4.2 collision detection
TRANSCRIPT
Chapter 4.2Collision Detection and Resolution
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Collision Detection
Complicated for two reasons1. Geometry is typically very complex,
potentially requiring expensive testing2. Naïve solution is O(n2) time complexity,
since every object can potentially collide with every other object
Collision Detection
Two basic techniques1. Overlap testing
Detects whether a collision has already occurred
2. Intersection testing Predicts whether a collision will occur in the
future
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Overlap Testing Facts
Most common technique used in games Exhibits more error than intersection
testing Concept
For every simulation step, test every pair of objects to see if they overlap
Easy for simple volumes like spheres, harder for polygonal models
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Overlap Testing:Useful Results Useful results of detected collision
Time collision took place Collision normal vector
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Overlap Testing:Collision Time Collision time calculated by moving object
back in time until right before collision Bisection is an effective technique
B B
t 1
t 0 . 3 7 5
t 0 . 2 5
B
t 0
I t e r a t i o n 1F o r w a r d 1 / 2
I t e r a t i o n 2B a c k w a r d 1 / 4
I t e r a t i o n 3F o r w a r d 1 / 8
I t e r a t i o n 4F o r w a r d 1 / 1 6
I t e r a t i o n 5B a c k w a r d 1 / 3 2
I n i t i a l O v e r l a pT e s t
t 0 . 5t 0 . 4 3 7 5 t 0 . 4 0 6 2 5
BB B
A
A
A
AA A
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Overlap Testing:Limitations Fails with objects that move too fast
Unlikely to catch time slice during overlap Possible solutions
Design constraint on speed of objects Reduce simulation step size
t 0t - 1 t 1 t 2
b u l l e t
w i n d o w
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Intersection Testing Predict future collisions When predicted:
Move simulation to time of collision Resolve collision Simulate remaining time step
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Intersection Testing:Swept Geometry Extrude geometry in direction of movement Swept sphere turns into a “capsule” shape
t 0
t 1
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Intersection Testing:Sphere-Sphere Collision
Q 1
Q 2
P 1
P 2
P
Q
t = 0
t = 0
t = 1
t = 1
t
( ) ( ) ( )( ),
2
2222
B
rrΑBt
QP +−−⋅−⋅−=
BAΒΑ( ) ( ).QQPPB
QPA
1212
11
−−−=−=
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Intersection Testing:Sphere-Sphere Collision Smallest distance ever separating two
spheres:
If there is a collision
( )2
222
BAd
BA ⋅−=
( ) 22QP rrd +>
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Intersection Testing:Limitations Issue with networked games
Future predictions rely on exact state of world at present time
Due to packet latency, current state not always coherent
Assumes constant velocity and zero acceleration over simulation step Has implications for physics model and choice of
integrator
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Dealing with Complexity
Two issues1. Complex geometry must be simplified2. Reduce number of object pair tests
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Dealing with Complexity:Simplified Geometry Approximate complex objects with
simpler geometry, like this ellipsoid
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Dealing with Complexity:Minkowski Sum By taking the Minkowski Sum of two
complex volumes and creating a new volume, overlap can be found by testing if a single point is within the new volume
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Dealing with Complexity:Minkowski Sum
Y}B and :{ ∈∈+=⊕ XABAYX
X ⊕ Y⊕ =YX X ⊕ Y =
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Dealing with Complexity:Minkowski Sum
t 0
t 1
t 0
t 1
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Dealing with Complexity:Bounding Volumes Bounding volume is a simple geometric
shape Completely encapsulates object If no collision with bounding volume, no
more testing is required Common bounding volumes
Sphere Box
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Dealing with Complexity:Box Bounding Volumes
A x i s - A l i g n e d B o u n d i n g B o x O r i e n t e d B o u n d i n g B o x
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Dealing with Complexity:Achieving O(n) Time Complexity
