Merge pull request #3332 from AndrewMeadows/ragdoll

add AACubeShape to ShapeCollider
This commit is contained in:
Clément Brisset 2014-09-03 14:34:32 -07:00
commit 72af7617fa
8 changed files with 1585 additions and 230 deletions

View file

@ -764,7 +764,7 @@ bool findShapeCollisionsOp(OctreeElement* element, void* extraData) {
return true; // recurse on children
}
if (element->hasContent()) {
if (ShapeCollider::collideShapeWithAACube(args->shape, cube.calcCenter(), cube.getScale(), args->collisions)) {
if (ShapeCollider::collideShapeWithAACubeLegacy(args->shape, cube.calcCenter(), cube.getScale(), args->collisions)) {
args->found = true;
return true;
}

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@ -0,0 +1,16 @@
//
// AACubeShape.cpp
// libraries/shared/src
//
// Created by Andrew Meadows on 2014.08.22
// 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 "AACubeShape.h"
bool AACubeShape::findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const {
return false;
}

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@ -0,0 +1,36 @@
//
// AACubeShape.h
// libraries/shared/src
//
// Created by Andrew Meadows on 2014.08.22
// 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
//
#ifndef hifi_AACubeShape_h
#define hifi_AACubeShape_h
#include "Shape.h"
class AACubeShape : public Shape {
public:
AACubeShape() : Shape(AACUBE_SHAPE), _scale(1.0f) { }
AACubeShape(float scale) : Shape(AACUBE_SHAPE), _scale(scale) { }
AACubeShape(float scale, const glm::vec3& position) : Shape(AACUBE_SHAPE, position), _scale(scale) { }
virtual ~AACubeShape() { }
float getScale() const { return _scale; }
void setScale(float scale) { _scale = scale; }
bool findRayIntersection(const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distance) const;
float getVolume() const { return _scale * _scale * _scale; }
protected:
float _scale;
};
#endif // hifi_AACubeShape_h

View file

@ -25,8 +25,9 @@ const float MAX_SHAPE_MASS = 1.0e18f; // something less than sqrt(FLT_MAX)
const quint8 SPHERE_SHAPE = 0;
const quint8 CAPSULE_SHAPE = 1;
const quint8 PLANE_SHAPE = 2;
const quint8 LIST_SHAPE = 3;
const quint8 UNKNOWN_SHAPE = 4;
const quint8 AACUBE_SHAPE = 3;
const quint8 LIST_SHAPE = 4;
const quint8 UNKNOWN_SHAPE = 5;
class Shape {
public:

View file

@ -9,13 +9,13 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <iostream>
#include <glm/gtx/norm.hpp>
#include "GeometryUtil.h"
#include "ShapeCollider.h"
#include "AACubeShape.h"
#include "CapsuleShape.h"
#include "GeometryUtil.h"
#include "ListShape.h"
#include "PlaneShape.h"
#include "SphereShape.h"
@ -25,8 +25,8 @@
// * Large ListShape's are inefficient keep the lists short.
// * Collisions between lists of lists work in theory but are not recommended.
const Shape::Type NUM_SHAPE_TYPES = 5;
const quint8 NUM__DISPATCH_CELLS = NUM_SHAPE_TYPES * NUM_SHAPE_TYPES;
const quint8 NUM_SHAPE_TYPES = UNKNOWN_SHAPE;
const quint8 NUM_DISPATCH_CELLS = NUM_SHAPE_TYPES * NUM_SHAPE_TYPES;
Shape::Type getDispatchKey(Shape::Type typeA, Shape::Type typeB) {
return typeA + NUM_SHAPE_TYPES * typeB;
@ -38,36 +38,44 @@ bool notImplemented(const Shape* shapeA, const Shape* shapeB, CollisionList& col
}
// NOTE: hardcode the number of dispatchTable entries (NUM_SHAPE_TYPES ^2)
bool (*dispatchTable[NUM__DISPATCH_CELLS])(const Shape*, const Shape*, CollisionList&);
bool (*dispatchTable[NUM_DISPATCH_CELLS])(const Shape*, const Shape*, CollisionList&);
namespace ShapeCollider {
// NOTE: the dispatch table must be initialized before the ShapeCollider is used.
