#include #include "Collision/Collision.h" #include "Engine/GLM.h" #include "Core/World.h" #include "Rendering/Model.h" namespace Collision { //note: this one hasnt been delta adjusted like RayVsAABB has bool RayAABBIntr(const Ray& ray, const AABB& box) { glm::vec3 w = 75.0f * ray.Direction(); glm::vec3 v = glm::abs(w); glm::vec3 c = ray.Origin() - box.Origin() + w; glm::vec3 half = box.HalfSize(); if (abs(c.x) > v.x + half.x) { return false; } if (abs(c.y) > v.y + half.y) { return false; } if (abs(c.z) > v.z + half.z) { return false; } if (abs(c.y*w.z - c.z*w.y) > half.y*v.z + half.z*v.y) { return false; } if (abs(c.x*w.z - c.z*w.x) > half.x*v.z + half.z*v.x) { return false; } return !(abs(c.x*w.y - c.y*w.x) > half.x*v.y + half.y*v.x); } bool RayVsAABB(const Ray& ray, const AABB& box) { float dummy; return RayVsAABB(ray, box, dummy); } bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance) { glm::vec3 invdir = 1.0f / ray.Direction(); glm::vec3 origin = ray.Origin(); float t1 = (box.MinCorner().x - origin.x)*invdir.x; float t2 = (box.MaxCorner().x - origin.x)*invdir.x; float t3 = (box.MinCorner().y - origin.y)*invdir.y; float t4 = (box.MaxCorner().y - origin.y)*invdir.y; float t5 = (box.MinCorner().z - origin.z)*invdir.z; float t6 = (box.MaxCorner().z - origin.z)*invdir.z; float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6)); float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6)); //if (tmax < 0 || tmin > tmax) //if tmin,tmax are almost the same (i.e. hitting exactly in the corner) then tmin might be slightly //greater than tmax becuase of floating-precision problems. fixed by adding a small delta to tmax if (tmax < 0 || tmin>(tmax + 0.0001f)) return false; outDistance = (tmin > 0) ? tmin : tmax; return true; } bool AABBVsAABB(const AABB& a, const AABB& b) { const glm::vec3& aCenter = a.Origin(); const glm::vec3& bCenter = b.Origin(); const glm::vec3& aHSize = a.HalfSize(); const glm::vec3& bHSize = b.HalfSize(); //Test will probably exit because of the X and Z axes more often, so test them first. if (abs(aCenter[0] - bCenter[0]) > (aHSize[0] + bHSize[0])) { return false; } if (abs(aCenter[2] - bCenter[2]) > (aHSize[2] + bHSize[2])) { return false; } return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1])); } bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation) { minimumTranslation = glm::vec3(0, 0, 0); const glm::vec3& aMax = a.MaxCorner(); const glm::vec3& bMax = b.MaxCorner(); const glm::vec3& aMin = a.MinCorner(); const glm::vec3& bMin = b.MinCorner(); const glm::vec3& bSize = b.Size(); const glm::vec3& aSize = a.Size(); float minOffset = INFINITY; float off; auto axisesIntersecting = glm::tvec3(false, false, false); for (int i = 0; i < 3; ++i) { off = bMax[i] - aMin[i]; if (off > 0 && off < bSize[i] + aSize[i]) { if (off < minOffset) { minimumTranslation = glm::vec3(); minimumTranslation[i] = minOffset = off; } axisesIntersecting[i] = true; } off = aMax[i] - bMin[i]; if (off > 0 && off < bSize[i] + aSize[i]) { if (off < minOffset) { minOffset = off; minimumTranslation = glm::vec3(); minimumTranslation[i] = -off; } axisesIntersecting[i] = true; } } return glm::all(axisesIntersecting); } bool RayVsModel(const Ray& ray, const std::vector& modelVertices, const std::vector& modelIndices) { for (int i = 0; i < modelIndices.size(); ++i) { glm::vec3 v0 = modelVertices[modelIndices[i]].Position; glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0 glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0 glm::vec3 m = ray.Origin() - v0; glm::vec3 MxE1 = glm::cross(m, e1); glm::vec3 DxE2 = glm::cross(ray.Direction(), e2); float DetInv = glm::dot(e1, DxE2); if (std::abs(DetInv) < FLT_EPSILON) { continue; } DetInv = 1.0f / DetInv; float u = glm::dot(m, DxE2) * DetInv; float v = glm::dot(ray.Direction(), MxE1) * DetInv; //u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) { continue; } //Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit. if (0 <= glm::dot(e2, MxE1) * DetInv) { return true; } } return false; } bool