One solution is to partition space
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Dealing with Complexity:Achieving O(n) Time Complexity
Another solution is the plane sweep algorithm
C
B
R
A
x
y
A 0 A 1 R 0 B 0 R 1 C 0 C 1B 1
B 0
B 1A 1
A 0
R 1
R 0
C 1
C 0
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Terrain Collision Detection:Height Field Landscape
T o p - D o w n V i e w
P e r s p e c t i v e V i e w
T o p - D o w n V i e w ( h e i g h t s a d d e d )
P e r s p e c t i v e V i e w ( h e i g h t s a d d e d )
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Terrain Collision Detection:Locate Triangle on Height Field
Q
R
Q
Q z > Q x
Q z < = Q x
z
x
R z > 1 - R x
R z < = 1 - R x
R
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Terrain Collision Detection:Locate Point on Triangle Plane equation: A, B, C are the x, y, z components of
the plane’s normal vector Where
with one of the triangles vertices being
Giving:
0=+++ DCzByAx
0PN ⋅−=D
0P
( ) ( ) ( ) ( ) 00 =⋅−+++ PNNNN zyx zyx
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Terrain Collision Detection:Locate Point on Triangle The normal can be constructed by taking the
cross product of two sides:
Solve for y and insert the x and z components of Q, giving the final equation for point within triangle:
( ) ( )0201 PPPPN −×−=
( )y
zzxxy N
PNQNQNQ 0⋅+−−
=
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Terrain Collision Detection:Locate Point on Triangle Triangulated Irregular Networks (TINs)
Non-uniform polygonal mesh Barycentric Coordinates
P 1
P 2
P 0
Q
P o i n t = w 0 P 0 + w 1 P 1 + w 2 P 2
Q = ( 0 ) P 0 + ( 0 . 5 ) P 1 + ( 0 . 5 ) P 2
R = ( 0 . 3 3 ) P 0 + ( 0 . 3 3 ) P 1 + ( 0 . 3 3 ) P 2R
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Terrain Collision Detection:Locate Point on Triangle Calculate barycentric coordinates for point
Q in a triangle’s plane
If any of the weights (w0, w1, w2) are negative, then the point Q does not lie in the triangle
( )
⋅⋅
⋅−
⋅−⋅−
=
2
1
2121
212
22
212
22
12
1 1
VS
VS
VV
VV
VV V
V
VVw
w
022
011
0
PPV
PPV
PQS
−=−=
−=
210 1 www −−=
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Collision Resolution:Examples Two billiard balls strike
Calculate ball positions at time of impact Impart new velocities on balls Play “clinking” sound effect
Rocket slams into wall Rocket disappears Explosion spawned and explosion sound effect Wall charred and area damage inflicted on nearby
characters Character walks through wall
Magical sound effect triggered No trajectories or velocities affected
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Collision Resolution:Parts Resolution has three parts
1. Prologue2. Collision3. Epilogue
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Collision Resolution:Prologue Collision known to have occurred Check if collision should be ignored Other events might be triggered
Sound effects Send collision notification messages
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Collision Resolution:Collision Place objects at point of impact Assign new velocities
Using physics or Using some other decision logic
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Collision Resolution:Epilogue Propagate post-collision effects Possible effects
Destroy one or both objects Play sound effect Inflict damage
Many effects can be done either in the prologue or epilogue
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Collision Resolution:Resolving Overlap Testing
1. Extract collision normal2. Extract penetration depth3. Move the two objects apart4. Compute new velocities
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Collision Resolution:Extract Collision Normal Find position of objects before impact Use two closest points to construct the
collision normal vector
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Collision Resolution:Extract Collision Normal Sphere collision normal vector
Difference between centers at point of collision
t 0
t 0
t 0 . 2 5
t 0 . 5
t 0 . 2 5
t 0 . 5
t 0 . 7 5
t 0 . 7 5
t 1
t 1
C o l l i s i o n
N o r m a l
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Collision Resolution:Resolving Intersection Testing Simpler than resolving overlap testing
No need to find penetration depth or move objects apart
Simply1. Extract collision normal2. Compute new velocities