Separating Axis Theorem(分离轴理论)Raycast

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

碰撞检测之Ray-Box检测_第1张图片



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

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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。

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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

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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

碰撞检测之Ray-Box检测_第2张图片       


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

碰撞检测之Ray-Box检测

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转载自blog.csdn.net/linuxheik/article/details/80297852
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