (axialOffset < 0.0f) ? -halfHeight : halfHeight;
}
glm::vec3 nearestApproach = axialOffset * capsuleAxis;
glm::vec3 nearestApproach = capsuleCenter + axialOffset * capsuleAxis;
// transform nearestApproach into cube-relative frame
nearestApproach -= cubeCenter;
@ -661,6 +660,13 @@ bool capsuleVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& co
faceNormal = glm::vec3(0.0f, 0.0f, signs.z);
}
if (fabs(glm::dot(faceNormal, capsuleAxis)) < EPSILON) {
// TODO: Andrew to implement this special case
// where capsule is perpendicular to the face that it hits
// (Make this its own function? or implement it here?)
return false;
}
// Revisualize the capsule as a startPoint and an axis that points toward the cube face.
// We raytrace forward into the four planes that neigbhor the face to find the furthest
// point along the capsule's axis that might hit face.
@ -680,10 +686,10 @@ bool capsuleVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& co
float capsuleRadius = capsuleA->getRadius();
// Loop over the directions that are NOT parallel to face (there are two of them).
// For each direction we'll raytrace along capsuleAxis to find point impact
// on the furthest face and clamp it to remain on the capsule's line segment
float distances[2] = { 0, capsuleLength};
int numCompleteMisses = 0;
// For each direction we'll raytrace along capsuleAxis to find where the axis passes
// through the furthest face and then we'll clamp to remain on the capsule's line segment
float shortestDistance = capsuleLength;
for (int i = 0; i < 2; ++i) {
int wallIndex = wallIndices[2 * faceIndex + i];
// each direction has two walls: positive and negative
@ -691,44 +697,48 @@ bool capsuleVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& co
glm::vec3 wallNormal = wallSign * cubeNormals[wallIndex];
float axisDotWall = glm::dot(capsuleAxis, wallNormal);
if (axisDotWall > EPSILON) {
float distance = (halfCubeSide + glm::dot(capsuleStart, wallNormal)) / axisDotWall;
distances[i] = glm::clamp(distance, 0.0f, capsuleLength);
if (distance == distances[i]) {
// the wall truncated the capsule which means there is a possibility that the capusule
// actually collides against the edge of the face, so we check for that case now
glm::vec3 impact = capsuleStart + distance * capsuleAxis;
float depth = glm::dot(impact, faceNormal) - halfCubeSide;
if (depth > 0.0f) {
if (depth < capsuleRadius) {
// need to recast against the diagonal plane: wall rotated away from the face
glm::vec3 diagonalNormal = INV_SQRT_TWO * (wallNormal - faceNormal);
distances[i] = glm::min(glm::dot(capsuleStart, diagonalNormal), 0.0f);
} else {
// capsule misses this wall by more than capsuleRadius
++numCompleteMisses;
}
// formula for distance to intersection between line (P,p) and plane (V,n) is: (V-P)*n / p*n
float newDistance = (halfCubeSide - glm::dot(capsuleStart, wallNormal)) / axisDotWall;
if (newDistance < 0.0f) {
// The wall is behind the capsule, but there is still a possibility that it collides
// against the edge so we recast against the diagonal plane beteween the two faces.
// NOTE: it is impossible for the startPoint to be in front of the diagonal plane,
// therefore we know we'll get a valid distance.
glm::vec3 thirdNormal = glm::cross(faceNormal, wallNormal);
glm::vec3 diagonalNormal = glm::normalize(glm::cross(glm::cross(capsuleAxis, thirdNormal), thirdNormal));
newDistance = glm::dot(halfCubeSide * (faceNormal + wallNormal) - capsuleStart, diagonalNormal) /
glm::dot(capsuleAxis, diagonalNormal);
} else if (newDistance < capsuleLength) {
// The wall truncates the capsule axis, but we must check the case where the capsule
// collides with an edge/corner rather than the face. The good news is that this gives us
// an opportunity to check for an early exit case.
