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.
134 lines
5.6 KiB
134 lines
5.6 KiB
/* |
|
This file is part of Magnum. |
|
|
|
Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz> |
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a |
|
copy of this software and associated documentation files (the "Software"), |
|
to deal in the Software without restriction, including without limitation |
|
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
|
and/or sell copies of the Software, and to permit persons to whom the |
|
Software is furnished to do so, subject to the following conditions: |
|
|
|
The above copyright notice and this permission notice shall be included |
|
in all copies or substantial portions of the Software. |
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
|
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
|
DEALINGS IN THE SOFTWARE. |
|
*/ |
|
|
|
namespace Magnum { namespace Physics { |
|
/** @page collision-detection Collision detection |
|
@brief Collection of simple shapes for high performance collision detection. |
|
|
|
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 various operations. |
|
|
|
@tableofcontents |
|
|
|
@section collision-detection-shape-collection Available shapes |
|
|
|
@subsection collision-detection-shapes1D One-dimensional shapes |
|
|
|
- @ref Physics::Point "Physics::Point*D" - @copybrief Physics::Point |
|
- @ref Physics::Line "Physics::Line*D" - @copybrief Physics::Line |
|
- @ref Physics::LineSegment "Physics::LineSegment*D" - @copybrief Physics::LineSegment |
|
|
|
Because of numerical instability it's not possible to detect collisions of |
|
line and point. Collision of two lines can be detected only in 2D. |
|
|
|
@subsection collision-detection-shapes2D Two-dimensional shapes |
|
|
|
- Physics::Plane - @copybrief Physics::Plane |
|
|
|
@subsection collision-detection-shapes3D Three-dimensional shapes |
|
|
|
- @ref Physics::Sphere "Physics::Sphere*D" - @copybrief Physics::Sphere |
|
- @ref Physics::Capsule "Physics::Capsule*D" - @copybrief Physics::Capsule |
|
- @ref Physics::AxisAlignedBox "Physics::AxisAlignedBox*D" - @copybrief Physics::AxisAlignedBox |
|
- @ref Physics::Box "Physics::Box*D" - @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 collision-detection-shape-groups Creating hierarchic groups of shapes |
|
|
|
Shapes can be grouped together using one of three available logical |
|
operations: AND, OR and NOT. These operations are mapped to operator&&(), |
|
operator||() and operator!(), so for example creating negation of logical OR |
|
of line segment and point is simple as this: |
|
@code |
|
Physics::LineSegment3D segment; |
|
Physics::Point3D point; |
|
|
|
Physics::ShapeGroup3D group = !(segment || point); |
|
@endcode |
|
|
|
@note Logical operations are not the same as set operations -- intersection of |
|
two spheres will not generate any collision if they are disjoint, but |
|
logical AND will if the object collides with both of them. |
|
|
|
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. logical OR of point and sphere can be only the sphere, |
|
if the point lies inside) and stored inside ShapeGroup instead of two original |
|
objects. |
|
|
|
@subsection collision-detection-shape-reference 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::LineSegment3D segment; |
|
Physics::Point3D point; |
|
|
|
Physics::ShapeGroup3D group = !(segment || std::ref(point)); |
|
|
|
point.setPosition({1.0f, -6.0f, 0.5f}); |
|
@endcode |
|
|
|
Note that passing a reference implies that you must not destroy the original |
|
instance (in this case the point). Also because the referenced instance could |
|
change, there are no shape optimizations done, unlike above. |
|
|
|
@subsection collision-detection-shape-simplification 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 logical AND using |
|
operator&&() - the collision is initially detected on first (simplified) shape |
|
and then on the other: |
|
@code |
|
Physics::Sphere3D sphere; |
|
Physics::Box3D box; |
|
Physics::AxisAlignedBox3D simplified; |
|
|
|
Physics::ShapeGroup3D object = simplified && (sphere || box); |
|
@endcode |
|
|
|
@section collision-detection-shape-collisions Detecting shape collisions |
|
|
|
Shape pairs which have collision detection implemented can be tested for |
|
collision using operator%(), for example: |
|
@code |
|
Physics::Point3D point; |
|
Physics::Sphere3D sphere; |
|
|
|
bool collide = point % sphere; |
|
@endcode |
|
|
|
*/ |
|
}}}
|
|
|