refactor a bit (merge swept sphere entity and packet classes)

This commit is contained in:
Gered 2013-09-14 22:45:21 -04:00
parent 705f0fab36
commit c85410b885
6 changed files with 135 additions and 127 deletions

View file

@ -0,0 +1,73 @@
package com.blarg.gdx.math;
import com.badlogic.gdx.math.Vector3;
public class SweptSphere {
public final Vector3 position = new Vector3();
public boolean foundCollision;
public float nearestCollisionDistance;
public final Vector3 nearestCollisionPoint = new Vector3();
public boolean isOnGround;
public boolean isSliding;
public final Vector3 slidingPlaneNormal = new Vector3();
public final Vector3 slidingPlaneOrigin = new Vector3();
public final Vector3 radius = new Vector3();
// "ellipsoid space" fields, equivalent to the above similarly named fields
// they probably shouldn't be used directly
public final Vector3 esPosition = new Vector3();
public final Vector3 esVelocity = new Vector3();
public final Vector3 esNormalizedVelocity = new Vector3();
public final Vector3 esIntersectionPoint = new Vector3();
public void setRadius(float radius) {
this.radius.set(radius, radius, radius);
}
public void setRadius(float radiusX, float radiusY, float radiusZ) {
this.radius.set(radiusX, radiusY, radiusZ);
}
public void reset() {
position.set(Vector3.Zero);
foundCollision = false;
nearestCollisionDistance = 0.0f;
nearestCollisionPoint.set(Vector3.Zero);
isOnGround = false;
isSliding = false;
slidingPlaneNormal.set(Vector3.Zero);
slidingPlaneOrigin.set(Vector3.Zero);
radius.set(Vector3.Zero);
esPosition.set(Vector3.Zero);
esVelocity.set(Vector3.Zero);
esNormalizedVelocity.set(Vector3.Zero);
esIntersectionPoint.set(Vector3.Zero);
}
public static void toEllipsoidSpace(Vector3 in, Vector3 ellipsoidRadius, Vector3 out) {
out.x = in.x / ellipsoidRadius.x;
out.y = in.y / ellipsoidRadius.y;
out.z = in.z / ellipsoidRadius.z;
}
public static void toEllipsoidSpace(Vector3 v, Vector3 ellipsoidRadius) {
v.x /= ellipsoidRadius.x;
v.y /= ellipsoidRadius.y;
v.z /= ellipsoidRadius.z;
}
public static void fromEllipsoidSpace(Vector3 in, Vector3 ellipsoidRadius, Vector3 out) {
out.x = in.x * ellipsoidRadius.x;
out.y = in.y * ellipsoidRadius.y;
out.z = in.z * ellipsoidRadius.z;
}
public static void fromEllipsoidSpace(Vector3 v, Vector3 ellipsoidRadius) {
v.x *= ellipsoidRadius.x;
v.y *= ellipsoidRadius.y;
v.z *= ellipsoidRadius.z;
}
}

View file

@ -1,41 +0,0 @@
package com.blarg.gdx.math;
import com.badlogic.gdx.math.Vector3;
public final class SweptSphereCollisionPacket {
// defines the x/y/z radius of the entity being checked
public final Vector3 ellipsoidRadius = new Vector3();
public boolean foundCollision;
public float nearestDistance;
// the below fields are all in "ellipsoid space"
public final Vector3 esVelocity = new Vector3(); // velocity of the entity
public final Vector3 esNormalizedVelocity = new Vector3();
public final Vector3 esPosition = new Vector3(); // current position of the entity
public final Vector3 esIntersectionPoint = new Vector3(); // if an intersection is found
public void toEllipsoidSpace(Vector3 v, Vector3 out) {
out.x = v.x / ellipsoidRadius.x;
out.y = v.y / ellipsoidRadius.y;
out.z = v.z / ellipsoidRadius.z;
}
public void fromEllipsoidSpace(Vector3 v, Vector3 out) {
out.x = v.x * ellipsoidRadius.x;
out.y = v.y * ellipsoidRadius.y;
out.z = v.z * ellipsoidRadius.z;
}
public void reset() {
ellipsoidRadius.set(Vector3.Zero);
foundCollision = false;
nearestDistance = 0.0f;
esVelocity.set(Vector3.Zero);
esNormalizedVelocity.set(Vector3.Zero);
esPosition.set(Vector3.Zero);
esIntersectionPoint.set(Vector3.Zero);
}
}