float heightOfImpact = glm::dot(capsuleStart + newDistance * capsuleAxis, faceNormal);
if (heightOfImpact > halfCubeSide + SQUARE_ROOT_OF_2 * capsuleRadius) {
// it is impossible for the capsule to hit the face
return false;
} else {
// recast against the diagonal plane between the two faces
glm::vec3 thirdNormal = glm::cross(faceNormal, wallNormal);
glm::vec3 diagonalNormal = glm::normalize(glm::cross(glm::cross(capsuleAxis, thirdNormal), thirdNormal));
newDistance = glm::dot(halfCubeSide * (faceNormal + wallNormal) - capsuleStart, diagonalNormal) /
glm::dot(capsuleAxis, diagonalNormal);
}
}
// there can't be more than one hit for any direction so we break
if (newDistance < shortestDistance) {
shortestDistance = newDistance;
}
// there can only be one hit per direction
break;
}
}
}
if (numCompleteMisses == 2) {
return false;
}
// chose the point that produces the deepest penetration against face
glm::vec3 point0 = capsuleStart + distances[0] * capsuleAxis;
glm::vec3 point1 = capsuleStart + distances[1] * capsuleAxis;
if (glm::dot(point0, faceNormal) > glm::dot(point1, faceNormal)) {
point0 = point1;
}
// move back into real frame
point0 += cubeCenter;
// and translate back into real frame
glm::vec3 sphereCenter = cubeCenter + capsuleStart + shortestDistance * capsuleAxis;
// collide like a sphere at point0 with capsuleRadius
CollisionInfo* collision = sphereVsAACubeHelper(point0, capsuleRadius,
CollisionInfo* collision = sphereVsAACubeHelper(sphereCenter, capsuleRadius,
cubeCenter, 2.0f * halfCubeSide, collisions);
if (collision) {
// we hit! so store back pointers to the shapes

View file

@ -16,6 +16,7 @@
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
#include <AACubeShape.h>
#include <CapsuleShape.h>
#include <CollisionInfo.h>
#include <PlaneShape.h>
@ -1022,6 +1023,557 @@ void ShapeColliderTests::sphereTouchesAACubeCorners() {
}
}
void ShapeColliderTests::capsuleMissesAACube() {
CollisionList collisions(16);
float capsuleRadius = 1.0f;
glm::vec3 cubeCenter(1.23f, 4.56f, 7.89f);
float cubeSide = 2.0f;
AACubeShape cube(cubeSide, cubeCenter);
glm::vec3 faceNormals[] = {xAxis, yAxis, zAxis};
int numDirections = 3;
float offset = 2.0f * EPSILON;
// faces
for (int i = 0; i < numDirections; ++i) {
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
glm::vec3 faceNormal = sign * faceNormals[i];
glm::vec3 secondNormal = faceNormals[(i + 1) % numDirections];
glm::vec3 thirdNormal = faceNormals[(i + 2) % numDirections];
// pick a random point somewhere above the face
glm::vec3 startPoint = cubeCenter + (cubeSide + capsuleRadius) * faceNormal +
(cubeSide * (randFloat() - 0.5f)) * secondNormal +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// pick a second random point slightly more than one radius above the face
glm::vec3 endPoint = cubeCenter + (0.5f * cubeSide + capsuleRadius + offset) * faceNormal +
(cubeSide * (randFloat() - 0.5f)) * secondNormal +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// randomly swap the points so capsule axis may point toward or away from face
if (randFloat() > 0.5f) {
glm::vec3 temp = startPoint;
startPoint = endPoint;
endPoint = temp;
}
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (hit) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should NOT collide with cube face."
<< " faceNormal = " << faceNormal << std::endl;
}
}
}
// edges
// loop over each face...
for (int i = 0; i < numDirections; ++i) {
for (float faceSign = -1.0f; faceSign < 2.0f; faceSign += 2.0f) {
glm::vec3 faceNormal = faceSign * faceNormals[i];
// loop over each neighboring face...
for (int j = (i + 1) % numDirections; j != i; j = (j + 1) % numDirections) {
// Compute the index to the third direction, which points perpendicular to both the face
// and the neighbor face.
