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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page shapes Collision detection
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@brief Collection of simple shapes for high performance collision detection.
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- Previous page: @ref scenegraph
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- Next page: @ref debug-tools
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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. The
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library is contained in @ref Shapes namespace, see its documentation for more
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information about building and usage with CMake.
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@tableofcontents
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These shapes can be either one-, two- or three-dimensional and they can be
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grouped together using various operations.
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@section shapes-collection Available shapes
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Magnum provides a set of simple shapes for collision detection, similarly to
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what is found in many other collision detection libraries. Additionally some
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shapes are provided in inverted form -- e.g. inverted box detects collisions on
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outside instead of inside, which might be useful for example to create bounds
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around platformer game level.
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@subsection shapes-1D One-dimensional shapes
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- @ref Shapes::Point "Shapes::Point*D" -- @copybrief Shapes::Point
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- @ref Shapes::Line "Shapes::Line*D" -- @copybrief Shapes::Line
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- @ref Shapes::LineSegment "Shapes::LineSegment*D" -- @copybrief Shapes::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 shapes-2D Two-dimensional shapes
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- Shapes::Plane -- @copybrief Shapes::Plane
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@subsection shapes-3D Three-dimensional shapes
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- @ref Shapes::Sphere "Shapes::Sphere*D" -- @copybrief Shapes::Sphere
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- @ref Shapes::InvertedSphere "Shapes::InvertedSphere*D" -- @copybrief Shapes::InvertedSphere
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- @ref Shapes::Cylinder "Shapes::Cylinder*D" -- @copybrief Shapes::Cylinder
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- @ref Shapes::Capsule "Shapes::Capsule*D" -- @copybrief Shapes::Capsule
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- @ref Shapes::AxisAlignedBox "Shapes::AxisAlignedBox*D" -- @copybrief Shapes::AxisAlignedBox
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- @ref Shapes::Box "Shapes::Box*D" -- @copybrief Shapes::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 shapes-composition Creating shape compositions
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Shapes can be composed together using one of three available logical
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operations: AND, OR and NOT. These operations are mapped to `&&`, `||` and `!`
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operators, so for example creating negation of logical OR of line segment and
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point is simple as this:
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@code
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Shapes::LineSegment3D segment;
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Shapes::Point3D point;
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Shapes::Composition3D composition = !(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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@subsection shapes-simplification Providing simplified version of shape for better performance
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If there are many shapes composed 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 complex one if and only if collision
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was detected with the simplified shape. It is in fact logical AND using the
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`&&` operator -- the collision is initially detected on first (simplified)
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shape and then on the other:
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@code
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Shapes::Sphere3D sphere;
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Shapes::Box3D box;
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Shapes::AxisAlignedBox3D simplified;
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Shapes::Composition3D composition = simplified && (sphere || box);
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@endcode
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@section shapes-collisions Detecting shape collisions
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Shape pairs which have collision occurence detection implemented can be tested
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for collision using the `%` operator. The operator returns boolean describing
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whether the collision happened or not. Example:
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@code
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Shapes::Point3D point;
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Shapes::Sphere3D sphere;
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bool collide = point % sphere;
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@endcode
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As this is useful for e.g. menu handling and simple particle systems, for
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serious physics you often need more information like contact point, separation
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normal and penetration depth. For shape pairs which have implemented this
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detailed collision detection you can use the `/` operator, which returns
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@ref Shapes::Collision object. Note that unlike with the `%` operator mentioned
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above, this operation is not commutative. See @ref Shapes::Collision class
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documentation for more information about the returned data. Example:
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@code
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const Shapes::Collision3D c = point/sphere;
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if(c) {
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Vector3 translation = c.separationNormal()*c.separationDistance();
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// translate point by translation...
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}
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@endcode
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@section shapes-scenegraph Integration with scene graph
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Shape can be attached to object in the scene using @ref Shapes::Shape feature.
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In conjunction with @ref Shapes::ShapeGroup you can use
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@ref Shapes::Shape::collides() and @ref Shapes::Shape::collision() similarly to
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the `%` and `/` operators above. Please note that the shape group caches the
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absolute transformations of all shapes and thus you need to explicitly call
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@ref Shapes::ShapeGroup::setClean() before computing the collisions if you did
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any modifications to the objects in the scene.
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Scenegraph-flavored equivalent to the above code:
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@code
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Shapes::ShapeGroup3D shapes;
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Object3D& a;
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auto aShape = new Shapes::Shape<Shapes::Sphere3D>(a, {{}, 23.0f}, &shapes);
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Object3D& b;
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auto bShape = new Shapes::Shape<Shapes::Point3D>(b, {{1.0f, 0.2f, 3.0f}}, &shapes);
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// Translate point so the objects no longer collide
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shapes.setClean();
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if(aShape->collides(*bShape)) {
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const Shapes::Collision3D c = aShape->collision(*bShape);
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b.translate(c.separationNormal()*c.separationDistance());
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}
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@endcode
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There is also @ref Shapes::ShapeGroup::firstCollision() function which returns
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arbitrary first collision for given shape in whole group (or `nullptr`, if
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there isn't any collision).
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You can also use @ref DebugTools::ShapeRenderer to visualize the shapes for
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debugging purposes. See also @ref scenegraph for introduction.
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- Previous page: @ref scenegraph
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- Next page: @ref debug-tools
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*/
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}
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