9. computational geometry and collision detection - 3d graphics and game development course

53
Computational Geometry & Collision detection Vectors, Dot Product, Cross Product, Basic Collision Detection George Georgiev http://academy.telerik.com Technical Trainer academy.telerik.c om /.../3d-game-deve lopm ent-opengl George Atanasov Front-End Developer

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Main topics:In this presentation, part of the 3D graphics and game develpment course, we discuss vectors, the vector dot product, the vector cross product and collision detection.http://academy.telerik.com/.../3d-game-development-openglTelerik Software Academy: http://www.academy.telerik.comThe website and all video materials are in Bulgarian

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Page 1: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Computational Geometry &

Collision detectionVectors, Dot Product, Cross Product,

Basic Collision Detection

George Georgiev

http://academy.telerik.com

Technical Trainer

academy.telerik.com

/.../3d-game-developm

ent-opengl

George AtanasovFront-End Developer

Page 2: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Table of Contents

Vectors Extended revision

The vector dot product The vector cross product Collision detection

In Game programming

Sphere collision

Bounding volumes

AABBs 2

Page 3: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

VectorsRevision, Normals, Projections

Page 4: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vectors – revision

4

Ordered sequences of numbers OA (6, 10, 18) – 3-dimensional

OA (6, 10) – 2-dimensional

OA (6, 10, 18, -5) – 4-dimensional

Have magnitude and direction

A

Page 5: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vectors – revision

5

No location Wherever you need them

Can represent points in space Points are vectors with a beginning

at the coordinate system center Example:

Point A(5, 10) describes the location (5, 10)

Vector U(5, 10), beginning at (0, 0), describes ‘the path’ to the location (5, 10)

Page 6: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vectors – revision

6

All vectors on the same line are called collinear Can be derived by scaling any

vector on the line E.g.: A(2, 1), B(3, 1.5), C(-1, -0.5) are

collinear

Two vectors, which are not collinear, lie on a plane and are called coplanar => Two non-collinear vectors define

a plane

Three vectors, which are not coplanar, define a space

Page 7: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vectors – revision Collinear vectors:

Coplanar vectors:

7

Page 8: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vectors – revision Vectors defining a 3D vector space

8

Page 9: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vectors – revision Perpendicular vectors

Constitute a right angle

Deriving a vector, perpendicular to a given one: Swap two of the coordinates of the

given vector (one of the swapped coordinates can’t be zero)

Multiply ONE of the swapped coordinates by -1

Example:

A (5, 10) given => A’(-10, 5) is perpendicular to A

V (3, 4, -1) given => V’(3, 1, 4) is perpendicular to V

9

Page 10: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vectors – revision

Normal vectors to a surface Constitute a right angle with flat

surfaces Perpendicular to at least two non-

collinear vectors on the plane

Constitute a right angle with the tangent to curved surfaces

10

Page 11: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vectors – revision Projection of a vector on another vector

11

Page 12: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vector Dot ProductDefinition, Application, Importance

Page 13: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vector dot product Dot Product (a.k.a. scalar product)

Take two equal-length sequences e.g. sequence A (5, 6) and sequence

B (-3, 2)

Multiply each element of A with each element of B A [i] * B [i]

Add the products Dot Product(A, B) =

A[0] * B[0] + A[1] * B[1] + … + A[i] * B[i] + … + A[n-1] * B[n-1] 13

Page 14: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vector dot product Dot Product (2)

Example: A (5, 6) B (-3, 2) = 5 * (-3) + 6 * 2

= -15 + 12 = -3

Result A scalar number

14

Page 15: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vector dot product Dot product of coordinate vectors

Take two vectors of equal dimensions

Apply the dot product to their coordinates 2D Example:

A(1, 2) . B(-1, 1) = 1*(-1) + 2*1 = 1

3D Example:

A(1, 2, -1) . B(-1, 1, 5) = 1*(-1) + 2*1 + (-1) * 5 = -4

Simple as that15

Page 16: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vector dot product Meaning in Euclidean geometry

If A(x1, y1, …), B(x2, y2, …) are vectors

theta is the angle, in radians, between A and B

Dot Product (A, B) = A . B = = |A|*|B|*cos(theta)

Applies to all dimensions (1D, 2D, 3D, 4D, … nD)

16

Page 17: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vector dot product Meaning in Euclidean geometry (2)

If U and V are unit vectors, then U . V = cosine of the angle between U and V

the oriented length of the projection of U on V

If U and V are non-unit vectors ( U . V ) divided by |U|*|V| = cosine of

the angle between U and V

( U . V ) divided by |V| = the oriented length of the projection of U on V 17

Page 18: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vector dot product Consequences

If A . B > 0, A and B are in the same half-space

If A . B = 0, A and B are perpendicular

If A . B < 0, A and B are in different half-spaces

Applications Calculating angles

Calculating projections

Calculating lights

Etc…

18

Page 19: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Dot Product ComputationLive Demo

Page 20: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vector Cross ProductDefinition, Features, Application

Page 21: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Vector cross product Cross product

Operates on vectors with up to 3 dimensions

Forms a determinant of a matrix of the vectors

Result – depends on the dimension In 2D – a scalar number (1D)

In 3D – a vector (3D)

Not defined for 1D and dimensions higher than 3

21

Page 22: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

2D Vector cross product 2D Cross product

Take the vectors U(x1, y1) and V(x2, y2)

Multiply their coordinates across and subtract:

