Files
axyz/src/Engine/Collision/Collision.cpp
T
2016-02-05 14:38:08 +01:00

617 lines
22 KiB
C++

#include <algorithm>
#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<bool, glm::highp>(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<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& 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<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& 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<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& 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] = (float)signNonZero(x[i]);
}
return r;
}
template<typename T>
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<glm::vec2, 3>& triPos,
glm::vec2& resolutionDirection,
float& resolutionDistanceSq,
bool& pushedFromTriNormal)
{
pushedFromTriNormal = false;
resolutionDistanceSq = 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 (boxMax[ax] <= minTri || maxTri <= boxMin[ax]) {
return false;
}
//Here: maxBox > minTri && minBox < maxTri
//Left is negative.
float leftRes = minTri - boxMax[ax];
float rightRes = maxTri - boxMin[ax];
float push = rightRes < -leftRes ? rightRes : leftRes;
float absPushSq = abs(push);
absPushSq *= absPushSq;
if (absPushSq < resolutionDistanceSq) {
resolutionDistanceSq = absPushSq;
resolutionDirection[1 - ax] = 0.f;
resolutionDirection[ax] = push;
}
}
//Project along triangle normals.
//Put edges into normal vector, make normals in the loop.
std::array<glm::vec2, 3> triNormals = {
triPos[1] - triPos[0],
triPos[2] - triPos[1],
triPos[0] - triPos[2]
};
std::array<glm::vec2, 4> 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::normalize(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 || maxTri <= minBox) {
return false;
}
//Here: maxBox > minTri && minBox < maxTri
//Left is negative.
float leftRes = minTri - maxBox;
float rightRes = maxTri - minBox;
float push = rightRes < -leftRes ? rightRes : leftRes;
float absPushSq = abs(push);
absPushSq *= absPushSq;
if (absPushSq < resolutionDistanceSq) {
resolutionDistanceSq = absPushSq;
resolutionDirection = push * normal;
pushedFromTriNormal = true;
}
}
return true;
}
constexpr float SlopeConstant(float degrees)
{
return (1.0f - degrees / 90.f);
}
//Returns true if the angle between horizon and the collision surface is less than 45 degrees.
constexpr bool FaceIsGround(float faceNormalY)
{
//TODO: Perhaps the 45 degrees could be saved in a component or in the config..
return faceNormalY > SlopeConstant(45.0f);
}
//An array containing 3 int pairs { 0, 2 }, { 0, 1 }, { 1, 2 }
constexpr std::array<std::pair<int, int>, 3> dimensionPairs({ std::pair<int, int>(0, 2), std::pair<int, int>(0, 1), std::pair<int, int>(1, 2) });
bool AABBvsTriangle(const AABB& box,
const std::array<glm::vec3, 3>& triPos,
const glm::vec3& originalBoxVelocity,
float verticalStepHeight,
bool& isOnGround,
glm::vec3& boxVelocity,
glm::vec3& outResolution)
{
//Check so we don't have a zero area triangle when calculating the normal.
//Also, don't check a triangle facing away from the player.
//Less checks, and we should be able to walk out from models if we are trapped inside.
glm::vec3 triNormal = glm::cross(triPos[1] - triPos[0], triPos[2] - triPos[0]);
if (!vectorHasLength(triNormal) || (glm::dot(triNormal, originalBoxVelocity) > 0)) {
return false;
}
triNormal = glm::normalize(triNormal);
enum BoxTriResolveCase
{
ResolveDimX,
ResolveDimY,
ResolveDimZ,
Line, //Box edge colliding with triangle line.
Corner //Box corner colliding with the triangle face.
};
struct Resolution
{
Resolution()
: DistanceSq(INFINITY)
, Vector(0.f)
{}
BoxTriResolveCase Case;
float DistanceSq;
glm::vec3 Vector;
};
//The smallest resolution that solves the collision.
Resolution resolveShortest;
//The smallest resolution that solves the collision, that resolves upwards.
Resolution resolveUpwards;
//If player stands on the ground and collides with a ground triangle,
//we might step up onto it if the step is small enough.
bool canStairStepUp = isOnGround && FaceIsGround(triNormal.y);
const glm::vec3& origin = box.Origin();
const glm::vec3& half = box.HalfSize();
const glm::vec3& min = box.MinCorner();
const glm::vec3& max = box.MaxCorner();
//For each projection in xy-, xz-, and yx-planes.
for (std::pair<int, int> dim : dimensionPairs) {
//2D Triangle.