void initDispatchTable() {
for (Shape::Type i = 0; i < NUM__DISPATCH_CELLS; ++i) {
for (Shape::Type i = 0; i < NUM_DISPATCH_CELLS; ++i) {
dispatchTable[i] = &notImplemented;
}
// NOTE: no need to update any that are notImplemented, but we leave them
// commented out in the code so that we remember that they exist.
dispatchTable[getDispatchKey(SPHERE_SHAPE, SPHERE_SHAPE)] = &sphereVsSphere;
dispatchTable[getDispatchKey(SPHERE_SHAPE, CAPSULE_SHAPE)] = &sphereVsCapsule;
dispatchTable[getDispatchKey(SPHERE_SHAPE, PLANE_SHAPE)] = &sphereVsPlane;
dispatchTable[getDispatchKey(SPHERE_SHAPE, AACUBE_SHAPE)] = &sphereVsAACube;
dispatchTable[getDispatchKey(SPHERE_SHAPE, LIST_SHAPE)] = &shapeVsList;
dispatchTable[getDispatchKey(CAPSULE_SHAPE, SPHERE_SHAPE)] = &capsuleVsSphere;
dispatchTable[getDispatchKey(CAPSULE_SHAPE, CAPSULE_SHAPE)] = &capsuleVsCapsule;
dispatchTable[getDispatchKey(CAPSULE_SHAPE, PLANE_SHAPE)] = &capsuleVsPlane;
dispatchTable[getDispatchKey(CAPSULE_SHAPE, AACUBE_SHAPE)] = &capsuleVsAACube;
dispatchTable[getDispatchKey(CAPSULE_SHAPE, LIST_SHAPE)] = &shapeVsList;
dispatchTable[getDispatchKey(PLANE_SHAPE, SPHERE_SHAPE)] = &planeVsSphere;
dispatchTable[getDispatchKey(PLANE_SHAPE, CAPSULE_SHAPE)] = &planeVsCapsule;
dispatchTable[getDispatchKey(PLANE_SHAPE, PLANE_SHAPE)] = &planeVsPlane;
dispatchTable[getDispatchKey(PLANE_SHAPE, AACUBE_SHAPE)] = &notImplemented;
dispatchTable[getDispatchKey(PLANE_SHAPE, LIST_SHAPE)] = &shapeVsList;
dispatchTable[getDispatchKey(AACUBE_SHAPE, SPHERE_SHAPE)] = &aaCubeVsSphere;
dispatchTable[getDispatchKey(AACUBE_SHAPE, CAPSULE_SHAPE)] = &aaCubeVsCapsule;
dispatchTable[getDispatchKey(AACUBE_SHAPE, PLANE_SHAPE)] = &notImplemented;
dispatchTable[getDispatchKey(AACUBE_SHAPE, AACUBE_SHAPE)] = &aaCubeVsAACube;
dispatchTable[getDispatchKey(AACUBE_SHAPE, LIST_SHAPE)] = &shapeVsList;
dispatchTable[getDispatchKey(LIST_SHAPE, SPHERE_SHAPE)] = &listVsShape;
dispatchTable[getDispatchKey(LIST_SHAPE, CAPSULE_SHAPE)] = &listVsShape;
dispatchTable[getDispatchKey(LIST_SHAPE, PLANE_SHAPE)] = &listVsShape;
dispatchTable[getDispatchKey(LIST_SHAPE, AACUBE_SHAPE)] = &listVsShape;
dispatchTable[getDispatchKey(LIST_SHAPE, LIST_SHAPE)] = &listVsList;
// all of the UNKNOWN_SHAPE pairings are notImplemented
@ -117,12 +125,12 @@ bool collideShapesWithShapes(const QVector<Shape*>& shapesA, const QVector<Shape
return collided;
}
bool collideShapeWithAACube(const Shape* shapeA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions) {
bool collideShapeWithAACubeLegacy(const Shape* shapeA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions) {
Shape::Type typeA = shapeA->getType();
if (typeA == SPHERE_SHAPE) {
return sphereVsAACube(static_cast<const SphereShape*>(shapeA), cubeCenter, cubeSide, collisions);
return sphereVsAACubeLegacy(static_cast<const SphereShape*>(shapeA), cubeCenter, cubeSide, collisions);
} else if (typeA == CAPSULE_SHAPE) {
return capsuleVsAACube(static_cast<const CapsuleShape*>(shapeA), cubeCenter, cubeSide, collisions);
return capsuleVsAACubeLegacy(static_cast<const CapsuleShape*>(shapeA), cubeCenter, cubeSide, collisions);
} else if (typeA == LIST_SHAPE) {
const ListShape* listA = static_cast<const ListShape*>(shapeA);
bool touching = false;
@ -130,9 +138,9 @@ bool collideShapeWithAACube(const Shape* shapeA, const glm::vec3& cubeCenter, fl
const Shape* subShape = listA->getSubShape(i);
int subType = subShape->getType();
if (subType == SPHERE_SHAPE) {
