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namespace Magnum { namespace Physics {
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/** @page collision-detection Collision detection
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@brief Collection of simple shapes for high performance collision detection.
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The essential thing in collision detection is to define a complex object with
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collection of simple shapes, for which it is easy to detect collisions. These
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shapes can be either one-, two- or three-dimensional and they can be grouped
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together using various operations.
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@tableofcontents
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@section collision-detection-shape-collection Available shapes
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@subsection collision-detection-shapes1D One-dimensional shapes
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- @ref Physics::Point "Physics::Point*D" - @copybrief Physics::Point
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- @ref Physics::Line "Physics::Line*D" - @copybrief Physics::Line
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- @ref Physics::LineSegment "Physics::LineSegment*D" - @copybrief Physics::LineSegment
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Because of numerical instability it's not possible to detect collisions of
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line and point. Collision of two lines can be detected only in 2D.
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@subsection collision-detection-shapes2D Two-dimensional shapes
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- Physics::Plane - @copybrief Physics::Plane
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@subsection collision-detection-shapes3D Three-dimensional shapes
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- @ref Physics::Sphere "Physics::Sphere*D" - @copybrief Physics::Sphere
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- @ref Physics::Capsule "Physics::Capsule*D" - @copybrief Physics::Capsule
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- @ref Physics::AxisAlignedBox "Physics::AxisAlignedBox*D" - @copybrief Physics::AxisAlignedBox
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- @ref Physics::Box "Physics::Box*D" - @copybrief Physics::Box
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The easiest (and most efficient) shape combination for detecting collisions
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is point and sphere, followed by two spheres. Computing collision of two boxes
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is least efficient.
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@section collision-detection-shape-groups Creating hierarchic groups of shapes
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Shapes can be grouped together using one of three available logical
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operations: AND, OR and NOT. These operations are mapped to operator&&(),
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operator||() and operator!(), so for example creating negation of logical OR
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of line segment and point is simple as this:
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@code
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Physics::LineSegment3D segment;
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Physics::Point3D point;
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Physics::ShapeGroup3D group = !(segment || point);
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@endcode
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@note Logical operations are not the same as set operations -- intersection of
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two spheres will not generate any collision if they are disjoint, but
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logical AND will if the object collides with both of them.
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The resulting object internally stores copies of both shapes, so the original
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instances can be destroyed. For simple combinations appropriate resulting
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shape is generated (e.g. logical OR of point and sphere can be only the sphere,
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if the point lies inside) and stored inside ShapeGroup instead of two original
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objects.
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@subsection collision-detection-shape-reference Referencing the shapes for later changes
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Sometimes you may want to modify the shape based on changes of the object
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itself. In previous example all the shapes were copied into ShapeGroup, so it
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was not possible to change their properties such as sphere radius without
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recreating the group again. You can, however, explicitly pass a reference to
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original object, so you can change it later:
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@code
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Physics::LineSegment3D segment;
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Physics::Point3D point;
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Physics::ShapeGroup3D group = !(segment || std::ref(point));
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point.setPosition({1.0f, -6.0f, 0.5f});
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@endcode
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Note that passing a reference implies that you must not destroy the original
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instance (in this case the point). Also because the referenced instance could
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change, there are no shape optimizations done, unlike above.
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@subsection collision-detection-shape-simplification Providing simplified version of shape for better performance
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If there are many shapes grouped together, it might hurt performance of
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collision detection, because it might be testing collision with more shapes
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than necessary. It's then good to specify simplified version of such shape,
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so the collision detection is done on the original if and only if collision
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was detected with the simplified shape. It is in fact logical AND using
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operator&&() - the collision is initially detected on first (simplified) shape
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and then on the other:
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@code
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Physics::Sphere3D sphere;
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Physics::Box3D box;
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Physics::AxisAlignedBox3D simplified;
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Physics::ShapeGroup3D object = simplified && (sphere || box);
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@endcode
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@section collision-detection-shape-collisions Detecting shape collisions
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Shape pairs which have collision detection implemented can be tested for
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collision using operator%(), for example:
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@code
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Physics::Point3D point;
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Physics::Sphere3D sphere;
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bool collide = point % sphere;
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@endcode
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*/
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}}}
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