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    [原]碰撞检测之Ray-Box检测

    qp120291570发表于 2016-02-23 02:27:37
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    Separating Axis Theorem(分离轴理论)

    在学习Ray-Box检测之前,首先来学习一些这个分离轴理论!

    先说二维情况,一句话

    Two convex polygons do not intersect if and only if there exists a line such that the projections of the two polygons onto the line do not intersect.

    咳咳,翻译一下

    两个凸包多边形,当且仅当存在一条线,这两个多边形在这条线上的投影不相交,则这两个多边形也不相交, 如下图所示




    将多边形换成多面体,线变成面,就变成了三维空间中的分离轴了。


    对于矩形,假设出现碰撞的情况,则存在分离轴平行矩形的一条边。(这个后面会证明)


    Ray - Rect检测

    在到三维之前,还是来看二维的情况,也就是Ray-Rect检测。

    假定Rect的中心为原点,所以就是下面这样



    首先要面对的一个问题就是射线的原点是否在矩形的内部,这里就用到了分离轴的定理。

    将矩形投影到对应的轴上,如果没有和射线原点的投影重合,那么就不在矩形里面。


    接下来判断是否相交,这里提到了一个简单 slab method,简单说来,首先将矩形的四条边无限延伸,那么整个平面就被矩形分割成了几个部分,用这个”井字“去切割射线,如果得得到的线段在矩形内,那么就相交了。如下图所示,绿色的射线是相交的,红色的没有相交。



    简单的代码

    bool intersection(box b, ray r) {
        double tmin = -INFINITY, tmax = INFINITY;
     
        if (ray.n.x != 0.0) {
            double tx1 = (b.min.x - r.x0.x)/r.n.x;
            double tx2 = (b.max.x - r.x0.x)/r.n.x;
     
            tmin = max(tmin, min(tx1, tx2));
            tmax = min(tmax, max(tx1, tx2));
        }
     
        if (ray.n.y != 0.0) {
            double ty1 = (b.min.y - r.x0.y)/r.n.y;
            double ty2 = (b.max.y - r.x0.y)/r.n.y;
     
            tmin = max(tmin, min(ty1, ty2));
            tmax = min(tmax, max(ty1, ty2));
        }
     
        return tmax >= tmin;
    }


    三维空间

    直接贴代码了。

    加了坐标系的转换,代码是参考PhysX里优化过的代码,但原理基本不变。

      public static bool Raycast(Ray ray, float distance, Box box, out RaycastHitInfo hitInfo)
            {
                Quaternion inverRot = Quaternion.Inverse(box.rotation);
                Vector3 origin = ray.origin - box.center;
    
                Vector3 localOrigin = inverRot * origin;
                Vector3 localDir = inverRot * ray.direction;
                Ray localRay = new Ray(localOrigin, localDir);
    
                if (!IntersectRayAABB(localRay, distance, 0.5f * box.extents, out hitInfo))
                {
                    return false;
                }
                hitInfo.normal = box.rotation * hitInfo.normal;
                hitInfo.point = box.rotation * hitInfo.point + box.center;
                return true;
            }
    
            public static bool IntersectRayAABB(Ray ray, float distance, Vector3 dimension, out RaycastHitInfo hitInfo)
            {
                float RAYAABB_EPSILON = 0.00001f;
                hitInfo = new RaycastHitInfo();
                Vector3 minPos = -dimension;
                Vector3 maxPos = dimension;
                Vector3 maxT = -Vector3.one;
                bool isInside = true;
    
                for (int i = 0; i < 3; i++)
                {
                    if (ray.origin[i] < minPos[i])
                    {
                        hitInfo.point[i] = minPos[i];
                        isInside = false;
                        if (ray.direction[i] != 0)
                            maxT[i] = (minPos[i] - ray.origin[i]) / ray.direction[i];
                    }
                    else if (ray.origin[i] > maxPos[i])
                    {
                        hitInfo.point[i] = maxPos[i];
                        isInside = false;
                        if (ray.direction[i] != 0)
                            maxT[i] = (maxPos[i] - ray.origin[i]) / ray.direction[i];
                    }
                }
    
                // Ray origin inside bounding box
                if (isInside)
                {
                    hitInfo.point = ray.origin;
                    hitInfo.distance = 0;
                    hitInfo.normal = -ray.direction;
                    return true;
                }
    
                // Get largest of the maxT's for final choice of intersection
                int whichPlane = 0;
                if (maxT[1] > maxT[whichPlane]) whichPlane = 1;
                if (maxT[2] > maxT[whichPlane]) whichPlane = 2;
    
                //Ray distance large than ray cast ditance
                if (maxT[whichPlane] > distance)
                { return false; }
    
                // Check final candidate actually inside box
                for (int i = 0; i < 3; i++)
                {
                    if (i != whichPlane)
                    {
                        hitInfo.point[i] = ray.origin[i] + maxT[whichPlane] * ray.direction[i];
                        if (hitInfo.point[i] < minPos[i] - RAYAABB_EPSILON || hitInfo.point[i] > maxPos[i] + RAYAABB_EPSILON)
                            return false;
                        //	if (hitInfo.point[i] < minPos[i] || hitInfo.point[i] > maxPos[i])
                        //	return false;
                    }
                }
    
                hitInfo.distance = maxT[whichPlane];
                Vector3 normal = Vector3.zero;
                normal[whichPlane] = (hitInfo.point[whichPlane] > 0) ? 1 : -1;
                hitInfo.normal = normal;
                return true;
            }


    测试代码

    public class RayBoxTester : MonoBehaviour {
    
        public GameObject box;
        Box _box;
        // Use this for initialization
        void Start () {
            _box = new Box(Vector3.zero, Vector3.one, Quaternion.identity);
        }
    	
    	// Update is called once per frame
    	void Update () {
            //Ray OBB test.
            Ray ray2 = new Ray(Vector3.zero, new Vector3(1, 1, 1));
            RaycastHitInfo hitinfo2;
            //ray2.origin = rayOrigin.transform.position;
            float castDistance = 10f;
    
            _box.center = box.transform.position;
            _box.extents = box.transform.localScale;
            _box.rotation = box.transform.rotation;
            if (NRaycastTests.Raycast(ray2, castDistance, _box, out hitinfo2))
            {
                Debug.DrawLine(ray2.origin, ray2.origin + ray2.direction * hitinfo2.distance, Color.red, 0, false);
                Debug.DrawLine(hitinfo2.point, hitinfo2.point + hitinfo2.normal, Color.green, 0, false);
            }
            else
            {
                Debug.DrawLine(ray2.origin, ray2.origin + ray2.direction * castDistance, Color.blue, 0, false);
            }
        }
    }
    


    结果

           


    收工。


    参考

    FAST, BRANCHLESS RAY/BOUNDING BOX INTERSECTIONS  - https://tavianator.com/fast-branchless-raybounding-box-intersections/

    Hyperplane_separation_theorem - https://en.wikipedia.org/wiki/Hyperplane_separation_theorem

    Ray - Box Intersection  - http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm

    PhysX 3.3  source code



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