touching = sphereVsAACube(static_cast<const SphereShape*>(subShape), cubeCenter, cubeSide, collisions) || touching;
touching = sphereVsAACubeLegacy(static_cast<const SphereShape*>(subShape), cubeCenter, cubeSide, collisions) || touching;
} else if (subType == CAPSULE_SHAPE) {
touching = capsuleVsAACube(static_cast<const CapsuleShape*>(subShape), cubeCenter, cubeSide, collisions) || touching;
touching = capsuleVsAACubeLegacy(static_cast<const CapsuleShape*>(subShape), cubeCenter, cubeSide, collisions) || touching;
}
}
return touching;
@ -162,8 +170,8 @@ bool sphereVsSphere(const Shape* shapeA, const Shape* shapeB, CollisionList& col
collision->_penetration = BA * (totalRadius - distance);
// contactPoint is on surface of A
collision->_contactPoint = sphereA->getTranslation() + sphereA->getRadius() * BA;
collision->_shapeA = sphereA;
collision->_shapeB = sphereB;
collision->_shapeA = shapeA;
collision->_shapeB = shapeB;
return true;
}
}
@ -210,8 +218,8 @@ bool sphereVsCapsule(const Shape* shapeA, const Shape* shapeB, CollisionList& co
collision->_penetration = (totalRadius - radialDistance) * radialAxis; // points from A into B
// contactPoint is on surface of sphereA
collision->_contactPoint = sphereA->getTranslation() + sphereA->getRadius() * radialAxis;
collision->_shapeA = sphereA;
collision->_shapeB = capsuleB;
collision->_shapeA = shapeA;
collision->_shapeB = shapeB;
} else {
// A is on B's axis, so the penetration is undefined...
if (absAxialDistance > capsuleB->getHalfHeight()) {
@ -233,8 +241,8 @@ bool sphereVsCapsule(const Shape* shapeA, const Shape* shapeB, CollisionList& co
collision->_penetration = (sign * (totalRadius + capsuleB->getHalfHeight() - absAxialDistance)) * capsuleAxis;
// contactPoint is on surface of sphereA
collision->_contactPoint = sphereA->getTranslation() + (sign * sphereA->getRadius()) * capsuleAxis;
collision->_shapeA = sphereA;
collision->_shapeB = capsuleB;
collision->_shapeA = shapeA;
collision->_shapeB = shapeB;
}
return true;
}
@ -252,8 +260,8 @@ bool sphereVsPlane(const Shape* shapeA, const Shape* shapeB, CollisionList& coll
}
collision->_penetration = penetration;
collision->_contactPoint = sphereA->getTranslation() + sphereA->getRadius() * glm::normalize(penetration);
collision->_shapeA = sphereA;
collision->_shapeB = planeB;
collision->_shapeA = shapeA;
collision->_shapeB = shapeB;
return true;
}
return false;
@ -415,8 +423,8 @@ bool capsuleVsCapsule(const Shape* shapeA, const Shape* shapeB, CollisionList& c
collision->_penetration = BA * (totalRadius - distance);
// contactPoint is on surface of A
collision->_contactPoint = centerA + distanceA * axisA + capsuleA->getRadius() * BA;
collision->_shapeA = capsuleA;
collision->_shapeB = capsuleB;
collision->_shapeA = shapeA;
collision->_shapeB = shapeB;
return true;
}
} else {
@ -482,8 +490,8 @@ bool capsuleVsCapsule(const Shape* shapeA, const Shape* shapeB, CollisionList& c
// average the internal pair, and then do the math from centerB
collision->_contactPoint = centerB + (0.5f * (points[1] + points[2])) * axisB
+ (capsuleA->getRadius() - distance) * BA;
collision->_shapeA = capsuleA;
collision->_shapeB = capsuleB;
collision->_shapeA = shapeA;
collision->_shapeB = shapeB;
return true;
}
}
@ -505,8 +513,8 @@ bool capsuleVsPlane(const Shape* shapeA, const Shape* shapeB, CollisionList& col
collision->_penetration = penetration;
glm::vec3 deepestEnd = (glm::dot(start, glm::vec3(plane)) < glm::dot(end, glm::vec3(plane))) ? start : end;
