I have a project to see if two objects (made of about 10,000 triangles each) collide using the brute force collision algorithm, rendered in OpenGL. The two objects are not moving. I will have to translate them to some positions and find e.g. 100 triangle collisions etc.
So far I have written a code that actually checks for line-plane intersection between these two models. If I got everything straight I need to check every edge of every triangle of the first model with the each plane of each triangle of the other model. This actually means 3 'for' loops that take hours to end. I suppose I must have something wrong or got the whole concept misunderstood.
for (int i=0; i<model1_faces.num; i++) {
for (int j=0; j<3; j++) {
x1[j] = model1_vertices[model1_faces[i].v[j]-1].x;
y1[j] = model1_vertices[model1_faces[i].v[j]-1].y;
z1[j] = model1_vertices[model1_faces[i].v[j]-1].z;
}
A.x = x1[0];
A.y = y1[0];
A.z = z1[0];
B.x = x1[1];
B.y = y1[1];
B.z = z1[1];
C.x = x1[2];
C.y = y1[2];
C.z = z1[2];
TriangleNormal = findNormalVector((B-A)*(C-A));
RayDirection = B-A;
for (int j=0; j<model2_faces.num; j++) {
PointOnPlane = model2_vertices[model2_faces[j].v[0]-1]; // Any point of the triangle
system("PAUSE");
float D1 = (A-PointOnPlane)^(TriangleNormal); // Distance from A to the plane of j triangle
float D2 = (B-PointOnPlane)^(TriangleNormal);
if ((D1*D2) >= 0) continue; // Line AB doesn't cross the triangle
if (D1==D2) continue; // Line parallel to the plane
CollisionVect = A + (RayDirection) * (-D1/(D2-D1));
Vector temp;
temp = TriangleNormal*(RayDirection);
if (temp^(CollisionVect-A) < 0) continue;
temp = TriangleNormal*(C-B);
if (temp^(CollisionVect-B) < 0) continue;
temp = TriangleNormal*(A-C);
if (temp^(CollisionVect-A) < 0) continue;
// If I reach this point I had a collision //
cout << "Had collision!!" << endl;
Also I do not know exactly where exactly should this function above be called. In my render function so that it runs continuously while rendering or just once, given the fact that I only need to check for a non-moving objects collision?
I would appreciate some explanation and if you're too busy or bored to see my code, just help me with understanding a bit more this whole concept.
As suggested already, you can use bounding volumes. To make best use of these, you can arrange your bounding volumes in an Octree, in which case the volumes are boxes.
At the outermost level, each bounding volume contains the entire object. So you can test whether the two objects might intersect by comparing their zero-level bounding volumes. Testing for intersection of two boxes where all the faces are axis-aligned is trivial.
The octree will index which faces belong to which subdivisions of the bounding volume. So some faces will of course belong to more than one volume and may be tested multiple times.
The benefit is you can prune away many of the brute-force tests that are guaranteed to fail by the fact that only a handful of your subvolumes will actually intersect. The actual intersection testing is of still brute-force, but is on a small subset of faces.
Brute force collision detection often does not scale, as you have noticed. :) The usual approach is to define a bounding volume that contains your models/shapes and simplifies the intersection calculations. Bounding volumes come in all shapes and sizes depending on your models. They can be spheres, boxes, etc.
In addition to defining bounding volumes, you'll want to detect collision in your update section of code, where you are most likely passing in some delta time. That delta time is often needed to determine how far objects need to move and if a collision occurred in that timeframe.
Related
Just to preface this question please note I am not asking 'fix my code', rather what techniques would I employ to fix this problem. I also apologise if my spelling is not very good.
Okay so I have a 2D platformer game which compares the players position with all of the tiles (in a loop), the resolves the collision accordingly. This is pretty much the structure of the main game loop:
Check all collisions (And enable jumping if a collision bellow the
player occurred)
Get input and change player velocity accordingly
Add gravity to the Y velocity
Apply velocity and friction to the players position
Draw the game
repeat
But despite this system working there are two minor, but noticeable problems with the collision system (I have provided images to make it easier). There are two problems, the first is not that bad, but the second renderers the game almost unplayable!