View file

@ -15,23 +15,23 @@ public final class SweptSphereCollisionTester {
static final Vector3 edge = new Vector3();
static final Vector3 baseToVertex = new Vector3();
public static boolean test(SweptSphereCollisionPacket packet, Vector3 v1, Vector3 v2, Vector3 v3) {
public static boolean test(SweptSphere sphere, Vector3 v1, Vector3 v2, Vector3 v3) {
boolean foundCollision = false;
packet.toEllipsoidSpace(v1, p1);
packet.toEllipsoidSpace(v2, p2);
packet.toEllipsoidSpace(v3, p3);
SweptSphere.toEllipsoidSpace(v1, sphere.radius, p1);
SweptSphere.toEllipsoidSpace(v2, sphere.radius, p2);
SweptSphere.toEllipsoidSpace(v3, sphere.radius, p3);
trianglePlane.set(p1, p2, p3);
collisionPoint.set(Vector3.Zero);
// Is the triangle front-facing to the entity's velocity?
if (trianglePlane.isFrontFacing(packet.esNormalizedVelocity)) {
if (trianglePlane.isFrontFacing(sphere.esNormalizedVelocity)) {
float t0;
float t1;
boolean embeddedInPlane = false;
float distToTrianglePlane = trianglePlane.distance(packet.esPosition);
float normalDotVelocity = trianglePlane.normal.dot(packet.esVelocity);
float distToTrianglePlane = trianglePlane.distance(sphere.esPosition);
float normalDotVelocity = trianglePlane.normal.dot(sphere.esVelocity);
// Is the sphere travelling parallel to the plane?
if (normalDotVelocity == 0.0f) {
@ -75,9 +75,9 @@ public final class SweptSphereCollisionTester {
// side of the triangle plane.
if (!embeddedInPlane) {
// planeIntersectionPoint = (packet.esPosition - trianglePlane.normal) + packet.esVelocity * t0
tmp1.set(packet.esVelocity).scl(t0);
tmp1.set(sphere.esVelocity).scl(t0);
planeIntersectionPoint
.set(packet.esPosition)
.set(sphere.esPosition)
.sub(trianglePlane.normal)
.add(tmp1);
@ -91,8 +91,8 @@ public final class SweptSphereCollisionTester {
// If we haven't found a collision at this point, we need to check the
// points and edges of the triangle
if (!foundCollision) {
Vector3 velocity = packet.esVelocity;
Vector3 base = packet.esPosition;
Vector3 velocity = sphere.esVelocity;
Vector3 base = sphere.esPosition;
float velocitySquaredLength = velocity.len2();
float a, b, c;
float newT;
@ -206,13 +206,13 @@ public final class SweptSphereCollisionTester {
// Set result of test
if (foundCollision) {
float distanceToCollision = t * packet.esVelocity.len();
float distanceToCollision = t * sphere.esVelocity.len();
// Does this triangle qualify for the closest collision?
if (!packet.foundCollision || distanceToCollision < packet.nearestDistance) {
packet.nearestDistance = distanceToCollision;
packet.esIntersectionPoint.set(collisionPoint);
packet.foundCollision = true;
if (!sphere.foundCollision || distanceToCollision < sphere.nearestCollisionDistance) {
sphere.nearestCollisionDistance = distanceToCollision;
sphere.esIntersectionPoint.set(collisionPoint);
sphere.foundCollision = true;
}
}
}