RayVsModel(const Ray& ray, const std::vector& modelVertices, const std::vector& modelIndices, float& outDistance, float& outUCoord, float& outVCoord) { outDistance = INFINITY; bool hit = false; for (int i = 0; i < modelIndices.size(); ++i) { glm::vec3 v0 = modelVertices[modelIndices[i]].Position; glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0 glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0 glm::vec3 m = ray.Origin() - v0; glm::vec3 MxE1 = glm::cross(m, e1); glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec float DetInv = glm::dot(e1, DxE2); if (std::abs(DetInv) < FLT_EPSILON) { continue; } DetInv = 1.0f / DetInv; float dist = glm::dot(e2, MxE1) * DetInv; if (dist >= outDistance) { continue; } float u = glm::dot(m, DxE2) * DetInv; float v = glm::dot(ray.Direction(), MxE1) * DetInv; //u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem //If u and v are positive, u+v <= 1, dist is positive, and less than closest. if (0 <= (u + 0.001f) && 0 <= (v + 0.001f) && u + v <= 1 && 0 <= dist) { outDistance = dist; outUCoord = u; outVCoord = v; hit = true; } } return hit; } bool RayVsModel(const Ray& ray, const std::vector& modelVertices, const std::vector& modelIndices, glm::vec3& outHitPosition) { float u; float v; float dist; bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v); outHitPosition = ray.Origin() + dist * ray.Direction(); return hit; } bool AABBvsTriangles(const AABB& box, const std::vector& modelVertices, const std::vector& modelIndices, const glm::mat4& modelMatrix, glm::vec3& outResolutionVector) { bool hit = false; const glm::vec3& origin = box.Origin(); const glm::vec3& min = box.MinCorner(); const glm::vec3& max = box.MaxCorner(); outResolutionVector.x = INFINITY; for (int i = 0; i < modelIndices.size(); ++i) { glm::vec3 p = modelVertices[i].Position; p = glm::vec3(modelMatrix * glm::vec4(p.x, p.y, p.z, 1)); float distFromOrigin = glm::abs(origin.x - p.x); float penetration = box.HalfSize().x - distFromOrigin; if (penetration > 0 && penetration < glm::abs(outResolutionVector.x)) { if (p.x > origin.x) { outResolutionVector.x = -penetration; } else { outResolutionVector.x = penetration; } hit = true; } //glm::vec3 pLocal = origin - p; //for (int axis = 0; axis < 3; ++axis) { // if (p[axis] < min[axis] || p[axis] > max[axis]) { // continue; // } // if (glm::abs(pLocal[axis]) < box.HalfSize()[axis]) { // outResolutionVector[axis] = (glm::sign(pLocal[axis]) * box.HalfSize()[axis]) - pLocal[axis]; // hit = true; // } //} } return hit; } bool attachAABBComponentFromModel(World* world, EntityID id) { if (!world->HasComponent(id, "Model")) { return false; } ComponentWrapper model = world->GetComponent(id, "Model"); ComponentWrapper collision = world->AttachComponent(id, "AABB"); Model* modelRes = ResourceManager::Load(model["Resource"]); if (modelRes == nullptr) { return false; } glm::mat4 modelMatrix = modelRes->Matrix(); glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY); glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY); for (unsigned int i = 0; i < modelRes->NumberOfVertices(); i++) { const auto& v = modelRes->Vertices()[i]; const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1); maxi.x = std::max(wPos.x, maxi.x); maxi.y = std::max(wPos.y, maxi.y); maxi.z = std::max(wPos.z, maxi.z); mini.x = std::min(wPos.x, mini.x); mini.y = std::min(wPos.y, mini.y); mini.z = std::min(wPos.z, mini.z); } collision["Origin"] = 0.5f * (maxi + mini); collision["Size"] = maxi - mini; return true; } boost::optional EntityAbsoluteAABB(EntityWrapper& entity) { if (!entity.HasComponent("AABB")) { return boost::none; } ComponentWrapper& cAABB = entity["AABB"]; glm::vec3 absPosition = Transform::AbsolutePosition(entity.World, entity.ID); glm::vec3 absScale = Transform::AbsoluteScale(entity.World, entity.ID); glm::vec3 origin = absPosition + (glm::vec3)cAABB["Origin"]; glm::vec3 size = (glm::vec3)cAABB["Size"] * absScale; EntityAABB aabb = EntityAABB::FromOriginSize(origin, size); aabb.Entity = entity; return aabb; } }