collision->_contactPoint = deepestEnd + capsuleA->getRadius() * glm::normalize(penetration);
collision->_shapeA = capsuleA;
collision->_shapeB = planeB;
collision->_shapeA = shapeA;
collision->_shapeB = shapeB;
return true;
}
return false;
@ -526,41 +534,8 @@ bool planeVsPlane(const Shape* shapeA, const Shape* shapeB, CollisionList& colli
return false;
}
bool shapeVsList(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
bool touching = false;
const ListShape* listB = static_cast<const ListShape*>(shapeB);
for (int i = 0; i < listB->size() && !collisions.isFull(); ++i) {
const Shape* subShape = listB->getSubShape(i);
touching = collideShapes(shapeA, subShape, collisions) || touching;
}
return touching;
}
bool listVsShape(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
bool touching = false;
const ListShape* listA = static_cast<const ListShape*>(shapeA);
for (int i = 0; i < listA->size() && !collisions.isFull(); ++i) {
const Shape* subShape = listA->getSubShape(i);
touching = collideShapes(subShape, shapeB, collisions) || touching;
}
return touching;
}
bool listVsList(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
bool touching = false;
const ListShape* listA = static_cast<const ListShape*>(shapeA);
const ListShape* listB = static_cast<const ListShape*>(shapeB);
for (int i = 0; i < listA->size() && !collisions.isFull(); ++i) {
const Shape* subShape = listA->getSubShape(i);
for (int j = 0; j < listB->size() && !collisions.isFull(); ++j) {
touching = collideShapes(subShape, listB->getSubShape(j), collisions) || touching;
}
}
return touching;
}
// helper function
bool sphereVsAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& cubeCenter,
bool sphereVsAACubeLegacy(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& cubeCenter,
float cubeSide, CollisionList& collisions) {
// sphere is A
// cube is B
@ -656,6 +631,391 @@ bool sphereVsAACube(const glm::vec3& sphereCenter, float sphereRadius, const glm
return false;
}
// helper function
CollisionInfo* sphereVsAACubeHelper(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& cubeCenter,
float cubeSide, CollisionList& collisions) {
// sphere is A
// cube is B
// BA = B - A = from center of A to center of B
float halfCubeSide = 0.5f * cubeSide;
glm::vec3 BA = cubeCenter - sphereCenter;
float distance = glm::length(BA);
if (distance > EPSILON) {
float maxBA = glm::max(glm::max(glm::abs(BA.x), glm::abs(BA.y)), glm::abs(BA.z));
if (maxBA > halfCubeSide + sphereRadius) {
// sphere misses cube entirely
return NULL;
}
CollisionInfo* collision = collisions.getNewCollision();
if (!collision) {
return NULL;
}
if (maxBA > halfCubeSide) {
// sphere hits cube but its center is outside cube
// compute contact anti-pole on cube (in cube frame)
glm::vec3 cubeContact = glm::abs(BA);
if (cubeContact.x > halfCubeSide) {
cubeContact.x = halfCubeSide;
}
if (cubeContact.y > halfCubeSide) {
cubeContact.y = halfCubeSide;
}
if (cubeContact.z > halfCubeSide) {
cubeContact.z = halfCubeSide;
}
glm::vec3 signs = glm::sign(BA);
cubeContact.x *= signs.x;
cubeContact.y *= signs.y;
cubeContact.z *= signs.z;
// compute penetration direction
glm::vec3 direction = BA - cubeContact;
float lengthDirection = glm::length(direction);
if (lengthDirection < EPSILON) {
// sphereCenter is touching cube surface, so we can't use the difference between those two
// points to compute the penetration direction. Instead we use the unitary components of
// cubeContact.
