Mercurial > games > semicongine
comparison semiconginev2/contrib/algorithms/collision.nim @ 1227:4d97cfc4888b
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| author | sam <sam@basx.dev> |
|---|---|
| date | Wed, 17 Jul 2024 23:45:43 +0700 |
| parents | c8e3037aca66 |
| children |
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| 1170:2addc5f6804f | 1227:4d97cfc4888b |
|---|---|
| 1 const MAX_COLLISON_DETECTION_ITERATIONS = 20 | |
| 2 const MAX_COLLISON_POINT_CALCULATION_ITERATIONS = 20 | |
| 3 | |
| 4 type | |
| 5 ColliderType* = enum | |
| 6 Box, Sphere, Points | |
| 7 Collider* = object | |
| 8 transform*: Mat4 = Unit4F32 | |
| 9 case theType*: ColliderType | |
| 10 of Box: discard | |
| 11 of Sphere: radius*: float32 | |
| 12 of Points: points*: seq[Vec3f] | |
| 13 | |
| 14 func between(value, b1, b2: float32): bool = | |
| 15 min(b1, b2) <= value and value <= max(b1, b2) | |
| 16 | |
| 17 func Contains*(collider: Collider, x: Vec3f): bool = | |
| 18 # from https://math.stackexchange.com/questions/1472049/check-if-a-point-is-inside-a-rectangular-shaped-area-3d | |
| 19 case collider.theType: | |
| 20 of Box: | |
| 21 let | |
| 22 P1 = collider.transform * NewVec3f(0, 0, 0) # origin | |
| 23 P2 = collider.transform * Z | |
| 24 P4 = collider.transform * X | |
| 25 P5 = collider.transform * Y | |
| 26 u = (P1 - P4).Cross(P1 - P5) | |
| 27 v = (P1 - P2).Cross(P1 - P5) | |
| 28 w = (P1 - P2).Cross(P1 - P4) | |
| 29 uP1 = u.Dot(P1) | |
| 30 uP2 = u.Dot(P2) | |
| 31 vP1 = v.Dot(P1) | |
| 32 vP4 = v.Dot(P4) | |
| 33 wP1 = w.Dot(P1) | |
| 34 wP5 = w.Dot(P5) | |
| 35 ux = u.Dot(x) | |
| 36 vx = v.Dot(x) | |
| 37 wx = w.Dot(x) | |
| 38 ux.between(uP1, uP2) and vx.between(vP1, vP4) and wx.between(wP1, wP5) | |
| 39 of Sphere: | |
| 40 (collider.transform * x).Length < (collider.transform * NewVec3f()).Length | |
| 41 of Points: | |
| 42 raise newException(Exception, "Points are not supported yet for 'contains'") | |
| 43 | |
| 44 # implementation of GJK, based on https://blog.winter.dev/2020/gjk-algorithm/ | |
| 45 | |
| 46 # most generic implementation of findFurthestPoint | |
| 47 # add other implementations of findFurthestPoint for other kind of geometry or optimization | |
| 48 # (will be selected depening on type of the first parameter) | |
| 49 func findFurthestPoint(points: openArray[Vec3f], direction: Vec3f): Vec3f = | |
| 50 var maxDist = low(float32) | |
| 51 for p in points: | |
| 52 let dist = direction.Dot(p) | |
| 53 if dist > maxDist: | |
| 54 maxDist = dist | |
| 55 result = p | |
| 56 | |
| 57 func findFurthestPoint(transform: Mat4, direction: Vec3f): Vec3f = | |
| 58 return findFurthestPoint( | |
| 59 [ | |
| 60 transform * NewVec3f(0, 0, 0), | |
| 61 transform * X, | |
| 62 transform * Y, | |
| 63 transform * Z, | |
| 64 transform * (X + Y), | |
| 65 transform * (X + Z), | |
| 66 transform * (Y + Z), | |
| 67 transform * (X + Y + Z), | |
| 68 ], | |
| 69 direction | |
| 70 ) | |
| 71 func findFurthestPoint(collider: Collider, direction: Vec3f): Vec3f = | |
| 72 case collider.theType | |
| 73 of Sphere: | |
| 74 let directionNormalizedToSphere = ((direction / direction.Length) * collider.radius) | |
| 75 collider.transform * directionNormalizedToSphere | |
| 76 of Box: | |
| 77 findFurthestPoint(collider.transform, direction) | |
| 78 of Points: | |
| 79 findFurthestPoint(collider.points, direction) | |
| 80 | |
| 81 func supportPoint(a, b: Collider, direction: Vec3f): Vec3f = | |