int k = (j + 1) % numDirections;
if (k == i) {
k = (i + 1) % numDirections;
}
glm::vec3 thirdNormal = faceNormals[k];
collisions.clear();
for (float neighborSign = -1.0f; neighborSign < 2.0f; neighborSign += 2.0f) {
glm::vec3 neighborNormal = neighborSign * faceNormals[j];
// combine the face and neighbor normals to get the edge normal
glm::vec3 edgeNormal = glm::normalize(faceNormal + neighborNormal);
// pick a random point somewhere above the edge
glm::vec3 startPoint = cubeCenter + (SQUARE_ROOT_OF_2 * cubeSide + capsuleRadius) * edgeNormal +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// pick a second random point slightly more than one radius above the edge
glm::vec3 endPoint = cubeCenter + (SQUARE_ROOT_OF_2 * 0.5f * cubeSide + capsuleRadius + offset) * edgeNormal +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// randomly swap the points so capsule axis may point toward or away from edge
if (randFloat() > 0.5f) {
glm::vec3 temp = startPoint;
startPoint = endPoint;
endPoint = temp;
}
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (hit) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should NOT collide with cube face."
<< " edgeNormal = " << edgeNormal << std::endl;
}
}
}
}
}
// corners
for (float firstSign = -1.0f; firstSign < 2.0f; firstSign += 2.0f) {
glm::vec3 firstNormal = firstSign * faceNormals[0];
for (float secondSign = -1.0f; secondSign < 2.0f; secondSign += 2.0f) {
glm::vec3 secondNormal = secondSign * faceNormals[1];
for (float thirdSign = -1.0f; thirdSign < 2.0f; thirdSign += 2.0f) {
collisions.clear();
glm::vec3 thirdNormal = thirdSign * faceNormals[2];
// the cornerNormal is the normalized sum of the three faces
glm::vec3 cornerNormal = glm::normalize(firstNormal + secondNormal + thirdNormal);
// pick a random point somewhere above the corner
glm::vec3 startPoint = cubeCenter + (SQUARE_ROOT_OF_3 * cubeSide + capsuleRadius) * cornerNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * firstNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * secondNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// pick a second random point slightly more than one radius above the corner
glm::vec3 endPoint = cubeCenter + (SQUARE_ROOT_OF_3 * 0.5f * cubeSide + capsuleRadius + offset) * cornerNormal;
// randomly swap the points so capsule axis may point toward or away from corner
if (randFloat() > 0.5f) {
glm::vec3 temp = startPoint;
startPoint = endPoint;
endPoint = temp;
}
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (hit) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should NOT collide with cube face."
<< " cornerNormal = " << cornerNormal << std::endl;
}
}
}
}
}
void ShapeColliderTests::capsuleTouchesAACube() {
CollisionList collisions(16);
float capsuleRadius = 1.0f;
//glm::vec3 cubeCenter(0.0f);
glm::vec3 cubeCenter(1.23f, 4.56f, 7.89f);
float cubeSide = 2.0f;
AACubeShape cube(cubeSide, cubeCenter);
glm::vec3 faceNormals[] = {xAxis, yAxis, zAxis};
int numDirections = 3;
float overlap = 0.25f * capsuleRadius;
float allowableError = 10.0f * EPSILON;
// capsule caps against cube faces
for (int i = 0; i < numDirections; ++i) {
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
glm::vec3 faceNormal = sign * faceNormals[i];
glm::vec3 secondNormal = faceNormals[(i + 1) % numDirections];
glm::vec3 thirdNormal = faceNormals[(i + 2) % numDirections];
// pick a random point somewhere above the face
glm::vec3 startPoint = cubeCenter + (cubeSide + capsuleRadius) * faceNormal +
(cubeSide * (randFloat() - 0.5f)) * secondNormal +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// pick a second random point slightly less than one radius above the face
// (but reduce width of range by 2*overlap to prevent the penetration from
// registering against other faces)
glm::vec3 endPoint = cubeCenter + (0.5f * cubeSide + capsuleRadius - overlap) * faceNormal +
((cubeSide - 2.0f * overlap) * (randFloat() - 0.5f)) * secondNormal +
((cubeSide - 2.0f * overlap) * (randFloat() - 0.5f)) * thirdNormal;
glm::vec3 collidingPoint = endPoint;
// randomly swap the points so capsule axis may point toward or away from face
if (randFloat() > 0.5f) {
glm::vec3 temp = startPoint;
startPoint = endPoint;
endPoint = temp;
}
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (!hit) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " faceNormal = " << faceNormal << std::endl;
break;
}
CollisionInfo* collision = collisions.getLastCollision();
if (!collision) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: null collision with faceNormal = " << faceNormal << std::endl;
return;
}
// penetration points from capsule into cube
glm::vec3 expectedPenetration = - overlap * faceNormal;
float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
if (fabs(inaccuracy) > allowableError) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad penetration: expected = " << expectedPenetration
<< " actual = " << collision->_penetration
<< " faceNormal = " << faceNormal
<< std::endl;
}
// contactPoint is on surface of capsule
glm::vec3 expectedContactPoint = collidingPoint - capsuleRadius * faceNormal;
inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
if (fabs(inaccuracy) > allowableError) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
<< " actual = " << collision->_contactPoint
<< " faceNormal = " << faceNormal
<< std::endl;
}
}
}
// capsule caps against cube edges
// loop over each face...