direction = cubeContact / halfCubeSide;
glm::modf(BA, direction);
lengthDirection = glm::length(direction);
} else if (lengthDirection > sphereRadius) {
collisions.deleteLastCollision();
return NULL;
}
direction /= lengthDirection;
// compute collision details
collision->_contactPoint = sphereCenter + sphereRadius * direction;
collision->_penetration = sphereRadius * direction - (BA - cubeContact);
} else {
// sphere center is inside cube
// --> push out nearest face
glm::vec3 direction;
BA /= maxBA;
glm::modf(BA, direction);
float lengthDirection = glm::length(direction);
direction /= lengthDirection;
// compute collision details
collision->_floatData = cubeSide;
collision->_vecData = cubeCenter;
collision->_penetration = (halfCubeSide * lengthDirection + sphereRadius - maxBA * glm::dot(BA, direction)) * direction;
collision->_contactPoint = sphereCenter + sphereRadius * direction;
}
collision->_shapeA = NULL;
collision->_shapeB = NULL;
return collision;
} else if (sphereRadius + halfCubeSide > distance) {
// NOTE: for cocentric approximation we collide sphere and cube as two spheres which means
// this algorithm will probably be wrong when both sphere and cube are very small (both ~EPSILON)
CollisionInfo* collision = collisions.getNewCollision();
if (collision) {
// the penetration and contactPoint are undefined, so we pick a penetration direction (-yAxis)
collision->_penetration = (sphereRadius + halfCubeSide) * glm::vec3(0.0f, -1.0f, 0.0f);
// contactPoint is on surface of A
collision->_contactPoint = sphereCenter + collision->_penetration;
collision->_shapeA = NULL;
collision->_shapeB = NULL;
return collision;
}
}
return NULL;
}
bool sphereVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
// BA = B - A = from center of A to center of B
const SphereShape* sphereA = static_cast<const SphereShape*>(shapeA);
const AACubeShape* cubeB = static_cast<const AACubeShape*>(shapeB);
CollisionInfo* collision = sphereVsAACubeHelper( sphereA->getTranslation(), sphereA->getRadius(),
cubeB->getTranslation(), cubeB->getScale(), collisions);
if (collision) {
collision->_shapeA = shapeA;
collision->_shapeB = shapeB;
return true;
}
return false;
}
glm::vec3 cubeNormals[3] = { glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f) };
// the wallIndices is a sequence of pairs that represent the OTHER directions for each cube face,
// 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 };
bool capsuleVsAACubeFace(const CapsuleShape* capsuleA, const AACubeShape* cubeB, int faceIndex, const glm::vec3& faceNormal, CollisionList& collisions) {
// we only fall in here when the capsuleAxis is nearly parallel to the face of a cube
glm::vec3 capsuleAxis;
capsuleA->computeNormalizedAxis(capsuleAxis);
glm::vec3 cubeCenter = cubeB->getTranslation();
// Revisualize the capsule as a line segment between two points. We'd like to collide the
// capsule as two spheres located at the endpoints or where the line segment hits the boundary
// of the face.
