Added correct edge collision

This commit is contained in:
Matthias Schiffer 2010-01-03 08:19:56 +01:00
parent f945e21bbd
commit c85a39bb0f
3 changed files with 61 additions and 13 deletions

View file

@ -18,6 +18,8 @@
*/ */
#include "Collision.h" #include "Collision.h"
#include <cmath>
#include <limits>
namespace Zoom { namespace Zoom {
@ -75,23 +77,63 @@ bool Collision::test(const Triangle &t, const MathUtil::Ray &ray, float *distanc
return true; return true;
} }
bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move) { bool Collision::testEdge(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance) {
float distance; vmml::vec3f edge = v2 - v1;
if(test(t, MathUtil::Ray(m - r*t.computeNormal(), move), &distance) && distance > -MathUtil::EPSILON) { vmml::vec3f avec = vmml::dot(edge, move)*edge / edge.squared_length() - move;
if(distance < 1) vmml::vec3f cvec = v1 + vmml::dot(edge, m-v1)*edge / edge.squared_length() - m;
return true;
else
return false;
}
vmml::vec3f collisionPoint = projectToNearestEdge(m, t); float a = avec.squared_length();
vmml::vec3f movedPoint = projectToEdge(m, collisionPoint, collisionPoint - move); float b = vmml::dot(avec, cvec);
float c = cvec.squared_length() - r*r;
if(m.squared_distance(movedPoint) < r*r) float rootSq = b*b - a*c;
if(rootSq < 0)
return false;
float root = std::sqrt(rootSq);
*distance = -(b + root)/a;
float edgeFact = edge.dot(m + move*(*distance) - v1);
if(edgeFact < 0 || edgeFact > edge.squared_length())
return false;
if(*distance > -MathUtil::EPSILON && *distance < 1)
return true; return true;
else else
return false; return false;
} }
bool Collision::test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance) {
float d;
if(test(t, MathUtil::Ray(m - r*t.computeNormal(), move), &d) && d > -MathUtil::EPSILON) {
if(distance)
*distance = d;
if(d < 1) {
return true;
}
else {
return false;
}
}
float minEdgeDistance = std::numeric_limits<float>::infinity();
for(int i = 0; i < 3; ++i) {
if(testEdge(t.getVertex(i), t.getVertex((i+1)%3), m, r, move, &d)) {
if(d < minEdgeDistance) {
minEdgeDistance = d;
}
}
}
if(distance)
*distance = minEdgeDistance;
return (minEdgeDistance < 1);
}
} }

View file

@ -27,11 +27,13 @@ namespace Zoom {
class Collision { class Collision {
public: public:
static bool test(const Triangle &t, const MathUtil::Ray &ray, float *distance = 0); static bool test(const Triangle &t, const MathUtil::Ray &ray, float *distance = 0);
static bool test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move); static bool test(const Triangle &t, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance = 0);
private: private:
Collision(); Collision();
static bool testEdge(const vmml::vec3f &v1, const vmml::vec3f &v2, const vmml::vec3f &m, float r, const vmml::vec3f &move, float *distance);
static vmml::vec3f projectToEdge(const vmml::vec3f& p, const vmml::vec3f& v1, const vmml::vec3f& v2); static vmml::vec3f projectToEdge(const vmml::vec3f& p, const vmml::vec3f& v1, const vmml::vec3f& v2);
static vmml::vec3f projectToNearestEdge(const vmml::vec3f& p, const Triangle &t); static vmml::vec3f projectToNearestEdge(const vmml::vec3f& p, const Triangle &t);
}; };

View file

@ -30,7 +30,7 @@
namespace Zoom { namespace Zoom {
const float Game::PLAYER_SPEED = 10; const float Game::PLAYER_SPEED = 3;
const float Game::PLAYER_RADIUS = 0.3; const float Game::PLAYER_RADIUS = 0.3;
Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY), playerRotX(0), Game::Game() : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::mat4f::IDENTITY), playerRotX(0),
@ -157,6 +157,10 @@ void Game::run(int delta) {
nearestDistance = distance; nearestDistance = distance;
} }
} }
else {
// TODO Edge collision
}
} }
} }