for (int i = 0; i < numDirections; ++i) {
for (float faceSign = -1.0f; faceSign < 2.0f; faceSign += 2.0f) {
glm::vec3 faceNormal = faceSign * faceNormals[i];
// loop over each neighboring face...
for (int j = (i + 1) % numDirections; j != i; j = (j + 1) % numDirections) {
// Compute the index to the third direction, which points perpendicular to both the face
// and the neighbor face.
int k = (j + 1) % numDirections;
if (k == i) {
k = (i + 1) % numDirections;
}
glm::vec3 thirdNormal = faceNormals[k];
collisions.clear();
for (float neighborSign = -1.0f; neighborSign < 2.0f; neighborSign += 2.0f) {
glm::vec3 neighborNormal = neighborSign * faceNormals[j];
// combine the face and neighbor normals to get the edge normal
glm::vec3 edgeNormal = glm::normalize(faceNormal + neighborNormal);
// pick a random point somewhere above the edge
glm::vec3 startPoint = cubeCenter + (SQUARE_ROOT_OF_2 * cubeSide + capsuleRadius) * edgeNormal +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// pick a second random point slightly less than one radius above the edge
glm::vec3 endPoint = cubeCenter + (SQUARE_ROOT_OF_2 * 0.5f * cubeSide + capsuleRadius - overlap) * edgeNormal +
(cubeSide * (randFloat() - 0.5f)) * thirdNormal;
glm::vec3 collidingPoint = endPoint;
// randomly swap the points so capsule axis may point toward or away from edge
if (randFloat() > 0.5f) {
glm::vec3 temp = startPoint;
startPoint = endPoint;
endPoint = temp;
}
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (!hit) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " edgeNormal = " << edgeNormal << std::endl;
}
CollisionInfo* collision = collisions.getLastCollision();
if (!collision) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: null collision with edgeNormal = " << edgeNormal << std::endl;
return;
}
// penetration points from capsule into cube
glm::vec3 expectedPenetration = - overlap * edgeNormal;
float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
if (fabs(inaccuracy) > allowableError) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad penetration: expected = " << expectedPenetration
<< " actual = " << collision->_penetration
<< " edgeNormal = " << edgeNormal
<< std::endl;
}
// contactPoint is on surface of capsule
glm::vec3 expectedContactPoint = collidingPoint - capsuleRadius * edgeNormal;
inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
if (fabs(inaccuracy) > allowableError) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
<< " actual = " << collision->_contactPoint
<< " edgeNormal = " << edgeNormal
<< std::endl;
}
}
}
}
}
// capsule caps against cube corners
for (float firstSign = -1.0f; firstSign < 2.0f; firstSign += 2.0f) {
glm::vec3 firstNormal = firstSign * faceNormals[0];
for (float secondSign = -1.0f; secondSign < 2.0f; secondSign += 2.0f) {
glm::vec3 secondNormal = secondSign * faceNormals[1];
for (float thirdSign = -1.0f; thirdSign < 2.0f; thirdSign += 2.0f) {
collisions.clear();
glm::vec3 thirdNormal = thirdSign * faceNormals[2];
// the cornerNormal is the normalized sum of the three faces
glm::vec3 cornerNormal = glm::normalize(firstNormal + secondNormal + thirdNormal);
// pick a random point somewhere above the corner
glm::vec3 startPoint = cubeCenter + (SQUARE_ROOT_OF_3 * cubeSide + capsuleRadius) * cornerNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * firstNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * secondNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// pick a second random point slightly less than one radius above the corner
glm::vec3 endPoint = cubeCenter + (SQUARE_ROOT_OF_3 * 0.5f * cubeSide + capsuleRadius - overlap) * cornerNormal;
glm::vec3 collidingPoint = endPoint;
// randomly swap the points so capsule axis may point toward or away from corner
if (randFloat() > 0.5f) {
glm::vec3 temp = startPoint;
startPoint = endPoint;
endPoint = temp;
}
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (!hit) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " cornerNormal = " << cornerNormal << std::endl;
}
CollisionInfo* collision = collisions.getLastCollision();
if (!collision) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: null collision with cornerNormal = " << cornerNormal << std::endl;
return;
}
// penetration points from capsule into cube
glm::vec3 expectedPenetration = - overlap * cornerNormal;
float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
if (fabs(inaccuracy) > allowableError) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad penetration: expected = " << expectedPenetration
<< " actual = " << collision->_penetration
<< " cornerNormal = " << cornerNormal
<< std::endl;
}
// contactPoint is on surface of capsule
glm::vec3 expectedContactPoint = collidingPoint - capsuleRadius * cornerNormal;
inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
if (fabs(inaccuracy) > allowableError) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
<< " actual = " << collision->_contactPoint
<< " cornerNormal = " << cornerNormal
<< std::endl;
}
}
}
}
// capsule sides against cube edges
// loop over each face...