//Project triangle.
std::array<glm::vec2, 3> 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;
bool pushedFromTriangleLine;
//if projections don't overlap, return false.
if (!rectangleVsTriangle(boxMin, boxMax, t2D, resolutionVector, resolutionDist, pushedFromTriangleLine)) {
return false;
} else {
//Overwrite the smallest resolution if this is smaller.
if (resolutionDist < resolveShortest.DistanceSq) {
resolveShortest.Vector = glm::vec3(0.f);
resolveShortest.Vector[dim.first] = resolutionVector.x;
resolveShortest.Vector[dim.second] = resolutionVector.y;
resolveShortest.DistanceSq = resolutionDist;
//If we pushed away from triangle line (edge), or if we
//move the player along one coordinate axis (pick the dimension that isn't zero).
resolveShortest.Case = pushedFromTriangleLine ? Line : static_cast<BoxTriResolveCase>((abs(resolveShortest.Vector[dim.first]) < 0.0001f) ? dim.second : dim.first);
}
//Overwrite the smallest upward resolution if this is smaller, and resolves upwards.
constexpr int yAxis = 1;
bool resIsUpwardsIn3D = dim.first == yAxis && resolutionVector.x > 0 || dim.second == yAxis && resolutionVector.y > 0;
if (canStairStepUp && resIsUpwardsIn3D && resolutionDist < resolveUpwards.DistanceSq) {
resolveUpwards.Vector = glm::vec3(0.f);
resolveUpwards.Vector[dim.first] = resolutionVector.x;
resolveUpwards.Vector[dim.second] = resolutionVector.y;
resolveUpwards.DistanceSq = resolutionDist;
//If we pushed away from triangle line (edge), or if we
//move the player along one coordinate axis (pick the dimension that isn't zero).
resolveUpwards.Case = pushedFromTriangleLine ? Line : static_cast<BoxTriResolveCase>((abs(resolveUpwards.Vector[dim.first]) < 0.0001f) ? dim.second : dim.first);
}
}
}
//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.
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;
//Overwrite the smallest resolution if cornerResolution is smaller.
float lenSq = glm::length2(cornerResolution);
if (lenSq < resolveShortest.DistanceSq) {
resolveShortest.Vector = cornerResolution;
resolveShortest.Case = Corner;
}
if (canStairStepUp && cornerResolution.y > 0 && lenSq < resolveUpwards.DistanceSq) {
resolveUpwards.Vector = cornerResolution;
resolveUpwards.Case = Corner;
resolveUpwards.DistanceSq = lenSq;
}
//Force the resolution upwards if it is smaller than the threshold verticalStepHeight.
//Else take the shortest resolution.
bool takeUp = resolveUpwards.Vector.y > 0 && resolveUpwards.Vector.y < verticalStepHeight;
Resolution& bestResolve = takeUp ? resolveUpwards : resolveShortest;
outResolution = bestResolve.Vector;
glm::vec3 projNorm;
switch (bestResolve.Case) {
case ResolveDimY:
boxVelocity.y = 0.f;
if (outResolution.y > 0)
isOnGround = true;
case ResolveDimX:
case ResolveDimZ:
//If we get here, the resolution is along one coordinate axis.
//set velocity to 0 in y if it is along y-axis.
return true;
case Line:
projNorm = glm::normalize(outResolution);
break;
case Corner:
projNorm = triNormal;
break;
default:
break;
}
//If the collision was not on steep wall or similarly (e.g. walking on the ground), force resolution in y only.
if (FaceIsGround(projNorm.y)) {
//Ensure that the player always is moved upwards, instead of sliding down.
float len = glm::length(outResolution);
float ang = glm::half_pi<float>() - glm::acos(outResolution.y / len);
if (len > 0.0000001f && ang > 0.0000001f) {
outResolution.x = 0;
outResolution.y = len / glm::sin(ang);
outResolution.z = 0;
}
//Also zero the vertical velocity, if it is positive, else project it onto the normal.
//Project the velocity onto the normal of the hit line/face.
//w = v - <v,n>*n, |n|==1.
boxVelocity.y = std::min(boxVelocity.y - glm::dot(boxVelocity, projNorm) * projNorm.y, 0.f);
isOnGround = true;
} else {
//Enter here if the triangle is a steep slope, and it is not facing downwards.
//Project the velocity onto the normal of the hit line/face.
//w = v - <v,n>*n, |n|==1.
//"ice cream"-effect, air resistance + projected velocity.
if (!isOnGround) {
boxVelocity = boxVelocity - glm::dot(boxVelocity, projNorm) * projNorm;
}
isOnGround = false;
}
return true;
}
bool AABBvsTriangles(const AABB& box,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& boxVelocity,
float verticalStepHeight,
bool& isOnGround,
glm::vec3& outResolutionVector)
{
bool hit = false;
bool everHitTheGround = false;
AABB newBox = box;
outResolutionVector = glm::vec3(0.f);
glm::vec3 originalBoxVelocity(boxVelocity);
for (int i = 0; i < modelIndices.size(); ) {
std::array<glm::vec3, 3> 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;
bool collideWithGround = isOnGround;
if (AABBvsTriangle(newBox, triVertices, originalBoxVelocity, verticalStepHeight, collideWithGround, boxVelocity, outVec)) {
hit = true;
outResolutionVector += outVec;
newBox = AABB::FromOriginSize(newBox.Origin() + outVec, newBox.Size());
if (collideWithGround) {
everHitTheGround = isOnGround = true;
}
}
}
if (!everHitTheGround) {
isOnGround = false;
}
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>(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<EntityAABB> 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;
}
}