// We raytrace forward into the four planes that neigbhor the face to find the boundary
// points of the line segment.
glm::vec3 capsuleStart;
capsuleA->getStartPoint(capsuleStart);
// translate into cube-relative frame
capsuleStart -= cubeCenter;
float capsuleLength = 2.0f * capsuleA->getHalfHeight();
float halfCubeSide = 0.5f * cubeB->getScale();
float capsuleRadius = capsuleA->getRadius();
// preload distances with values that work for when the capsuleAxis runs parallel to neighbor face
float distances[] = {FLT_MAX, -FLT_MAX, FLT_MAX, -FLT_MAX, 0.0f};
// Loop over the directions that are NOT parallel to face (there are two of them).
// For each direction we'll raytrace against the positive and negative planes to find where
// the axis passes through.
for (int i = 0; i < 2; ++i) {
int wallIndex = wallIndices[2 * faceIndex + i];
glm::vec3 wallNormal = cubeNormals[wallIndex];
// each direction has two walls: positive and negative
float axisDotWall = glm::dot(capsuleAxis, wallNormal);
if (fabsf(axisDotWall) > EPSILON) {
// formula for distance to intersection between line (P,p) and plane (V,n) is: (V-P)*n / p*n
distances[2 * i] = (halfCubeSide - glm::dot(capsuleStart, wallNormal)) / axisDotWall;
distances[2 * i + 1] = -(halfCubeSide + glm::dot(capsuleStart, wallNormal)) / axisDotWall;
}
}
// sort the distances from large to small
int j = 3;
while (j > 0) {
for (int i = 0; i <= j; ++i) {
if (distances[i] < distances[i+1]) {
// swap (using distances[4] as temp space)
distances[4] = distances[i];
distances[i] = distances[i+1];
distances[i+1] = distances[4];
}
}
--j;
}
// the capsule overlaps when the max of the mins is less than the min of the maxes
distances[0] = glm::min(capsuleLength, distances[1]); // maxDistance
distances[1] = glm::max(0.0f, distances[2]); // minDistance
bool hit = false;
if (distances[1] < distances[0]) {
// if we collide at all it will be at two points
for (int i = 0; i < 2; ++i) {
glm::vec3 sphereCenter = cubeCenter + capsuleStart + distances[i] * capsuleAxis;
// collide like a sphere at point0 with capsuleRadius
CollisionInfo* collision = sphereVsAACubeHelper(sphereCenter, capsuleRadius,
cubeCenter, 2.0f * halfCubeSide, collisions);
if (collision) {
// we hit! so store back pointers to the shapes
collision->_shapeA = capsuleA;
collision->_shapeB = cubeB;
hit = true;
}
}
return hit;
} else if (distances[1] < capsuleLength + capsuleRadius ) {
// we might collide at the end cap
glm::vec3 sphereCenter = cubeCenter + capsuleStart + capsuleLength * capsuleAxis;
// collide like a sphere at point0 with capsuleRadius
CollisionInfo* collision = sphereVsAACubeHelper(sphereCenter, capsuleRadius,
cubeCenter, 2.0f * halfCubeSide, collisions);
if (collision) {
// we hit! so store back pointers to the shapes
collision->_shapeA = capsuleA;
collision->_shapeB = cubeB;
hit = true;
}
} else if (distances[0] > -capsuleLength) {
// we might collide at the start cap
glm::vec3 sphereCenter = cubeCenter + capsuleStart;
// collide like a sphere at point0 with capsuleRadius
CollisionInfo* collision = sphereVsAACubeHelper(sphereCenter, capsuleRadius,
cubeCenter, 2.0f * halfCubeSide, collisions);
if (collision) {
// we hit! so store back pointers to the shapes
collision->_shapeA = capsuleA;
collision->_shapeB = cubeB;
hit = true;
}
}
return hit;
}
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);
// find nearest approach of capsule's line segment to cube's center
glm::vec3 capsuleAxis;
capsuleA->computeNormalizedAxis(capsuleAxis);
float halfHeight = capsuleA->getHalfHeight();
glm::vec3 cubeCenter = cubeB->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 = capsuleCenter + axialOffset * capsuleAxis;
// transform nearestApproach into cube-relative frame
nearestApproach -= cubeCenter;
// determine the face of nearest approach
glm::vec3 signs = glm::sign(nearestApproach);
int faceIndex = 0;
glm::vec3 faceNormal(signs.x, 0.0f, 0.0f);
float maxApproach = fabsf(nearestApproach.x);
if (maxApproach < fabsf(nearestApproach.y)) {
maxApproach = fabsf(nearestApproach.y);
faceIndex = 1;
faceNormal = glm::vec3(0.0f, signs.y, 0.0f);
}
if (maxApproach < fabsf(nearestApproach.z)) {
maxApproach = fabsf(nearestApproach.z);
faceIndex = 2;
faceNormal = glm::vec3(0.0f, 0.0f, signs.z);
}
if (fabs(glm::dot(faceNormal, capsuleAxis)) < EPSILON) {
if (glm::dot(nearestApproach, faceNormal) > cubeB->getScale() + capsuleA->getRadius()) {
return false;
}
// we expect this case to be rare but complicated enough that we split it out
// into its own helper function
return capsuleVsAACubeFace(capsuleA, cubeB, faceIndex, faceNormal, collisions);
}
// 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.