float capsuleLength = 2.0f;
for (int i = 0; i < numDirections; ++i) {
for (float faceSign = -1.0f; faceSign < 2.0f; faceSign += 2.0f) {
glm::vec3 faceNormal = faceSign * faceNormals[i];
// loop over each neighboring face...
for (int j = (i + 1) % numDirections; j != i; j = (j + 1) % numDirections) {
// Compute the index to the third direction, which points perpendicular to both the face
// and the neighbor face.
int k = (j + 1) % numDirections;
if (k == i) {
k = (i + 1) % numDirections;
}
glm::vec3 thirdNormal = faceNormals[k];
collisions.clear();
for (float neighborSign = -1.0f; neighborSign < 2.0f; neighborSign += 2.0f) {
glm::vec3 neighborNormal = neighborSign * faceNormals[j];
// combine the face and neighbor normals to get the edge normal
glm::vec3 edgeNormal = glm::normalize(faceNormal + neighborNormal);
// pick a random point somewhere along the edge
glm::vec3 edgePoint = cubeCenter + (SQUARE_ROOT_OF_2 * 0.5f * cubeSide) * edgeNormal +
((cubeSide - 2.0f * overlap) * (randFloat() - 0.5f)) * thirdNormal;
// pick a random normal that is deflected slightly from edgeNormal
glm::vec3 deflectedNormal = glm::normalize(edgeNormal +
(0.1f * (randFloat() - 0.5f)) * faceNormal +
(0.1f * (randFloat() - 0.5f)) * neighborNormal);
// compute the axis direction, which will be perp to deflectedNormal and thirdNormal
glm::vec3 axisDirection = glm::normalize(glm::cross(deflectedNormal, thirdNormal));
// compute a point for the capsule's axis along deflection normal away from edgePoint
glm::vec3 axisPoint = edgePoint + (capsuleRadius - overlap) * deflectedNormal;
// now we can compute the capsule endpoints
glm::vec3 endPoint = axisPoint + (0.5f * capsuleLength * randFloat()) * axisDirection;
glm::vec3 startPoint = axisPoint - (0.5f * capsuleLength * randFloat()) * axisDirection;
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (!hit) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " edgeNormal = " << edgeNormal << std::endl;
}
CollisionInfo* collision = collisions.getLastCollision();
if (!collision) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: null collision with edgeNormal = " << edgeNormal << std::endl;
return;
}
// penetration points from capsule into cube
glm::vec3 expectedPenetration = - overlap * deflectedNormal;
float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
if (fabs(inaccuracy) > allowableError / capsuleLength) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad penetration: expected = " << expectedPenetration
<< " actual = " << collision->_penetration
<< " edgeNormal = " << edgeNormal
<< std::endl;
}
// contactPoint is on surface of capsule
glm::vec3 expectedContactPoint = axisPoint - capsuleRadius * deflectedNormal;
inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
if (fabs(inaccuracy) > allowableError / capsuleLength) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
<< " actual = " << collision->_contactPoint
<< " edgeNormal = " << edgeNormal
<< std::endl;
}
}
}
}
}
// capsule sides against cube corners
for (float firstSign = -1.0f; firstSign < 2.0f; firstSign += 2.0f) {
glm::vec3 firstNormal = firstSign * faceNormals[0];
for (float secondSign = -1.0f; secondSign < 2.0f; secondSign += 2.0f) {
glm::vec3 secondNormal = secondSign * faceNormals[1];
for (float thirdSign = -1.0f; thirdSign < 2.0f; thirdSign += 2.0f) {
collisions.clear();