U(x1, y1) x V(x2, y2) = (x1 * y2) – (x2 * y1)

Result A scalar number

22

Page 23: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

2D Vector cross product Scalar meaning in Euclidean geometry

If U(x1, y1) and V(x2, y2) are 2D vectors

theta is the angle between U and V

Cross Product (U, V) = U x V = = |U| * |V| * sin(theta)

|U| and |V| denote the length of U and V

Applies to 2D and 3D23

Page 24: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

2D Vector cross product Scalar meaning in Euclidean geometry (2) For every two 2D vectors U and V

U x V = the oriented face of the parallelogram, defined by U and V

For every three 2D points A, B and C If U x V = 0, then A, B and C are

collinear

If U x V > 0, then A, B and C constitute a ‘left turn’

If U x V < 0, then A, B and C constitute a ‘rightturn’

24

Page 25: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

2D Vector cross product Applications

Graham scan (2D convex hull)

Easy polygon area computation Cross product divided by two equals

oriented (signed) triangle area

2D orientation ‘left’ and ‘right’ turns

25

Page 26: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

2D Cross Product Computation

Live Demo

Page 27: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

3D Vector cross product 3D Cross product

Take two 3D vectors U(x1, y1, z1) and V(x2, y2, z2)

Calculate the following 3 coordinates

x3 = y1*z2 – y2*z1

y3 = z1*x2 – z2*x1

z3 = x1*y2 – x2*y1

Result

A 3D vector with coordinates (x3, y3, z3)

27

Page 28: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

3D Vector cross product Meaning in Euclidean geometry

The magnitude Always positive (length of the vector)

Has the unsigned properties of the 2D dot product

The vector Perpendicular to the initial vectors U

and V

Normal to the plane defined by U and V

Direction determined by the right-hand rule

28

Page 29: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

3D Vector cross product The right-hand rule

Index finger points in direction of first vector (a)

Middle finger points in direction of second vector (b)

Thumb points up in direction of the result of a x b

29

Page 30: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

3D Vector cross product

30

Unpredictable results occur with Cross product of two collinear

vectors

Cross product with a zero-vector

Applications Calculating normals to surfaces

Calculating torque (physics)

Page 31: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

3D Cross Product ComputationLive Demo

Page 32: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

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Page 33: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detectionBasics, Methods, Problems,

Optimization

Page 34: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection

34

Collisions in Game programming Any intersection of two objects’

geometry

Raise events in some form

Usually the main part in games

Collision response – deals with collision events

Page 35: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection

35

Collision objects Can raise collision events

Types Spheres

Cylinders

Boxes

Cones

Height fields

Triangle meshes

Page 36: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection

36

Sphere-sphere collision Easiest to detect

Used in particle systems

low-accuracy collision detection

Collision occurrence: Center-center distance less than sum

of radiuses

Optimization Avoid computation of square root

Page 37: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Sphere-sphere collision detection

Live Demo

Page 38: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection

38

Triangle meshes collision Very accurate

Programmatically heavy

Computation heavy (n2)

Rarely needed

Page 39: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection

39

Collision detection in Game programming Combines several collision models

Uses bounding volumes

Uses optimizations Axis-sweep

Lower accuracy in favor of speed

Page 40: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection Bounding volumes

Easy to check for collisions Spheres

Boxes

Cylinders, etc.

Contain high-triangle-count meshes

Tested for collision before the contained objects If the bounding volume doesn’t

collide, then the mesh doesn’t collide40

Page 41: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection Bounding sphere

Orientation-independent

Center – mesh’s center

Radius distance from mesh center to

farthest vertex

Effective for convex, oval bodies

mesh center equally distant from surface vertices

rotating bodies41

Page 42: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Bounding sphere generationLive Demo

Page 43: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection Minimum bounding sphere

Center – the center of the segment, connecting the two farthest mesh vertices

Radius – the half-length of the segment, connecting the two farthest mesh vertices

Efficient with convex, oval bodies

rotating bodies

Sphere center rotated with the other mesh vertices

43

Page 44: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Minimum bounding sphere generation

Live Demo

Page 45: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection Axis-aligned bounding box (AABB)

Very fast to check for collisions

Usually smaller volume than bounding spheres

Edges parallel to coordinate axes

Minimum corner coordinates – lowest coordinate ends

of mesh

Maximum corner coordinates – highest coordinate

ends of mesh45

Page 46: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection Axis-aligned bounding box (2)

Efficient with non-rotating bodies

convex bodies

oblong bodies

If the body rotates, the AABB needs to be recomputed

46

Page 47: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Axis-aligned bounding box generation

Live Demo

Page 48: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection Checking AABBs for collision

Treat the minimum and maximum corners’ coordinates as interval edges

3D case If the x intervals overlap

And the y intervals overlap

And the z intervals overlap

Then the AABBs intersect / collide

48

Page 49: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Axis-aligned bounding box collision detection

Live Demo

Page 50: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Collision detection Oriented bounding box (OBB)

Generated as AABB

Rotates along with the object’s geometry

Advantage: Rotating it is much faster than

creating an new AABB

Usually less volume than AABB

Disadvantage: Much slower collision check 50

Page 51: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

Oriented bounding box updating

Live Demo

Page 52: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

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Computational geometry & Collision

detection

http://academy.telerik.com/

Page 53: 9. Computational Geometry and Collision Detection - 3D Graphics and Game Development Course

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