Problem 1. When just moving left and right across the floor in the game, occasionally the player looses all the velocity it has gained and then has to re-accumulate that velocity. I think this is because every now and then my collision detection function does not return properly. here is a image:
I hope that was clear, the problem only really becomes apparent when moving across lots of flat land.
Problem 2 (This one is way worse) The problem is that player can essentially jump up walls, because if you say for example hold down left arrow and hold jump, the player will jump up the wall. I am assuming this is because My collision detection function is returning true if the collision is coming from the side (although it should not). Here is another picture (the text is small, sorry):
So here is my collision detection function, which should take in two 'Objects' then return the direction from the first object at which the collision occurred, I think the problem arouses when It comes to determining the direction as this is causing problems, as shown above:
//Find the collision vectors
float vectorX = (a.Position.x + (a.Scale.x / 2)) - (b.Position.x + (b.Scale.x / 2));
float vectorY = (a.Position.y + (a.Scale.y / 2)) - (b.Position.y + (b.Scale.y / 2));
//Find the distance between the two objects
float deltaWidth = (a.Scale.x / 2) + (b.Scale.x / 2);
float deltaHeight = (a.Scale.y / 2) + (b.Scale.y / 2);
//Stores the direction of collision
Direction collisionDir = Direction::None;
//Check if the two objects are intersecting on the x and y axis
if (fabs(vectorX) < deltaWidth && fabs(vectorY) < deltaHeight)
{
//The direction of collision
float directionX = deltaWidth - fabs(vectorX);
float directionY = deltaHeight - fabs(vectorY);
//Check for vertical collision
if (directionX >= directionY)
{
//Check for collisions from the top
if (vectorY > 0)
{
a.Velocity.y = 0;
a.Position.y += directionY;
collisionDir = Direction::Up;
}
//Collisions form the botttom
else
{
a.Velocity.y = 0;
a.Position.y -= directionY;
collisionDir = Direction::Down;
}
}
else if (directionX < directionY / 2)
{
//Check for collisions from the left
if (vectorX > 0 )
{
a.Velocity.x = 0;
a.Position.x += directionX;
collisionDir = Direction::Left;
}
//Collisions form the right side
else
{
a.Velocity.x = 0;
a.Position.x -= directionX;
collisionDir = Direction::Right;
}
}
}
//Return the direction.
return collisionDir;
This will return a direction, My other code also checks if that direction == Bottom, then it will allow jumping.
Thank-you for any help. I am practising for Ludum Dare, because I plan on (probably) making a platformer and If I cant figure out collision detection I don't know how good my game will be.
First thing I would recommend is make yourself a Vector2D class which holds your x and y coordinates and a few overload some operators to allow for addition and subtraction of two Vector2Ds and multiplication and division by ints, floats and doubles. Trust me it will make your life a lot easier as they can hold all your forces and collision points.
Next when I have used the style of collision you are currently using I have always found that it's:
A)Harder to debug.
B)Harder for other people to follow your code.
So I would recommend creating a Rectangle2D class which handles collisions with other Rectangles and other needed functionality.
As a recommendation have the top left corner and the bottom right corner as a vector from the center of the rectangle which makes scaling and collision detection much easier this also means you can derive the other corners without directly needing to store them.
Here's a code example that will probably help what I'm trying to explain:
bool Intersects(Rectangle2D other)
{
//Checks the right, left, bottom then top of the rectangle
//against the other.
if(other.topLeftCorner.x >= bottomRightCorner.x //Checks the right
|| other.bottomRightCorner.x <= topLeftCorner.x //Checks the left
|| other.topLeftCorner.y >= bottomRightCorner.y //Checks the bottom
|| other.bottomRightCorner.y <= topLeftCorner.y) //Checks the top
return false;
else
return true;
}
You can easily manipulate this code to give you the direction of the collision. Hope this helps.
