#include #include "Collision/Collision.h" #include "Engine/GLM.h" #include "Core/World.h" #include "Rendering/Model.h" #include "imgui/imgui.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 RayVsTriangle(const Ray& ray, const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, bool trueOnNegativeDistance) { glm::vec3 e1 = v1 - v0; //v1 - v0 glm::vec3 e2 = v2 - 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) { return false; } 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) { return false; } //Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit. return trueOnNegativeDistance || 0 <= glm::dot(e2, MxE1) * DetInv; } 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 v1 = modelVertices[modelIndices[++i]].Position; glm::vec3 v2 = modelVertices[modelIndices[++i]].Position; if (RayVsTriangle(ray, v0, v1, v2)) { return true; } } return false; } bool RayVsTriangle(const Ray& ray, const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& outDistance, float& outUCoord, float& outVCoord, bool trueOnNegativeDistance) { glm::vec3 e1 = v1 - v0; //v1 - v0 glm::vec3 e2 = v2 - 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) { return false; } DetInv = 1.0f / DetInv; float dist = glm::dot(e2, MxE1) * DetInv; if (dist >= outDistance) { return false; } outDistance = dist; outUCoord = glm::dot(m, DxE2) * DetInv; outVCoord = 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. return (0 <= (outUCoord + 0.001f) && 0 <= (outVCoord + 0.001f) && outUCoord + outVCoord <= 1 && (trueOnNegativeDistance || 0 <= dist)); } 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 v1 = modelVertices[modelIndices[++i]].Position; glm::vec3 v2 = modelVertices[modelIndices[++i]].Position; float dist; float u; float v; if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) { 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; } constexpr inline int signNonZero(float x) { return x < 0 ? -1 : 1; } inline glm::vec3 signNonZero(const glm::vec3& x) { glm::vec3 r; for (int i = 0; i < 3; ++i) { r[i] = signNonZero(x[i]); } return r; } template bool vectorHasLength(const T& vec) { return glm::any(glm::greaterThan(glm::abs(vec), T(0.0001f))); } bool rectangleVsTriangle(const glm::vec2& boxMin, const glm::vec2& boxMax, const std::array& triPos, glm::vec2& resolutionDirection, float& resolutionDistance) { resolutionDistance = INFINITY; //Project along box normals (coordinate axes, since it's axis-aligned). for (int ax = 0; ax < 2; ++ax) { float minTri = INFINITY; float maxTri = -INFINITY; for (const glm::vec2& t : triPos) { minTri = std::min(t[ax], minTri); maxTri = std::max(t[ax], maxTri); } if (minTri > boxMax[ax] || maxTri < boxMin[ax]) { return false; } float push = std::min(maxTri - boxMin[ax], boxMax[ax] - minTri); if (push < resolutionDistance) { resolutionDistance = push; resolutionDirection[1 - ax] = 0.f; resolutionDirection[ax] = resolutionDistance; } } //Project along triangle normals. //Put edges into normal vector, make normals in the loop. std::array triNormals = { triPos[1] - triPos[0], triPos[2] - triPos[1], triPos[0] - triPos[2] }; std::array boxPos = { boxMax, glm::vec2(boxMax.x, boxMin.y), glm::vec2(boxMin.x, boxMax.y), boxMin }; for (auto& normal : triNormals) { if (!vectorHasLength(normal)) { continue; } //Rotate edge to a normal. normal = glm::vec2(-normal.y, normal.x); //Project triangle onto the normal. float minTri = INFINITY; float maxTri = -INFINITY; for (const glm::vec2& point : triPos) { float dot = glm::dot(normal, point); minTri = std::min(dot, minTri); maxTri = std::max(dot, maxTri); } //Project box onto the normal. float minBox = INFINITY; float maxBox = -INFINITY; for (const glm::vec2& point : boxPos) { float dot = glm::dot(normal, point); minBox = std::min(dot, minBox); maxBox = std::max(dot, maxBox); } if (maxBox < minTri || minBox > maxTri) { return false; } //Here: maxBox > minTri && minBox < maxTri float push = std::min(maxTri - minBox, maxBox - minTri); if (push < resolutionDistance) { resolutionDistance = push; resolutionDirection = resolutionDistance * glm::normalize(normal); } } return true; } //An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 } constexpr std::array, 3> dimensionPairs({ std::pair(0, 2), std::pair(0, 1), std::pair(1, 2) }); bool AABBvsTriangle(const AABB& box, const std::array& triPos, glm::vec3& outVector) { //Check so we don't have a zero area triangle when calculating the normal. glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]); if (!vectorHasLength(triNormal)) { return false; } const glm::vec3& origin = box.Origin(); const glm::vec3& half = box.HalfSize(); const glm::vec3& min = box.MinCorner(); const glm::vec3& max = box.MaxCorner(); float minimumTranslation = INFINITY; //For each projection in xy-, xz-, and yx-planes. for (std::pair dim : dimensionPairs) { //2D Triangle. //Project triangle. std::array t2D = { glm::vec2(triPos[0][dim.first], triPos[0][dim.second]), glm::vec2(triPos[1][dim.first], triPos[1][dim.second]), glm::vec2(triPos[2][dim.first], triPos[2][dim.second]) }; //Project box. glm::vec2 boxMin(min[dim.first], min[dim.second]); glm::vec2 boxMax(max[dim.first], max[dim.second]); glm::vec2 resolutionVector; float resolutionDist; //if projections don't overlap, return false. if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist)) { return false; } else if (resolutionDist < minimumTranslation) { outVector = glm::vec3(0.f); outVector[dim.first] = resolutionVector.x; outVector[dim.second] = resolutionVector.y; minimumTranslation = resolutionDist; } } //If the triangle does intersect any of the cube diagonals, it will //intersect the cube diagonal that comes //closest to being perpendicular to the plane of the triangle. triNormal = glm::normalize(triNormal); glm::vec3 diagonal = signNonZero(triNormal) * half; //The triangle plane contains all points P in dot(triNormal, P) == dot(triNormal, v0) //The diagonal line contains all points P in P = origin + diagonal * t. float t = glm::dot(triNormal, triPos[0] - origin) / glm::dot(triNormal, diagonal); //If intersection point between plane and diagonal is within the box. if (glm::abs(t) > 1) { return false; } glm::vec3 cornerResolution = (1+t) * diagonal; if (glm::length(cornerResolution) < minimumTranslation) { outVector = cornerResolution; } return true; } bool AABBvsTriangles(const AABB& box, const std::vector& modelVertices, const std::vector& modelIndices, const glm::mat4& modelMatrix, glm::vec3& outResolutionVector) { AABB newBox = box; bool hit = false; outResolutionVector = glm::vec3(0.f); for (int i = 0; i < modelIndices.size(); ) { std::array triVertices = { Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix), Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix), Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix) }; glm::vec3 outVec; if (AABBvsTriangle(newBox, triVertices, outVec)) { hit = true; outResolutionVector += outVec; newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size()); } } return hit; } bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon) { const glm::vec3& ma1 = first.MaxCorner(); const glm::vec3& ma2 = second.MaxCorner(); const glm::vec3& mi1 = first.MinCorner(); const glm::vec3& mi2 = second.MinCorner(); return (std::abs(ma1.x - ma2.x) < epsilon) && (std::abs(mi1.x - mi2.x) < epsilon) && (std::abs(ma1.z - ma2.z) < epsilon) && (std::abs(mi1.z - mi2.z) < epsilon) && (std::abs(ma1.y - ma2.y) < epsilon) && (std::abs(mi1.y - mi2.y) < epsilon); } 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 (const auto& v : modelRes->Vertices()) { 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; return AABB::FromOriginSize(origin, size); } }