mirror of https://github.com/mosra/magnum.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
111 lines
4.1 KiB
111 lines
4.1 KiB
namespace Magnum { namespace Physics { |
|
/** @page CollisionDetection Collision detection system |
|
|
|
The collision detection system consists of a low-level part, consisting of |
|
shape collection providing collision detection and high-level part, |
|
consisting of rigid bodies and their groups. |
|
|
|
@subpage CollisionDetectionShapes |
|
|
|
@page CollisionDetectionShapes Shapes providing collision detection features |
|
|
|
The essential thing in collision detection is to define a complex object with |
|
collection of simple shapes, for which it is easy to detect collisions. These |
|
shapes can be either one-, two- or three-dimensional and they can be grouped |
|
together using five different set operations. |
|
|
|
@tableofcontents |
|
|
|
@section CollisionDetectionShapeCollection Available shapes |
|
|
|
@subsection CollisionDetectionShapes1D One-dimensional shapes |
|
|
|
- Physics::Point - @copybrief Physics::Point |
|
- Physics::Line - @copybrief Physics::Line |
|
- Physics::LineSegment - @copybrief Physics::LineSegment |
|
|
|
One-dimensional shapes don't provide collision detection with each other |
|
because of numerical instability. |
|
|
|
@subsection CollisionDetectionShapes2D Two-dimensional shapes |
|
|
|
- Physics::Plane - @copybrief Physics::Plane |
|
|
|
@subsection CollisionDetectionShapes3D Three-dimensional shapes |
|
|
|
- Physics::Sphere - @copybrief Physics::Sphere |
|
- Physics::Capsule - @copybrief Physics::Capsule |
|
- Physics::AxisAlignedBox - @copybrief Physics::AxisAlignedBox |
|
- Physics::Box - @copybrief Physics::Box |
|
|
|
The easiest (and most efficient) shape combination for detecting collisions |
|
is point and sphere, followed by two spheres. Computing collision of two boxes |
|
is least efficient. |
|
|
|
@section CollisionDetectionShapeGroups Creating hierarchic groups of shapes |
|
|
|
Shapes can be grouped together using one of five set operations: complement, |
|
union, intersection, difference and XOR. These operations are mapped to |
|
operator~(), operator|(), operator&(), operator-() and operator^(), so for |
|
example creating complement of union of sphere and box is simple as this: |
|
@code |
|
Physics::Sphere sphere; |
|
Physics::Box box; |
|
|
|
Physics::ShapeGroup group = ~(sphere|box); |
|
@endcode |
|
|
|
The resulting object internally stores copies of both shapes, so the original |
|
instances can be destroyed. For simple combinations appropriate resulting |
|
shape is generated (e.g. intersection of line and three-dimensional object |
|
can be a line segment) and stored inside ShapeGroup instead of two original |
|
objects. |
|
|
|
@subsection CollisionDetectionShapeReference Referencing the shapes for later changes |
|
|
|
Sometimes you may want to modify the shape based on changes of the object |
|
itself. In previous example all the shapes were copied into ShapeGroup, so it |
|
was not possible to change their properties such as sphere radius without |
|
recreating the group again. You can, however, explicitly pass a reference to |
|
original object, so you can change it later: |
|
@code |
|
Physics::Sphere sphere; |
|
Physics::Box box; |
|
|
|
Physics::ShapeGroup group = ~(std::ref(sphere)|box); |
|
|
|
sphere.setRadius(2.0f); |
|
@endcode |
|
|
|
Note that passing a reference implies that you must not destroy the original |
|
instance (in this case the sphere). Also because the referenced instance could |
|
change, there are no shape optimizations done, unlike above. |
|
|
|
@subsection CollisionDetectionShapeSimplification Providing simplified version of shape for better performance |
|
|
|
If there are many shapes grouped together, it might hurt performance of |
|
collision detection, because it might be testing collision with more shapes |
|
than necessary. It's then good to specify simplified version of such shape, |
|
so the collision detection is done on the original if and only if collision |
|
was detected with the simplified shape. It is in fact intersection group - |
|
the collision is initially detected on first (simplified) shape and then on |
|
the other: |
|
@code |
|
Physics::AxisAlignedBox simplified; |
|
|
|
Physics::ShapeGroup object = simplified & (sphere|box); |
|
@endcode |
|
|
|
@section CollisionDetectionShapeCollisions Detecting shape collisions |
|
|
|
Shape pairs which have collision detection implemented can be tested for |
|
collision using operator%(), for example: |
|
@code |
|
Physics::Point point; |
|
Physics::Sphere sphere; |
|
|
|
bool collide = point % sphere; |
|
@endcode |
|
|
|
*/ |
|
}}}
|
|
|