View file

@ -1,25 +0,0 @@
package com.blarg.gdx.math;
import com.badlogic.gdx.math.Vector3;
public class SweptSphereEntity {
public final Vector3 position = new Vector3();
public boolean foundCollision;
public final Vector3 nearestCollisionPoint = new Vector3();
public boolean isSliding;
public final Vector3 slidingPlaneNormal = new Vector3();
public final SweptSphereCollisionPacket collisionPacket = new SweptSphereCollisionPacket();
public SweptSphereEntity() {
}
public void setSize(float radius) {
collisionPacket.ellipsoidRadius.set(radius, radius, radius);
}
public void setSize(float radiusX, float radiusY, float radiusZ) {
collisionPacket.ellipsoidRadius.set(radiusX, radiusY, radiusZ);
}
}

View file

@ -25,36 +25,38 @@ public class SweptSphereHandler {
this.maxRecursionDepth = maxRecursionDepth;
}
public void handleMovement(SweptSphereEntity entity, Vector3 velocity, Vector3 outVelocity, boolean onlySlideIfTooSteep, float tooSteepAngleY) {
public void handleMovement(SweptSphere sphere, Vector3 velocity, Vector3 outVelocity, boolean onlySlideIfTooSteep, float tooSteepAngleY) {
// don't attempt to process movement if the entity is not moving!
if (velocity.len2() > 0.0f) {
// calculate maximum possible collision area (world space)
calculatePossibleCollisionArea(entity, velocity);
calculatePossibleCollisionArea(sphere, velocity);
// convert position and velocity to ellipsoid space
Vector3 esPosition = new Vector3();
Vector3 esVelocity = new Vector3();
entity.collisionPacket.toEllipsoidSpace(entity.position, esPosition);
entity.collisionPacket.toEllipsoidSpace(velocity, esVelocity);
SweptSphere.toEllipsoidSpace(sphere.position, sphere.radius, esPosition);
SweptSphere.toEllipsoidSpace(velocity, sphere.radius, esVelocity);
// check for and respond to any collisions along this velocity vector
entity.collisionPacket.nearestDistance = 0.0f;
entity.collisionPacket.foundCollision = false;
entity.collisionPacket.esIntersectionPoint.set(Vector3.Zero);
sphere.nearestCollisionDistance = 0.0f;
sphere.foundCollision = false;
sphere.esIntersectionPoint.set(Vector3.Zero);
Vector3 resultingVelocity = new Vector3();
Vector3 newEsPosition = getNewPositionForMovement(0, entity, esPosition, esVelocity, resultingVelocity, true, onlySlideIfTooSteep, tooSteepAngleY);
Vector3 newEsPosition = getNewPositionForMovement(0, sphere, esPosition, esVelocity, resultingVelocity, true, onlySlideIfTooSteep, tooSteepAngleY);
// resulting velocity will have been calculated in ellipsoid space
entity.collisionPacket.fromEllipsoidSpace(resultingVelocity, resultingVelocity);
SweptSphere.fromEllipsoidSpace(resultingVelocity, sphere.radius);
entity.foundCollision = entity.collisionPacket.foundCollision;
if (entity.collisionPacket.foundCollision)
entity.collisionPacket.fromEllipsoidSpace(entity.collisionPacket.esIntersectionPoint, entity.nearestCollisionPoint);
if (sphere.foundCollision)
SweptSphere.fromEllipsoidSpace(sphere.esIntersectionPoint, sphere.radius, sphere.nearestCollisionPoint);
else
entity.nearestCollisionPoint.set(Vector3.Zero);
sphere.nearestCollisionPoint.set(Vector3.Zero);
// sliding plane origin will be in ellipsoid space still...
SweptSphere.fromEllipsoidSpace(sphere.slidingPlaneOrigin, sphere.radius);
// convert the new position back to normal space and move the entity there