| 82 a.findFurthestPoint(direction) - b.findFurthestPoint(-direction) | |
| 83 | |
| 84 func sameDirection(direction: Vec3f, ao: Vec3f): bool = | |
| 85 direction.Dot(ao) > 0 | |
| 86 | |
| 87 func line(simplex: var seq[Vec3f], direction: var Vec3f): bool = | |
| 88 let | |
| 89 a = simplex[0] | |
| 90 b = simplex[1] | |
| 91 ab = b - a | |
| 92 ao = - a | |
| 93 | |
| 94 if sameDirection(ab, ao): | |
| 95 direction = Cross(Cross(ab, ao), ab) | |
| 96 else: | |
| 97 simplex = @[a] | |
| 98 direction = ao | |
| 99 | |
| 100 return false | |
| 101 | |
| 102 func triangle(simplex: var seq[Vec3f], direction: var Vec3f, twoDimensional = false): bool = | |
| 103 let | |
| 104 a = simplex[0] | |
| 105 b = simplex[1] | |
| 106 c = simplex[2] | |
| 107 ab = b - a | |
| 108 ac = c - a | |
| 109 ao = - a | |
| 110 abc = ab.Cross(ac) | |
| 111 | |
| 112 if sameDirection(abc.Cross(ac), ao): | |
| 113 if sameDirection(ac, ao): | |
| 114 simplex = @[a, c] | |
| 115 direction = ac.Cross(ao).Cross(ac) | |
| 116 else: | |
| 117 simplex = @[a, b] | |
| 118 return line(simplex, direction) | |
| 119 else: | |
| 120 if (sameDirection(ab.Cross(abc), ao)): | |
| 121 simplex = @[a, b] | |
| 122 return line(simplex, direction) | |
| 123 else: | |
| 124 if twoDimensional: | |
| 125 return true | |
| 126 if (sameDirection(abc, ao)): | |
| 127 direction = abc | |
| 128 else: | |
| 129 simplex = @[a, c, b] | |
| 130 direction = -abc | |
| 131 | |
| 132 return false | |
| 133 | |
| 134 func tetrahedron(simplex: var seq[Vec3f], direction: var Vec3f): bool = | |
| 135 let | |
| 136 a = simplex[0] | |
| 137 b = simplex[1] | |
| 138 c = simplex[2] | |
| 139 d = simplex[3] | |
| 140 ab = b - a | |
| 141 ac = c - a | |
| 142 ad = d - a | |
| 143 ao = - a | |
| 144 abc = ab.Cross(ac) | |
| 145 acd = ac.Cross(ad) | |
| 146 adb = ad.Cross(ab) | |
| 147 | |
| 148 if sameDirection(abc, ao): | |
| 149 simplex = @[a, b, c] | |
| 150 return triangle(simplex, direction) | |
| 151 if sameDirection(acd, ao): | |
| 152 simplex = @[a, c, d] | |
| 153 return triangle(simplex, direction) | |
| 154 if sameDirection(adb, ao): | |
| 155 simplex = @[a, d, b] | |
| 156 return triangle(simplex, direction) | |
| 157 | |
| 158 return true | |
| 159 | |
| 160 func getFaceNormals(polytope: seq[Vec3f], faces: seq[int]): (seq[Vec4f], int) = | |
| 161 var | |
| 162 normals: seq[Vec4f] | |
| 163 minTriangle = 0 | |
| 164 minDistance = high(float32) | |
| 165 | |
| 166 for i in countup(0, faces.len - 1, 3): | |
| 167 let | |
| 168 a = polytope[faces[i + 0]] | |
| 169 b = polytope[faces[i + 1]] | |
| 170 c = polytope[faces[i + 2]] | |
| 171 | |
| 172 var normal = (b - a).Cross(c - a).Normalized() | |
| 173 var distance = normal.Dot(a) | |
| 174 | |
| 175 if distance < 0: | |
| 176 normal = normal * -1'f32 | |
| 177 distance = distance * -1'f32 | |
| 178 | |
| 179 normals.add normal.ToVec4(distance) | |
| 180 | |
| 181 if distance < minDistance: | |
| 182 minTriangle = i div 3 | |
| 183 minDistance = distance | |
| 184 | |
| 185 return (normals, minTriangle) | |
| 186 | |
| 187 func addIfUniqueEdge(edges: var seq[(int, int)], faces: seq[int], a: int, b: int) = | |
| 188 let reverse = edges.find((faces[b], faces[a])) | |
| 189 if (reverse >= 0): | |
| 190 edges.delete(reverse) | |
| 191 else: | |
| 192 edges.add (faces[a], faces[b]) | |
| 193 | |
| 194 func nextSimplex(simplex: var seq[Vec3f], direction: var Vec3f, twoDimensional = false): bool = | |
