【发布时间】:2014-08-03 22:11:03
【问题描述】:
问题:
我的碰撞函数中的某些输入似乎没有给出正确的结果。我实现了 SAT 算法来测试边界框和三角形的碰撞。当边界框处于负坐标并且三角形的 1 个点插入其中时,输入不起作用。
示例输入:
这个输入没有冲突,但它应该冲突!
BoundingBox bb;
// bb.value[0] is the minimum point
bb.value[0][0] = -1.0f;
bb.value[0][1] = -1.0f;
bb.value[0][2] = 0.0f;
// bb.value[1] is the maximum point
bb.value[1][0] = 0.0f;
bb.value[1][1] = 1.0f;
bb.value[1][2] = 0.0f;
ModelLocation v1 = {-0.5f, 1.0f, 0.0f};
ModelLocation v2 = {-0.4f, 1.2f, 0.0f};
ModelLocation v3 = {-0.6f, 1.2f, 0.0f};
_______
\ /
\ /
\ /
____x_____ <-- Would be collision.
| |
| |
| |
|________|
这个输入会发生碰撞。请注意,唯一的变化是它现在是一个不同形状的三角形。它仍然与同一点相交。
BoundingBox bb;
// bb.value[0] is the minimum point
bb.value[0][0] = -1.0f;
bb.value[0][1] = -1.0f;
bb.value[0][2] = 0.0f;
// bb.value[1] is the maximum point
bb.value[1][0] = 0.0f;
bb.value[1][1] = 1.0f;
bb.value[1][2] = 0.0f;
ModelLocation v1 = {-0.5f, 1.0f, 0.0f};
ModelLocation v2 = {-0.5f, 1.2f, 0.0f}; // <--- Small change here.
ModelLocation v3 = {-0.6f, 1.2f, 0.0f};
_ _
| /
| /
| /
____x_____ <-- Collision.
| |
| |
| |
|________|
除了边界框和三角形位于正象限之外,此输入与第一个输入相同。稍微移动一下它们就会发生碰撞。
BoundingBox bb;
// bb.value[0] is the minimum point
bb.value[0][0] = 0.0f;
bb.value[0][1] = 0.0f;
bb.value[0][2] = 0.0f;
// bb.value[1] is the maximum point
bb.value[1][0] = 1.0f;
bb.value[1][1] = 1.0f;
bb.value[1][2] = 0.0f;
ModelLocation v1 = {0.5f, 1.0f, 0.0f};
ModelLocation v2 = {0.4f, 1.2f, 0.0f};
ModelLocation v3 = {0.6f, 1.2f, 0.0f};
_______
\ /
\ /
\ /
____x_____ <-- Collision.
| |
| |
| |
|________|
这些输入将三角形的点直接放在边界框的平面上,但是对于第一个输入,用三角形多刺一点是行不通的,除非你刺了很多。例如,值 1.0f 到 0.7f 不会发生碰撞,即使它刺穿了飞机。
碰撞码:
U8 Math::collide(BoundingBox& bb, ModelLocation v1, ModelLocation v2, ModelLocation v3)
{
// Test if inside
if( bb.value[0][0] <= v1[0] && bb.value[0][1] <= v1[1] && bb.value[0][2] <= v1[2] &&
bb.value[0][0] <= v2[0] && bb.value[0][1] <= v2[1] && bb.value[0][2] <= v2[2] &&
bb.value[0][0] <= v3[0] && bb.value[0][1] <= v3[1] && bb.value[0][2] <= v3[2] &&
bb.value[1][0] >= v1[0] && bb.value[1][1] >= v1[1] && bb.value[1][2] >= v1[2] &&
bb.value[1][0] >= v2[0] && bb.value[1][1] >= v2[1] && bb.value[1][2] >= v2[2] &&
bb.value[1][0] >= v3[0] && bb.value[1][1] >= v3[1] && bb.value[1][2] >= v3[2])
return true;
ModelLocation xAxis = {1.0f, 0.0f, 0.0f};
ModelLocation yAxis = {0.0f, 1.0f, 0.0f};
ModelLocation zAxis = {0.0f, 0.0f, 1.0f};
// test the x, y, and z axes
if(!i_collide(bb, v1, v2, v3, xAxis)) return false;
if(!i_collide(bb, v1, v2, v3, yAxis)) return false;
if(!i_collide(bb, v1, v2, v3, zAxis)) return false;
// test the triangle normal
ModelLocation axis;
ModelLocation triedge1 = v2-v1;
ModelLocation triedge2 = v3-v2;
axis = triedge1.cross(triedge2).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
// test the 9 edge cross products
ModelLocation triedge3 = v1-v3;
axis = xAxis.cross(triedge1).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = xAxis.cross(triedge2).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = xAxis.cross(triedge3).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = yAxis.cross(triedge1).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = yAxis.cross(triedge2).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = yAxis.cross(triedge3).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = zAxis.cross(triedge1).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false; // <-- Fails test for input 1.
axis = zAxis.cross(triedge2).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = zAxis.cross(triedge3).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
return true;
}
U8 Math::i_collide(BoundingBox& bb, ModelLocation& v1, ModelLocation& v2, ModelLocation& v3, ModelLocation& axis)
{
if(i_getMin(bb, axis)>i_getMax(v1, v2, v3, axis)) return false;
if(i_getMax(bb, axis)<i_getMin(v1, v2, v3, axis)) return false; // <-- Fails test for input 1.
return true;
}
F32 Math::i_getMin(BoundingBox& bb, ModelLocation& axis)
{
F32 n1 = bb.value[0].dot(axis);
F32 n2 = bb.value[1].dot(axis);
if(n1<n2)
return n1;
return n2;
}
F32 Math::i_getMax(BoundingBox& bb, ModelLocation& axis)
{
F32 n1 = bb.value[0].dot(axis);
F32 n2 = bb.value[1].dot(axis);
if(n1>n2)
return n1;
return n2;
}
F32 Math::i_getMin(ModelLocation& v1, ModelLocation& v2, ModelLocation& v3, ModelLocation& axis)
{
F32 n1 = v1.dot(axis);
F32 n2 = v2.dot(axis);
F32 n3 = v3.dot(axis);
F32 n = n1;
if(n2 < n)
n = n2;
if(n3 < n)
n = n3;
return n;
}
F32 Math::i_getMax(ModelLocation& v1, ModelLocation& v2, ModelLocation& v3, ModelLocation& axis)
{
F32 n1 = v1.dot(axis);
F32 n2 = v2.dot(axis);
F32 n3 = v3.dot(axis);
F32 n = n1;
if(n2 > n)
n = n2;
if(n3 > n)
n = n3;
return n;
}
【问题讨论】:
-
好的,所以我做了一些思考。问题仅在于其为负数时。我必须多看一点,但我认为带有负边界平面的点积或叉积把它搞砸了。
-
所以还是不行。它在第 11 次测试的第一次失败。所以第一条边和z轴的交叉导致投影测试失败。不知道为什么,很确定这两个应该碰撞。
标签: c++ math graphics 3d collision