Reputation: 409
The problem:
Certain inputs into my collision function don't seem to give the right result. I implement the SAT algorithm for testing the collision of a bounding box and a triangle. The input that doesn't work happens when the bounding box is in negative coordinates and 1 point of the triangle is poking into it.
Sample input:
This input does not collide, when it should!
BoundingBox bb;
// bb.value[0] is the minimum point
bb.value[0][0] = -1.0f;
bb.value[0][1] = -1.0f;
bb.value[0][2] = 0.0f;
// bb.value[1] is the maximum point
bb.value[1][0] = 0.0f;
bb.value[1][1] = 1.0f;
bb.value[1][2] = 0.0f;
ModelLocation v1 = {-0.5f, 1.0f, 0.0f};
ModelLocation v2 = {-0.4f, 1.2f, 0.0f};
ModelLocation v3 = {-0.6f, 1.2f, 0.0f};
_______
\ /
\ /
\ /
____x_____ <-- Would be collision.
| |
| |
| |
|________|
This input collides like it should. Notice the only change is that its a different shaped triangle now. It still intersects the same point.
BoundingBox bb;
// bb.value[0] is the minimum point
bb.value[0][0] = -1.0f;
bb.value[0][1] = -1.0f;
bb.value[0][2] = 0.0f;
// bb.value[1] is the maximum point
bb.value[1][0] = 0.0f;
bb.value[1][1] = 1.0f;
bb.value[1][2] = 0.0f;
ModelLocation v1 = {-0.5f, 1.0f, 0.0f};
ModelLocation v2 = {-0.5f, 1.2f, 0.0f}; // <--- Small change here.
ModelLocation v3 = {-0.6f, 1.2f, 0.0f};
_ _
| /
| /
| /
____x_____ <-- Collision.
| |
| |
| |
|________|
This input is the same as the first input except with the bounding box and the triangle are in a positive quadrant. Just moving them a little bit makes them collide.
BoundingBox bb;
// bb.value[0] is the minimum point
bb.value[0][0] = 0.0f;
bb.value[0][1] = 0.0f;
bb.value[0][2] = 0.0f;
// bb.value[1] is the maximum point
bb.value[1][0] = 1.0f;
bb.value[1][1] = 1.0f;
bb.value[1][2] = 0.0f;
ModelLocation v1 = {0.5f, 1.0f, 0.0f};
ModelLocation v2 = {0.4f, 1.2f, 0.0f};
ModelLocation v3 = {0.6f, 1.2f, 0.0f};
_______
\ /
\ /
\ /
____x_____ <-- Collision.
| |
| |
| |
|________|
These inputs put the point of the triangle directly on the plane of the bounding box, however with the first input, stabbing it a little more with the triangle doesn't work unless you stab it a lot. For example values 1.0f through 0.7f will not collide even though it is stabbing through the plane.
Colision code:
U8 Math::collide(BoundingBox& bb, ModelLocation v1, ModelLocation v2, ModelLocation v3)
{
// Test if inside
if( bb.value[0][0] <= v1[0] && bb.value[0][1] <= v1[1] && bb.value[0][2] <= v1[2] &&
bb.value[0][0] <= v2[0] && bb.value[0][1] <= v2[1] && bb.value[0][2] <= v2[2] &&
bb.value[0][0] <= v3[0] && bb.value[0][1] <= v3[1] && bb.value[0][2] <= v3[2] &&
bb.value[1][0] >= v1[0] && bb.value[1][1] >= v1[1] && bb.value[1][2] >= v1[2] &&
bb.value[1][0] >= v2[0] && bb.value[1][1] >= v2[1] && bb.value[1][2] >= v2[2] &&
bb.value[1][0] >= v3[0] && bb.value[1][1] >= v3[1] && bb.value[1][2] >= v3[2])
return true;
ModelLocation xAxis = {1.0f, 0.0f, 0.0f};
ModelLocation yAxis = {0.0f, 1.0f, 0.0f};
ModelLocation zAxis = {0.0f, 0.0f, 1.0f};
// test the x, y, and z axes
if(!i_collide(bb, v1, v2, v3, xAxis)) return false;
if(!i_collide(bb, v1, v2, v3, yAxis)) return false;
if(!i_collide(bb, v1, v2, v3, zAxis)) return false;
// test the triangle normal
ModelLocation axis;
ModelLocation triedge1 = v2-v1;
ModelLocation triedge2 = v3-v2;
axis = triedge1.cross(triedge2).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
// test the 9 edge cross products
ModelLocation triedge3 = v1-v3;
axis = xAxis.cross(triedge1).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = xAxis.cross(triedge2).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = xAxis.cross(triedge3).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = yAxis.cross(triedge1).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = yAxis.cross(triedge2).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = yAxis.cross(triedge3).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = zAxis.cross(triedge1).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false; // <-- Fails test for input 1.
axis = zAxis.cross(triedge2).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
axis = zAxis.cross(triedge3).normalized();
if(!i_collide(bb, v1, v2, v3, axis)) return false;
return true;
}
U8 Math::i_collide(BoundingBox& bb, ModelLocation& v1, ModelLocation& v2, ModelLocation& v3, ModelLocation& axis)
{
if(i_getMin(bb, axis)>i_getMax(v1, v2, v3, axis)) return false;
if(i_getMax(bb, axis)<i_getMin(v1, v2, v3, axis)) return false; // <-- Fails test for input 1.
return true;
}
F32 Math::i_getMin(BoundingBox& bb, ModelLocation& axis)
{
F32 n1 = bb.value[0].dot(axis);
F32 n2 = bb.value[1].dot(axis);
if(n1<n2)
return n1;
return n2;
}
F32 Math::i_getMax(BoundingBox& bb, ModelLocation& axis)
{
F32 n1 = bb.value[0].dot(axis);
F32 n2 = bb.value[1].dot(axis);
if(n1>n2)
return n1;
return n2;
}
F32 Math::i_getMin(ModelLocation& v1, ModelLocation& v2, ModelLocation& v3, ModelLocation& axis)
{
F32 n1 = v1.dot(axis);
F32 n2 = v2.dot(axis);
F32 n3 = v3.dot(axis);
F32 n = n1;
if(n2 < n)
n = n2;
if(n3 < n)
n = n3;
return n;
}
F32 Math::i_getMax(ModelLocation& v1, ModelLocation& v2, ModelLocation& v3, ModelLocation& axis)
{
F32 n1 = v1.dot(axis);
F32 n2 = v2.dot(axis);
F32 n3 = v3.dot(axis);
F32 n = n1;
if(n2 > n)
n = n2;
if(n3 > n)
n = n3;
return n;
}
Upvotes: 0
Views: 237
Reputation: 409
Figured it out. I needed to normalize the cross products for accuracy and I needed to test against the rest of the points on the bounding box. I forgot and only tested the minimun and maximum points.
...
Wish I knew why I was downvoted. =(
Upvotes: 2