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Primitive Collision Detecting (5)

王朝other·作者佚名  2006-05-24
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Line Segment & Plane

Line Seg: P = P0 + t * V t ∈ [0, 1]

Plane : N • P - N • Q = 0 (N is the normal of the plane,Q is some point on plane)

N • (P0 + t * V) - N • Q = 0;

N • (P0 – Q) + t * (N • V) = 0;

t * (N • V) = N • (Q – P0);

dp = N • V;

if ( dp == 0 ) return Line Parallel to Plane;

t = N • (Q – P0) / dp;

if ( t >= 0 && t <= 1 ) return Intersectant;

return No Intersection;

Point On Plane

Point: P

Plane: N • P - N • Q = 0

d = N • (P – Q);

if ( d == 0 ) return On Plane;

return Not On Plane;

Sphere & Plane

Sphere: | P – C0 | <= R

Plane : N • P - N • Q = 0

d = N • (C0 – Q);

if ( d^2 <= R^2 ) return Intersectant;

return No Intersection;

Dynamic Sphere & Plane

Sphere: | P – C0 | <= R

Delta : C = C0 + t * V t ∈ [0, 1]

Plane : N • P - N • Q = 0

d0 = N • (C0 – Q); //t = 0

d1 = N • (C0 + V – Q); //t = 1

if ( d0 * d1 > 0 && |d0| > R && |d1| > R ) return No Intersection;

return Intersectant;

//now we can evaluate t

//if ( d0 == d1 ) Line Parallel to Plane, then t ∈ [0, 1]

//else t = (d0 – R) / (d0 - d1); here t must ∈ [0, 1]

Ellipsoid & Plane

Ellipsoid: (x - x0)^2 / a^2 + (y - y0)^2 / b^2 + (z - z0)^2 / c^2 <= 1 (a>0, b>0, c>0)

Plane : N • P - N • Q = 0

Assume: F = (x - x0)^2 / a^2 + (y - y0)^2 / b^2 + (z - z0)^2 / c^2 – 1;

For a given point T on a common ellipsoid, the normal M of the tangent plane is:

M.x = ЭF/Эx = 2 * (T.x – x0) / a^2;

M.y = ЭF/Эy = 2 * (T.y – y0) / b^2;

M.z = ЭF/Эz = 2 * (T.z – z0) / c^2;

Here M is not normalized. Now we normalize it:

L = sqrt(M.x^2 + M.y^2 + M.z^2);

N.x = 2 * (T.x – x0) / a^2 / L;

N.y = 2 * (T.y – y0) / b^2 / L;

N.z = 2 * (T.z – z0) / c^2 / L;

N.x * L * a / 2 = (T.x – x0) / a;

N.y * L * b / 2 = (T.y – y0) / b;

N.z * L * c / 2 = (T.z – z0) / c;

(N.x * L * a)^2 / 4 + (N.y * L * b)^2 / 4 +(N.z * L * c)^2 / 4 = 1;

L^2 * ((N.x * a)^2 + (N.y * b)^2 +(N.z * c)^2) = 4;

L = 2 / sqrt((N.x * a)^2 + (N.y * b)^2 +(N.z * c)^2);

Assume: K = sqrt((N.x * a)^2 + (N.y * b)^2 +(N.z * c)^2);

T.x = x0 + L * N.x * a^2 / 2 = x0 + N.x * a^2 / K;

T.y = y0 + L * N.y * b^2 / 2 = y0 + N.y * b^2 / K;

T.z = z0 + L * N.z * c^2 / 2 = z0 + N.z * c^2 / K;

P0 = {x0, y0, z0};

dp = (P0 - T) • N = -((N.x * a)^2 + (N.y * b)^2 +(N.z * c)^2) / K = -K;

dp^2 = (-K)^2 = (N.x * a)^2 + (N.y * b)^2 +(N.z * c)^2;

D = (P0 - Q) • N;

if ( D^2 <= dp^2 ) return Intersectant;

return No Intersection;

Triangle & Plane

Triangle : P0, P1, P2

Plane : N • P - N • Q = 0

dp0 = N • (P0 - Q);

dp1 = N • (P1 - Q);

dp2 = N • (P2 - Q);

if ( dp0 > 0 && dp1 > 0 && dp2 > 0 ) return No Intersection;

if ( dp0 < 0 && dp1 < 0 && dp2 < 0 ) return No Intersection;

return Intersectant;

//the intersected line of triangle & plane can be evaluated by using proportion

//for example: P0 is at the positive side of the plane, P1 & P2 are at the negative side

//then dp0 >= 0, dp1 <= 0, dp2 <=0

//if (dp0 == 0 && dp1 == 0 && dp2 == 0 ), then the triangle is on the plane, the intersected part is the triangle itself

//else if (dp1 – dp0 == 0), then P0 & P1 are both on the Plane, the intersected line is P0 – P1

//else if (dp2 – dp0 == 0), then P0 & P2 are both on the Plane, the intersected line is P0 – P2

//else

//assume E is the intersected point between (P0 – P1) & plane, F is the intersected point between (P0 – P2) & plane

//so E = P1 + dp1 / (dp1 – dp0) * (P0 – P1)

//so F = P2 + dp2 / (dp2 – dp0) * (P0 – P2)

//and EF is the intersected line of triangle & plane

AABB & Plane

AABB : A { V3d inf, sup;}

Plane : N • P - N • Q = 0

//摘自Real Time Rendering

基本思想是计算AABB的8个顶点到平面的距离,如果都在同一侧,则表示没有相交,否则就有相交

优化的方法就是找出沿平面法线方向离平面距离最近的两个顶点,这两个顶点是AABB的对角顶点,构成AABB四条对角线中的一条

//这里Vmin和Vmax是按平面的方向N来说的,两个点到平面的带符号距离较大的就是Vmax

for each i ∈ [x, y, z]

{

if ( N.i >= 0 )

{

Vmin.i = A.inf.i;

Vmax.i = A.sup.i;

}

else

{

Vmax.i = A.inf.i;

Vmin.i = A.sup.i;

}

}

if ( N • (Vmin - Q) ) > 0 ) return No Intersection;

if ( N • (Vmax - Q) ) < 0 ) return No Intersection;

return Intersectant;

OBB & Plane

OBB : { V3d C, U, V, W;

V3d L; } //C是中心点坐标,U、V、W是三个轴方向,L的三个分量是U、V、W是三个方向的半长,表示Box长宽高各一半大小

Plane: N • P - N • Q = 0

//摘自Real Time Rendering

D = (C - Q) • N;

f = L.x * |N • U| + L.y * |N • V| + L.z * |N • W|;

if ( D^2 > f^2 ) return No Intersection;

return Intersectant;

 
 
 
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