glm::vec3 capsuleStart;
if (glm::dot(capsuleAxis, faceNormal) < 0.0f) {
capsuleA->getStartPoint(capsuleStart);
} else {
// NOTE: we want dot(capsuleAxis, faceNormal) to be negative which simplifies some
// logic below, so we pretend the end is the start thereby reversing its axis.
capsuleA->getEndPoint(capsuleStart);
capsuleAxis *= -1.0f;
}
// translate into cube-relative frame
capsuleStart -= cubeCenter;
float capsuleLength = 2.0f * halfHeight;
float halfCubeSide = 0.5f * cubeB->getScale();
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 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
for (float wallSign = -1.0f; wallSign < 2.0f; wallSign += 2.0f) {
glm::vec3 wallNormal = wallSign * cubeNormals[wallIndex];
float axisDotWall = glm::dot(capsuleAxis, wallNormal);
if (axisDotWall > EPSILON) {
// 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);
}
}
if (newDistance < shortestDistance) {
shortestDistance = newDistance;
}
// there can only be one hit per direction
break;
}
}
}
// chose the point that produces the deepest penetration against face
// and translate back into real frame
glm::vec3 sphereCenter = cubeCenter + capsuleStart + shortestDistance * capsuleAxis;
// collide like a sphere at point0 with capsuleRadius
CollisionInfo* collision = sphereVsAACubeHelper(sphereCenter, capsuleRadius,
cubeCenter, 2.0f * halfCubeSide, collisions);
if (collision) {
// we hit! so store back pointers to the shapes
collision->_shapeA = shapeA;
collision->_shapeB = shapeB;
return true;
}
return false;
}
bool aaCubeVsSphere(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
return sphereVsAACube(shapeB, shapeA, collisions);
}
bool aaCubeVsCapsule(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
return capsuleVsAACube(shapeB, shapeA, collisions);
}
bool aaCubeVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
return false;
}
bool shapeVsList(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
bool touching = false;
const ListShape* listB = static_cast<const ListShape*>(shapeB);
for (int i = 0; i < listB->size() && !collisions.isFull(); ++i) {
const Shape* subShape = listB->getSubShape(i);
touching = collideShapes(shapeA, subShape, collisions) || touching;
}
return touching;
}
bool listVsShape(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
bool touching = false;
const ListShape* listA = static_cast<const ListShape*>(shapeA);
for (int i = 0; i < listA->size() && !collisions.isFull(); ++i) {
const Shape* subShape = listA->getSubShape(i);
touching = collideShapes(subShape, shapeB, collisions) || touching;
}
return touching;
}
bool listVsList(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions) {
bool touching = false;
const ListShape* listA = static_cast<const ListShape*>(shapeA);
const ListShape* listB = static_cast<const ListShape*>(shapeB);
for (int i = 0; i < listA->size() && !collisions.isFull(); ++i) {
const Shape* subShape = listA->getSubShape(i);
for (int j = 0; j < listB->size() && !collisions.isFull(); ++j) {
touching = collideShapes(subShape, listB->getSubShape(j), collisions) || touching;
}
}
return touching;
}
// helper function
/* KEEP THIS CODE -- this is how to collide the cube with stark face normals (no rounding).