I am building a ray tracer and I am able to correctly render diffuse and specular parts of my sphere. When I come to calculate shadows and reflections however I end up with a very pixelated result as shown in the below image:
I can see that the shadow is cast in the correct place and if you zoom in the reflection is also visible but again pixelated. I call this method to determine if a pixel is in shade and it is also called recursively by my reflect ray method to determine the reflected colours.
RGBColour Scene::illumination(Ray incidentRay, Shape *closestShape, RGBColour shapeColour, Ray ray)
{
RGBColour diffuseLight = _backgroundColour;
RGBColour specularLight = _backgroundColour;
double projectionNormalToSource = 0.0;
for (int i = 0; i < _lightSources.size(); i++)
{
Ray shadowRay(incidentRay.Direction(), (_lightSources.at(i).GetPosition() - incidentRay.Direction()).UnitVector());
Vector surfaceNormal = closestShape->SurfaceNormal(incidentRay);
//lambertian shading.
projectionNormalToSource = surfaceNormal.ScalarProduct(shadowRay.Direction());
if (projectionNormalToSource > 0)
{
bool isShadow = false;
std::vector<double> shadowIntersections;
Ray temp(incidentRay.Direction(), (_lightSources.at(i).GetPosition() - incidentRay.Direction()));
for (int j = 0; j < _sceneObjects.size(); j++)
{
shadowIntersections.push_back(_sceneObjects.at(j)->Intersection(temp));
}
//Test each point to see if it is in shadow.
for (int j = 0; j < shadowIntersections.size(); j++)
{
if (shadowIntersections.at(j) != -1)
{
if (shadowIntersections.at(j) > _epsilon && shadowIntersections.at(j) <= temp.Direction().Magnitude() && closestShape != _sceneObjects.at(j))
{
isShadow = true;
}
break;
}
}
if (!isShadow)
{
diffuseLight = diffuseLight + (closestShape->Colour() * projectionNormalToSource * closestShape->DiffuseCoefficient() * _lightSources.at(i).DiffuseIntensity());
specularLight = specularLight + specularReflection(_lightSources.at(i), projectionNormalToSource, closestShape, incidentRay, temp, ray);
}
}
}
return diffuseLight + specularLight;
}
As I am able to correctly render the spheres apart from these aspects I am convinced the problem must lie within this particular method so I have not posted the others. What I think is happening is that where the pixel values retain their initial colour instead of being shaded I must incorrectly be calculating very small values or the other option is that the calculated ray did not intersect, however I do not think the latter option is valid otherwise the same intersection method would return incorrect results elsewhere in the program but as the spheres render correctly (excluding the shading and reflection).
So typically what causes results like this and can you spot any obvious logic errors in my method?
Edit: I have moved my light source in front and I can now see that the shadow appears to be correctly cast for the green sphere and the blue one becomes pixelated. So I think on any subsequent shape iterations something must not be updating correctly.
Edit 2: The first issue has been fixed and the shadows are now not pixelated, the resolution was to move the break statement into the if statement directly preceding it. The issue that the reflections are still pixelated still occurs currently.
Pixelation like this could occur due to numerical instability. An example: Suppose you calculate an intersection point that lies on a curved surface. You then use that point as the origin of a ray (a shadow ray, for example). You would assume that the ray wouldn't intersect that curved surface, but in practice it sometimes can. You could check for this by discarding such self intersections, but that could cause problems if you decide to implement concave shapes. Another approach could be to move the origin of the generated ray along its direction vector by some infinitesimally small amount, so that no unwanted self-intersection occurs.