| 195 case simplex.len | |
| 196 of 2: simplex.line(direction) | |
| 197 of 3: simplex.triangle(direction, twoDimensional) | |
| 198 of 4: simplex.tetrahedron(direction) | |
| 199 else: raise newException(Exception, "Error in simplex") | |
| 200 | |
| 201 func collisionPoint3D(simplex: var seq[Vec3f], a, b: Collider): tuple[normal: Vec3f, penetrationDepth: float32] = | |
| 202 var | |
| 203 polytope = simplex | |
| 204 faces = @[ | |
| 205 0, 1, 2, | |
| 206 0, 3, 1, | |
| 207 0, 2, 3, | |
| 208 1, 3, 2 | |
| 209 ] | |
| 210 (normals, minFace) = getFaceNormals(polytope, faces) | |
| 211 minNormal: Vec3f | |
| 212 minDistance = high(float32) | |
| 213 iterCount = 0 | |
| 214 | |
| 215 while minDistance == high(float32) and iterCount < MAX_COLLISON_POINT_CALCULATION_ITERATIONS: | |
| 216 minNormal = normals[minFace].xyz | |
| 217 minDistance = normals[minFace].w | |
| 218 var | |
| 219 support = supportPoint(a, b, minNormal) | |
| 220 sDistance = minNormal.Dot(support) | |
| 221 | |
| 222 if abs(sDistance - minDistance) > 0.001'f32: | |
| 223 minDistance = high(float32) | |
| 224 var uniqueEdges: seq[(int, int)] | |
| 225 var i = 0 | |
| 226 while i < normals.len: | |
| 227 if sameDirection(normals[i], support): | |
| 228 var f = i * 3 | |
| 229 | |
| 230 addIfUniqueEdge(uniqueEdges, faces, f + 0, f + 1) | |
| 231 addIfUniqueEdge(uniqueEdges, faces, f + 1, f + 2) | |
| 232 addIfUniqueEdge(uniqueEdges, faces, f + 2, f + 0) | |
| 233 | |
| 234 faces[f + 2] = faces.pop() | |
| 235 faces[f + 1] = faces.pop() | |
| 236 faces[f + 0] = faces.pop() | |
| 237 | |
| 238 normals[i] = normals.pop() | |
| 239 | |
| 240 dec i | |
| 241 inc i | |
| 242 | |
| 243 var newFaces: seq[int] | |
| 244 for (edgeIndex1, edgeIndex2) in uniqueEdges: | |
| 245 newFaces.add edgeIndex1 | |
| 246 newFaces.add edgeIndex2 | |
| 247 newFaces.add polytope.len | |
| 248 | |
| 249 polytope.add support | |
| 250 | |
| 251 var (newNormals, newMinFace) = getFaceNormals(polytope, newFaces) | |
| 252 if newNormals.len == 0: | |
| 253 break | |
| 254 | |
| 255 var oldMinDistance = high(float32) | |
| 256 for j in 0 ..< normals.len: | |
| 257 if normals[j].w < oldMinDistance: | |
| 258 oldMinDistance = normals[j].w | |
| 259 minFace = j | |
| 260 | |
| 261 if (newNormals[newMinFace].w < oldMinDistance): | |
| 262 minFace = newMinFace + normals.len | |
| 263 | |
| 264 for f in newFaces: | |
| 265 faces.add f | |
| 266 for n in newNormals: | |
| 267 normals.add n | |
| 268 inc iterCount | |
| 269 | |
| 270 result = (normal: minNormal, penetrationDepth: minDistance + 0.001'f32) | |
| 271 | |
| 272 | |
| 273 func collisionPoint2D(polytopeIn: seq[Vec3f], a, b: Collider): tuple[normal: Vec3f, penetrationDepth: float32] = | |
| 274 var | |
| 275 polytope = polytopeIn | |
| 276 minIndex = 0 | |
| 277 minDistance = high(float32) | |
| 278 iterCount = 0 | |
| 279 minNormal: Vec2f | |
| 280 | |
| 281 while minDistance == high(float32) and iterCount < MAX_COLLISON_POINT_CALCULATION_ITERATIONS: | |
| 282 for i in 0 ..< polytope.len: | |
| 283 let | |
| 284 j = (i + 1) mod polytope.len | |
| 285 vertexI = polytope[i] | |
| 286 vertexJ = polytope[j] | |
| 287 ij = vertexJ - vertexI | |
| 288 var | |
| 289 normal = NewVec2f(ij.y, -ij.x).Normalized() | |
| 290 distance = normal.Dot(vertexI) | |
| 291 | |
| 292 if (distance < 0): | |
| 293 distance *= -1'f32 | |
| 294 normal = normal * -1'f32 | |