entity.collisionPacket.fromEllipsoidSpace(newEsPosition, entity.position);
SweptSphere.fromEllipsoidSpace(newEsPosition, sphere.radius, sphere.position);
outVelocity.set(resultingVelocity);
}
@ -63,7 +65,7 @@ public class SweptSphereHandler {
}
private Vector3 getNewPositionForMovement(int recursionDepth,
SweptSphereEntity entity,
SweptSphere sphere,
Vector3 currentPosition,
Vector3 velocity,
Vector3 responseVelocity,
@ -77,16 +79,16 @@ public class SweptSphereHandler {
responseVelocity.set(velocity);
// set up the collision check information
entity.collisionPacket.esVelocity.set(velocity);
entity.collisionPacket.esNormalizedVelocity.set(velocity.nor());
entity.collisionPacket.esPosition.set(currentPosition);
entity.collisionPacket.foundCollision = false;
sphere.esVelocity.set(velocity);
sphere.esNormalizedVelocity.set(velocity.nor());
sphere.esPosition.set(currentPosition);
sphere.foundCollision = false;
// perform the check
collisionChecker.checkForCollisions(entity, possibleCollisionArea);
collisionChecker.checkForCollisions(sphere, possibleCollisionArea);
// if there was no collision, simply move along the velocity vector
if (!entity.collisionPacket.foundCollision)
if (!sphere.foundCollision)
return new Vector3(currentPosition).add(velocity);
// a collision did occur
@ -94,12 +96,12 @@ public class SweptSphereHandler {
Vector3 destination = new Vector3(currentPosition).add(velocity);
Vector3 newPosition = new Vector3(currentPosition);
if (entity.collisionPacket.nearestDistance >= collisionVeryCloseDistance) {
if (sphere.nearestCollisionDistance >= collisionVeryCloseDistance) {
// we haven't yet moved up too close to the nearest collision, so
// let's inch forward a bit
// figure out the new position that we need to move up to
float moveUpLength = entity.collisionPacket.nearestDistance - collisionVeryCloseDistance;
float moveUpLength = sphere.nearestCollisionDistance - collisionVeryCloseDistance;
// HACK: if the above length ends up being 0, "v" calculated below will
// end up with "NaN" x/y/z components which will eventually cause
@ -109,18 +111,18 @@ public class SweptSphereHandler {
// still very small (below the VERY_CLOSE_DISTANCE threshold) then
// it appears to work fine.
if (moveUpLength == 0.0f)
moveUpLength = entity.collisionPacket.nearestDistance - (collisionVeryCloseDistance * 0.5f);
moveUpLength = sphere.nearestCollisionDistance - (collisionVeryCloseDistance * 0.5f);
tmp1.set(velocity);
MathHelpers.setLengthOf(tmp1, moveUpLength);
newPosition.set(entity.collisionPacket.esPosition).add(tmp1);
newPosition.set(sphere.esPosition).add(tmp1);
// adjust the polygon intersection point, so the sliding plane will be
// unaffected by the fact that we move slightly less than the collision
// tells us
tmp1.nor();
tmp1.scl(collisionVeryCloseDistance);
entity.collisionPacket.esIntersectionPoint.sub(tmp1);
sphere.esIntersectionPoint.sub(tmp1);
}
if (!canSlide) {
@ -129,27 +131,26 @@ public class SweptSphereHandler {
}
// we can slide, so determine the sliding plane
Vector3 slidePlaneOrigin = new Vector3(entity.collisionPacket.esIntersectionPoint);
Vector3 slidePlaneNormal = new Vector3(newPosition).sub(entity.collisionPacket.esIntersectionPoint).nor();
Plane slidingPlane = new Plane(slidePlaneOrigin, slidePlaneNormal);
sphere.slidingPlaneOrigin.set(sphere.esIntersectionPoint);