I'm working on a small piece of code which takes a very large amount of time to complete, so I was thinking of multithreading it either with pthread (which I hardly understand but think I can master a lot quicker) or with some GPGPU implementation (probably OpenCL as I have an AMD card at home and the PCs I use at my office have various NVIDIA cards)
while(sDead < (unsigned long) nrPoints*nrPoints) {
pPoint1 = distrib(*rng);
pPoint2 = distrib(*rng);
outAxel = -1;
if(pPoint1 != pPoint2) {
point1 = space->getPointRef(pPoint1);
point2 = space->getPointRef(pPoint2);
outAxel = point1->influencedBy(point2, distThres);
if(outAxel == 0 || outAxel == 1)
sDead++;
else
sDead = 0;
}
i++;
}
Where distrib is a uniform_int_distribution with a = 0 and b = nrPoints-1.
For clarity, here is the structure I'm working with:
class Space{
vector<Point> points
(more stuff)
}
class Point {
vector<Coords> coordinates
(more stuff)
}
struct Coords{
char Range
bool TypeOfCoord
char Coord
}
The length of coordinates is the same for all Points and Point[x].Coord[y].Range == Point[z].Coord[y].Range for all x, y and z. The same goes for TypeOfCoord.
Some background: during each run of the while loop, two randomly drawn Points from space are tested for interaction. influencedBy() checks whether or not point1 and point2 are close enough to eachother (distance is dependent on some metric but it boils down to similarity in Coord. If the distance is smaller than distThres, interaction is possible) to interact. Interaction means that one of the Coord variables which doesn't equal the corresponding Coord in the other object is flipped to equal it. This decreases the distance between the Points but also changes the distance of the changed point to every other point in Space, hence my question of whether or not this is multithreadable. As I said, I'm a complete newbie to multithreading and I'm not sure if I can safely implement a function that chops this up, so I was looking for your input. Suggestions are also very welcome.
E: The influencedby() function (and the functions it in turn calls) can be found here. Functions that I did not include, such as getFeature() and getNrFeatures() are tiny and cannot possibly contribute much. Take note that I used generalised names for objects in this question but I might mess up or make it more confusing if I replace them in the other code, so I've left the original names there. For the record:
Space = CultSpace
Point = CultVec
Points = Points
Coordinates = Feats
Coords = Feature
TypeOfCoord = Nomin
Coord = Trait
(Choosing "Answer" because the format permits better presentation. Not quite what your're asking for, but let's clarify this first.)
Later
How often is the loop executed until this condition becomes true?
while(sDead < (unsigned long) nrPoints*nrPoints) {
Probably not a big gain, but:
pPoint1 = distrib(*rng);
do {
pPoint2 = distrib(*rng);
while( pPoint1 == pPoint2 );
outAxel = -1;
How costly is getPointRef? Linear search in Space?
point1 = space->getPointRef(pPoint1);
point2 = space->getPointRef(pPoint2);
outAxel = point1->influencedBy(point2, distThres);
Is it really necessary to recompute the "distance of the changed point to every other point in Space" immediately after a "flip"?
Suppose I have a CPU with several cores, on which I want to find which spheres are touching. Any set of spheres where each sphere is connected (ie. they're all touching at least one of the spheres in the set) is called a "group" and is to be organized into a vector called, in the example below, "group_members". To achieve this I am currently using a rather expensive operation that looks conceptually like this:
vector<Sphere*> unallocated_spheres = all_spheres; // start with a copy of all spheres
vector<vector<Sphere*>> group_sequence; // groups will be collected here
while (unallocated_spheres.size() > 0U) // each iteration of this will represent the creation of a new group
{
std::vector<Sphere*> group_members; // this will store all members of the current group
group_members.push_back(unallocated_spheres.back()); // start with the last sphere (pop_back requires less resources than erase)
unallocated_spheres.pop_back(); // it has been allocated to a group so remove it from the unallocated list
// compare each sphere in the new group to every other sphere, and continue to do so until no more spheres are added to the current group
for (size_t i = 0U; i != group_members.size(); ++i) // iterators would be unsuitable in this case
{
Sphere const * const sphere = group_members[i]; // the sphere to which all others will be compared to to check if they should be added to the group
auto it = unallocated_spheres.begin();
while (it != unallocated_spheres.end())
{
// check if the iterator sphere belongs to the same group
if ((*it)->IsTouching(sphere))
{
// it does belong to the same group; add it and remove it from the unallocated_spheres vector and repair iterators
group_members.push_back(*it);
it = unallocated_spheres.erase(it); // repair the iterator
}
else ++it; // if no others were found, increment iterator manually
}
}
group_sequence.push_back(group_members);
}
Does anyone have any suggestions for improving the efficiency of this code in terms of wall time? My program spends a significant fraction of the time running through these loops, and any advice on how to structurally change it to make it more efficient would be appreciated.