glm::vec3 thirdNormal = thirdSign * faceNormals[2];
// the cornerNormal is the normalized sum of the three faces
glm::vec3 cornerNormal = glm::normalize(firstNormal + secondNormal + thirdNormal);
// compute a penetration normal that is somewhat randomized about cornerNormal
glm::vec3 penetrationNormal = - glm::normalize(cornerNormal +
(0.05f * cubeSide * (randFloat() - 0.5f)) * firstNormal +
(0.05f * cubeSide * (randFloat() - 0.5f)) * secondNormal +
(0.05f * cubeSide * (randFloat() - 0.5f)) * thirdNormal);
// pick a random point somewhere above the corner
glm::vec3 corner = cubeCenter + (0.5f * cubeSide) * (firstNormal + secondNormal + thirdNormal);
glm::vec3 startPoint = corner + (3.0f * cubeSide) * cornerNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * firstNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * secondNormal +
(0.25f * cubeSide * (randFloat() - 0.5f)) * thirdNormal;
// pick a second random point slightly less than one radius above the corner
// with some sight perp motion
glm::vec3 endPoint = corner - (capsuleRadius - overlap) * penetrationNormal;
glm::vec3 collidingPoint = endPoint;
// randomly swap the points so capsule axis may point toward or away from corner
if (randFloat() > 0.5f) {
glm::vec3 temp = startPoint;
startPoint = endPoint;
endPoint = temp;
}
// create a capsule between the points
CapsuleShape capsule(capsuleRadius, startPoint, endPoint);
// collide capsule with cube
bool hit = ShapeCollider::capsuleVsAACube(&capsule, &cube, collisions);
if (!hit) {
std::cout << __FILE__ << ":" << __LINE__ << " ERROR: capsule should collide with cube"
<< " cornerNormal = " << cornerNormal << std::endl;
}
CollisionInfo* collision = collisions.getLastCollision();
if (!collision) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: null collision with cornerNormal = " << cornerNormal << std::endl;
return;
}
// penetration points from capsule into cube
glm::vec3 expectedPenetration = overlap * penetrationNormal;
float inaccuracy = glm::length(collision->_penetration - expectedPenetration);
if (fabs(inaccuracy) > allowableError) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad penetration: expected = " << expectedPenetration
<< " actual = " << collision->_penetration
<< " cornerNormal = " << cornerNormal
<< std::endl;
}
// contactPoint is on surface of capsule
glm::vec3 expectedContactPoint = collidingPoint + capsuleRadius * penetrationNormal;
inaccuracy = glm::length(collision->_contactPoint - expectedContactPoint);
if (fabs(inaccuracy) > allowableError) {
std::cout << __FILE__ << ":" << __LINE__
<< " ERROR: bad contactPoint: expected = " << expectedContactPoint
<< " actual = " << collision->_contactPoint
<< " cornerNormal = " << cornerNormal
<< std::endl;
}
}
}
}
}
void ShapeColliderTests::rayHitsSphere() {
float startDistance = 3.0f;
glm::vec3 rayStart(-startDistance, 0.0f, 0.0f);
@ -1489,6 +2041,9 @@ void ShapeColliderTests::runAllTests() {
sphereTouchesAACubeEdges();
sphereTouchesAACubeCorners();
capsuleMissesAACube();
capsuleTouchesAACube();
rayHitsSphere();
rayBarelyHitsSphere();
rayBarelyMissesSphere();

View file

@ -28,6 +28,9 @@ namespace ShapeColliderTests {
void sphereTouchesAACubeCorners();
void sphereMissesAACube();
void capsuleMissesAACube();
void capsuleTouchesAACube();
void rayHitsSphere();
void rayBarelyHitsSphere();
void rayBarelyMissesSphere();