sphere.slidingPlaneNormal.set(newPosition).sub(sphere.esIntersectionPoint).nor();
Plane slidingPlane = new Plane(sphere.slidingPlaneNormal, sphere.slidingPlaneOrigin);
// determine slide angle and then check if we need to bail out on sliding
// depending on how steep the slide plane is
entity.slidingPlaneNormal.set(slidePlaneNormal);
float slidingYAngle = (float)Math.acos(slidePlaneNormal.dot(Vector3.Y));
float slidingYAngle = (float)Math.acos(sphere.slidingPlaneNormal.dot(Vector3.Y));
if (onlySlideIfTooSteep && slidingYAngle < (tooSteepAngleY * MathUtils.degreesToRadians)) {
responseVelocity.set(Vector3.Zero);
return newPosition;
}
tmp1.set(slidePlaneNormal).scl(slidingPlane.distance(destination));
tmp1.set(sphere.slidingPlaneNormal).scl(slidingPlane.distance(destination));
Vector3 newDestination = new Vector3(destination).sub(tmp1);
// generate the slide vector, which will become our new velocity vector
// for the next iteration
entity.isSliding = true;
Vector3 newVelocity = new Vector3(newDestination).sub(entity.collisionPacket.esIntersectionPoint);
sphere.isSliding = true;
Vector3 newVelocity = new Vector3(newDestination).sub(sphere.esIntersectionPoint);
responseVelocity.set(newVelocity);
// don't recurse if the velocity is very small
@ -158,20 +159,20 @@ public class SweptSphereHandler {
// recurse
++recursionDepth;
return getNewPositionForMovement(recursionDepth, entity, newPosition, newVelocity, responseVelocity, canSlide, onlySlideIfTooSteep, tooSteepAngleY);
return getNewPositionForMovement(recursionDepth, sphere, newPosition, newVelocity, responseVelocity, canSlide, onlySlideIfTooSteep, tooSteepAngleY);
}
private void calculatePossibleCollisionArea(SweptSphereEntity entity, Vector3 velocity) {
tmp1.set(entity.position).add(velocity); // the "end" position
Vector3 radius = entity.collisionPacket.ellipsoidRadius;
private void calculatePossibleCollisionArea(SweptSphere sphere, Vector3 velocity) {
tmp1.set(sphere.position).add(velocity); // the "end" position
Vector3 radius = sphere.radius;
possibleCollisionArea.min.x = Math.min(entity.position.x, tmp1.x) - radius.x;
possibleCollisionArea.min.y = Math.min(entity.position.y, tmp1.y) - radius.y;
possibleCollisionArea.min.z = Math.min(entity.position.z, tmp1.z) - radius.z;
possibleCollisionArea.min.x = Math.min(sphere.position.x, tmp1.x) - radius.x;
possibleCollisionArea.min.y = Math.min(sphere.position.y, tmp1.y) - radius.y;
possibleCollisionArea.min.z = Math.min(sphere.position.z, tmp1.z) - radius.z;
possibleCollisionArea.max.x = Math.max(entity.position.x, tmp1.x) + radius.x;
possibleCollisionArea.max.y = Math.max(entity.position.y, tmp1.y) + radius.y;
possibleCollisionArea.max.z = Math.max(entity.position.z, tmp1.z) + radius.z;
possibleCollisionArea.max.x = Math.max(sphere.position.x, tmp1.x) + radius.x;
possibleCollisionArea.max.y = Math.max(sphere.position.y, tmp1.y) + radius.y;
possibleCollisionArea.max.z = Math.max(sphere.position.z, tmp1.z) + radius.z;
}
}

View file

@ -3,5 +3,5 @@ package com.blarg.gdx.math;
import com.badlogic.gdx.math.collision.BoundingBox;
public interface SweptSphereWorldCollisionChecker {
void checkForCollisions(SweptSphereEntity entity, BoundingBox possibleCollisionArea);
void checkForCollisions(SweptSphere sphere, BoundingBox possibleCollisionArea);
}