Note that as these are spheres, "IsTouching()" is a very quick floating point operation (comparing position and radii of the two spheres). It looks like this (note that x,y and z are the position of the sphere in that euclidean dimension):
// input whether this cell is touching the input cell (or if they are the same cell; both return true)
bool const Sphere::IsTouching(Sphere const * const that) const
{
// Apply pythagoras' theorem in 3 dimensions
double const dx = this->x - that->x;
double const dy = this->y - that->y;
double const dz = this->z - that->z;
// get the sum of the radii of the two cells
double const rad_sum = this->radius + that->radius;
// to avoid taking the square root to get actual distances, we instead compare
// the square of the pythagorean distance with the square of the radii sum
return dx*dx + dy*dy + dz*dz < rad_sum*rad_sum;
}
Does anyone have any suggestions for improving the efficiency of this code in terms of wall time?
Change the algorithm. Low-level optimization won't help you. (although you'll achieve very small speedup if you move group_members outside of the while loop)
You need to use space partitioning (bsp-tree, oct-tree) or sweep and prune algorithm.
Sweep and prune (wikipedia has links to original article, plus you can google it) can easily handle 100000 moving and potentially colliding spheres on single-core machine (well, as long as you don't put them all at the same coordinates) and is a bit easier to implement than space partitioning. If you know maximum possible size of colliding object, sweep and prune will be more suitable/simpler to implement.
If you're going to use sweep and prune algorithm, you should learn insertion sort algorithm. This sorting algorithm is faster than pretty much any other algorithm when you work on "almost" sorted data, which is the case with sweep-and-prune. Of course, you'll also need some implementation of quicksort or heapsort, but standard library provides that.
I'm writing a little physics simulation in C++ that basically moves circles across the screen and when two circles collide, they should ricochet in the same manner as billiard balls would. When the circles do collide with each other, most of the time they will practically slow down infinitely/they appear to stick to each other and become static. Sometimes only one ball will rebound in the collision and the other will retain it's trajectory. This is just a simple 2D simulation.
So here's what I have for the detection/ricochet logic:
bool Ball::BallCollision(Ball &b2)
{
if (sqrt(pow(b2.x - x, 2) + pow(b2.y - y, 2)) <= b2.radius + radius) // Test for collision
{
normal[0] = (x - (x + b2.x) / 2) / radius; // Finds normal vector from point of collision to radius
normal[1] = (y - (y + b2.y) / 2) / radius;
xvel = xvel - 2 * (xvel * normal[0]) * normal[0]; // Sets the velocity vector to the reflection vector
yvel = yvel - 2 * (yvel * normal[1]) * normal[1];
////x = xprev; // These just move the circle back a 'frame' so the collision
////y = yprev; // detection doesn't detect collision more than once.
// Not sure if working?
}
}
I can't figure out what is wrong with my function. Thanks for any help in advance!
Edit:
Every variable is declared as a float
The functions:
void Ball::Move()
{
xprev = x;
yprev = y;
x += xvel;
y += yvel;
}
void Ball::DrawCircle()
{
glColor3ub(100, 230, 150);
glBegin(GL_POLYGON);
for (int i = 0; i < 10; i++)
{
angle = i * (2*3.1415/10);
newx = x + r*cos(angle);
newy = y + r*sin(angle);
glVertex2f(newx, newy);
}
glEnd();
}
The loop:
run_prev.clear(); // A vector, cleared every loop, that holds the Ball objects that collided
for (int i = 0; i < num_balls; i++)
{
b[i].Move();
}
for (int i = 0; i < num_balls; i++)
{
b[i].WallCollision(); // Just wall collision detecting, that is working just fine
}
//The loop that checks for collisions... Am I executing this properly?