* We might want to use this code later for sealing boundaries between adjacent voxels.
@ -708,11 +1068,11 @@ bool sphereAACube_StarkAngles(const glm::vec3& sphereCenter, float sphereRadius,
}
*/
bool sphereVsAACube(const SphereShape* sphereA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions) {
return sphereVsAACube(sphereA->getTranslation(), sphereA->getRadius(), cubeCenter, cubeSide, collisions);
bool sphereVsAACubeLegacy(const SphereShape* sphereA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions) {
return sphereVsAACubeLegacy(sphereA->getTranslation(), sphereA->getRadius(), cubeCenter, cubeSide, collisions);
}
bool capsuleVsAACube(const CapsuleShape* capsuleA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions) {
bool capsuleVsAACubeLegacy(const CapsuleShape* capsuleA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions) {
// find nerest approach of capsule line segment to cube
glm::vec3 capsuleAxis;
capsuleA->computeNormalizedAxis(capsuleAxis);
@ -725,7 +1085,7 @@ bool capsuleVsAACube(const CapsuleShape* capsuleA, const glm::vec3& cubeCenter,
}
glm::vec3 nearestApproach = capsuleA->getTranslation() + offset * capsuleAxis;
// collide nearest approach like a sphere at that point
return sphereVsAACube(nearestApproach, capsuleA->getRadius(), cubeCenter, cubeSide, collisions);
return sphereVsAACubeLegacy(nearestApproach, capsuleA->getRadius(), cubeCenter, cubeSide, collisions);
}
bool findRayIntersectionWithShapes(const QVector<Shape*> shapes, const glm::vec3& rayStart, const glm::vec3& rayDirection, float& minDistance) {

View file

@ -40,7 +40,7 @@ namespace ShapeCollider {
/// \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);
bool collideShapeWithAACubeLegacy(const Shape* shapeA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
/// \param sphereA pointer to first shape (cannot be NULL)
/// \param sphereB pointer to second shape (cannot be NULL)
@ -95,6 +95,22 @@ namespace ShapeCollider {
/// \param[out] collisions where to append collision details
/// \return true if shapes collide
bool planeVsPlane(const Shape* planeA, const Shape* planeB, CollisionList& collisions);
/// helper function for *VsAACube() methods
/// \param sphereCenter center of sphere
/// \param sphereRadius radius of sphere
/// \param cubeCenter center of AACube
/// \param cubeSide scale of cube
/// \param[out] collisions where to append collision details
/// \return valid pointer to CollisionInfo if sphere and cube overlap or NULL if not
CollisionInfo* sphereVsAACubeHelper(const glm::vec3& sphereCenter, float sphereRadius,
const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
bool sphereVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions);
bool capsuleVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions);
bool aaCubeVsSphere(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions);
bool aaCubeVsCapsule(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions);
bool aaCubeVsAACube(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions);
/// \param shapeA pointer to first shape (cannot be NULL)
/// \param listB pointer to second shape (cannot be NULL)
@ -119,14 +135,14 @@ namespace ShapeCollider {
/// \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 sphereVsAACube(const SphereShape* sphereA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
bool sphereVsAACubeLegacy(const SphereShape* sphereA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
/// \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 capsuleVsAACube(const CapsuleShape* capsuleA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
bool capsuleVsAACubeLegacy(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

File diff suppressed because it is too large Load diff

View file

@ -25,8 +25,12 @@ namespace ShapeColliderTests {
void sphereTouchesAACubeFaces();
void sphereTouchesAACubeEdges();
void sphereTouchesAACubeCorners();
void sphereMissesAACube();
void capsuleMissesAACube();
void capsuleTouchesAACube();
void rayHitsSphere();
void rayBarelyHitsSphere();
void rayBarelyMissesSphere();