| 295 | |
| 296 if distance < minDistance: | |
| 297 minDistance = distance | |
| 298 minNormal = normal | |
| 299 minIndex = j | |
| 300 | |
| 301 let | |
| 302 support = supportPoint(a, b, minNormal.ToVec3) | |
| 303 sDistance = minNormal.Dot(support) | |
| 304 | |
| 305 if(abs(sDistance - minDistance) > 0.001): | |
| 306 minDistance = high(float32) | |
| 307 polytope.insert(support, minIndex) | |
| 308 inc iterCount | |
| 309 | |
| 310 result = (normal: NewVec3f(minNormal.x, minNormal.y), penetrationDepth: minDistance + 0.001'f32) | |
| 311 | |
| 312 func Intersects*(a, b: Collider, as2D = false): bool = | |
| 313 var | |
| 314 support = supportPoint(a, b, NewVec3f(0.8153, -0.4239, if as2D: 0.0 else: 0.5786)) # just random initial vector | |
| 315 simplex = newSeq[Vec3f]() | |
| 316 direction = -support | |
| 317 n = 0 | |
| 318 simplex.insert(support, 0) | |
| 319 while n < MAX_COLLISON_DETECTION_ITERATIONS: | |
| 320 support = supportPoint(a, b, direction) | |
| 321 if support.Dot(direction) <= 0: | |
| 322 return false | |
| 323 simplex.insert(support, 0) | |
| 324 if nextSimplex(simplex, direction, twoDimensional = as2D): | |
| 325 return true | |
| 326 # prevent numeric instability | |
| 327 if direction == NewVec3f(0, 0, 0): | |
| 328 direction[0] = 0.0001 | |
| 329 inc n | |
| 330 | |
| 331 func Collision*(a, b: Collider, as2D = false): tuple[hasCollision: bool, normal: Vec3f, penetrationDepth: float32] = | |
| 332 var | |
| 333 support = supportPoint(a, b, NewVec3f(0.8153, -0.4239, if as2D: 0.0 else: 0.5786)) # just random initial vector | |
| 334 simplex = newSeq[Vec3f]() | |
| 335 direction = -support | |
| 336 n = 0 | |
| 337 simplex.insert(support, 0) | |
| 338 while n < MAX_COLLISON_DETECTION_ITERATIONS: | |
| 339 support = supportPoint(a, b, direction) | |
| 340 if support.Dot(direction) <= 0: | |
| 341 return result | |
| 342 simplex.insert(support, 0) | |
| 343 if nextSimplex(simplex, direction, twoDimensional = as2D): | |
| 344 let (normal, depth) = if as2D: collisionPoint2D(simplex, a, b) else: collisionPoint3D(simplex, a, b) | |
| 345 return (true, normal, depth) | |
| 346 # prevent numeric instability | |
| 347 if direction == NewVec3f(0, 0, 0): | |
| 348 direction[0] = 0.0001 | |
| 349 inc n | |
| 350 | |
| 351 func CalculateCollider*(points: openArray[Vec3f], theType: ColliderType): Collider = | |
| 352 var | |
| 353 minX = high(float32) | |
| 354 maxX = low(float32) | |
| 355 minY = high(float32) | |
| 356 maxY = low(float32) | |
| 357 minZ = high(float32) | |
| 358 maxZ = low(float32) | |
| 359 center: Vec3f | |
| 360 | |
| 361 for p in points: | |
| 362 minX = min(minX, p.x) | |
| 363 maxX = max(maxX, p.x) | |
| 364 minY = min(minY, p.y) | |
| 365 maxY = max(maxY, p.y) | |
| 366 minZ = min(minZ, p.z) | |
| 367 maxZ = max(maxz, p.z) | |
| 368 center = center + p | |
| 369 center = center / float32(points.len) | |
| 370 | |
| 371 let | |
| 372 scaleX = (maxX - minX) | |
| 373 scaleY = (maxY - minY) | |
| 374 scaleZ = (maxZ - minZ) | |
| 375 | |
| 376 if theType == Points: | |
| 377 result = Collider(theType: Points, points: @points) | |
| 378 else: | |
| 379 result = Collider(theType: theType, transform: Translate(minX, minY, minZ) * Scale(scaleX, scaleY, scaleZ)) | |
| 380 | |
| 381 if theType == Sphere: | |
| 382 result.transform = Translate(center) | |
| 383 for p in points: | |
| 384 result.radius = max(result.radius, (p - center).Length) |