for (int i = 0; i < num_balls; i++)
{
for (int j = 0; j < num_balls; j++)
{
if (i == j) continue;
if (b[i].BallCollision(b[j]) == true)
{
run_prev.push_back(b[i]);
}
}
}
for (int i = 0; i < num_balls; i++)
{
b[i].DrawCircle();
}
//xprev and yprev are the x and y values of the frame before for each circle
for (int i = 0; i < run_prev.size(); i++)
{
run_prev[i].x = run_prev[i].xprev;
run_prev[i].y = run_prev[i].yprev;
}
Makes balls collide (reflect movement vector) only if they're moving towards each other. Do not process collision if they're moving away from each other. Break this rule, and they'll be glued together.
When processing collision, update both balls at once. Do not update one ball at a time.
Your move vector adjustment is incorrect. Balls don't reflect against each other, because they can be moving at different speeds.
Correct movement adjustment (assuming balls have equal mass) should look something like that:
pos1 and pos2 = positions;
v1 and v2 are movement vector (speed);
n is collision normal == normalize(pos1 - pos2);
collisionSpeed = dot((v2-v1), n);
collisionSpeed *= elasticy; (0.0..1.0);
v1 = v1 - dot(v1, n);
v2 = v2 - dot(v2, n);
v1 -= scale(n, collisionSpeed * 0.5);
v2 += scale(n, collisionSpeed * 0.5);
To understand the formula, check newtons law (impulses in particular). Or check Chris Hecker's papers on game physics.
It's not clear how you're calling this function, but I think I see the problem.
Say you have Ball ballA and Ball ballB, which are colliding in the current frame, and then you run ballA.BallCollision(ballB).
This will update the member variables of ballA, and move it back a frame. But it doesn't update the position or trajectory of ballB.
Even if you call the converse as well (ballB.BallCollision(ballA)), it won't detect the collision because when you called ballA.BallCollision(ballB), it moved ballA back a frame.
I haven't looked at your code in detail, but it doesn't take into consideration that this type of collision can only work in center of momentum frames. Now, I assume your balls are of equal masses. What you do is take the average of the two momentums (or velocities since they have the same masses) and subtract that average from the velocities. Perform your calculations, and add the average back. Here is the question I asked that may relate to this.
I know this question is quite old, but it's still relevant, especially to students. Something that wasn't mentioned in the answers made me want to contribute.
One thing that I ran into when solving a similar problem was overlap. That is, if the moving balls overlap by any amount at all, the collision detection will trigger continuously, giving the sticking behavior the OP referred to.
There was an attempt here to prevent this by moving the balls to the previous frame, but that can occasionally fail if the movement was enough that the balls enmeshed more than a single frame can account for, or if the movement velocity is just right so that the frame before doesn't trigger collision but the frame after is too far overlapped.
Since the original check was for center distance less than or equal to the sum of the radii, the detection triggers on both collision AND overlap.
One way to fix this is to separate the test into checking for collision (equals only) or overlap (less than only). For the collision, proceed as normal. But for the overlap condition, you can physically move one ball or the other (or both by half) the amount of overlap. This positions them at correct "collision" position, which allows for the correct behavior of the bounce function.
An overlap function that only moves one ball at a time might look something like this(not real code):
if (distanceBetweenBallCenters < sumOfRadii){
currentPosition = oldPosition - (distanceBetweenBallCenters - sumOfRadii) * (unitVectorFromSecondBallToFirstBall);
}
One could easily move both balls by half, but I found that moving one at a time gave satisfactory results for my uses, and allowed me to keep the parameter as a const.
I hope this helps future students! (I am also a student, and new to this, so take my advice with the proverbial grain of salt)
Your way of calculating the normal is wrong. (x + b2.x)/2 doesn't have to be the point of collision, if the radii of the balls aren't equal.