[ODE] RE: Terrain<->Box collision without tri-collider

gl gl at ntlworld.com
Mon Jan 27 19:18:02 2003


Excellent - maybe Stephan or Fabian could take a look at that, as you're
both already familiar with sphere interaction?  I'll have to take some time
with the ODE source.

BTW, I actually I have a working heightfield raytracer - it needs a bit of
work as it was kinda implementation specific (and I changed my implemenation
since), but I could certainly contribute that.

If you're not familiar with grid tracing, it's basically a pretty fast way
to raytrace regular heighfields.  It's essentially a modified Bresenham line
drawing algorithm:

Grid Tracing: Fast Ray Tracing for Height Fields -
http://www.wizardnet.com/musgrave/grid_tracing.ps

Of course if someone has a faster way, shout.  Note however that we all seem
interested in real-time deformable terrain, so any algorithm would have to
accomodate that without too much of a hit caching things...
--
gl

----- Original Message -----
From: "McEvoy, Nick" <nick.mcevoy@dsto.defence.gov.au>
To: <ode@q12.org>
Sent: Monday, January 27, 2003 11:58 PM
Subject: [ODE] RE: Terrain<->Box collision without tri-collider


> Stephan Heigl wrote:
> >Hi,
> >due to data duplication i'd like to do the collision tests against the
terrain
> >without the tricollider and OPCODE. So i created a custom dTerrainGeom. I
> >found some info on how to do terrain<->sphere intersection but nothing on
box
> >intersection.
> >Any idea how to handle that?
> >Thank you very much in advance.
>
> I've managed to get tri-box collision working without using tricollider or
OPCODE.
>
> My solution was to use Tomas Akenine-Möller Fast 3D Triangle-Box Overlap
Testing - tribox.cpp at
http://www.acm.org/jgt/papers/AkenineMoller01/tribox.html.
>
> Read how it works: http://www.ce.chalmers.se/staff/tomasm/pubs/tribox.pdf
>
> Steps involved:
> 1. do a simple bounding sphere test to determine potentially 'hit'
triangles near your object
> 2. check each potentially 'hit' triangle using Tomas Akenine-Möller tribox
test
> 3. if a tribox test returns true then use ODE box-plane collide method
(dCollideBP) to generate the contact geom
> 4. generate contacts as usual (ie. using ODE's method dJointCreateContact)
>
> Sorry, my code below is a little bit application specific (I use PLIB as
my scene graph) ... but it shows my words above as real code.  My code below
starts at step 2 ... PLIB has already determined potentially 'hit' triangles
(pHitList) for me (ie. step 1).
>
> bool
> reTriangleBoxContact(int iNumHits,
> ssgHit* pHitList,
> dBodyID BoxBody,
> dGeomID BoxGeom)
> {
> reList<dContact> ContactList;
>
> // Check for hits
> if (iNumHits > 0 && pHitList)
> {
> //printf("** hits <%d>\n", iNumHits);
>
> for (int i = 0; i < iNumHits; i++)
> {
> ssgHit* h = &pHitList[i];
>
> sgVec3 vTriangle[3];
> sgVec3 vTriangleNormal;
>
> // Get 'hit' triangle in leaf
> short v1, v2, v3;
> h->leaf->getTriangle(h->triangle, &v1, &v2, &v3);
> sgCopyVec3(vTriangle[0], h->leaf->getVertex(v1));
> sgCopyVec3(vTriangle[1], h->leaf->getVertex(v2));
> sgCopyVec3(vTriangle[2], h->leaf->getVertex(v3));
> sgSetVec3(vTriangleNormal, h->plane[0], h->plane[1], h->plane[2]);
>
> // Apply current matrix to 'hit' triangle
> sgXformPnt3(vTriangle[0], vTriangle[0], h->matrix);
> sgXformPnt3(vTriangle[1], vTriangle[1], h->matrix);
> sgXformPnt3(vTriangle[2], vTriangle[2], h->matrix);
>
> // Get axis aligned bounding box (AABB) info
> dVector3 BoxSides;
> sgVec3 BoxExtents;
> sgVec3 BoxCenter = {0,0,0};
> dGeomBoxGetLengths(BoxGeom, BoxSides);
> sgSetVec3(BoxExtents, BoxSides[0]*0.5f, BoxSides[1]*0.5f,
BoxSides[2]*0.5f);
>
> // To test against oriented bounding box (OBB) need to
> // translate triangle verticies by inverse box transform
> sgMat4 Xform;
> const dReal* pPos = dBodyGetPosition(BoxBody);
> const dReal* pRot = dBodyGetRotation(BoxBody);
> sgSetVec4(Xform[0], pRot[0], pRot[4], pRot[8],  0);
> sgSetVec4(Xform[1], pRot[1], pRot[5], pRot[9],  0);
> sgSetVec4(Xform[2], pRot[2], pRot[6], pRot[10], 0);
> sgSetVec4(Xform[3], pPos[0], pPos[1], pPos[2],  1);
> sgTransposeNegateMat4(Xform);
> sgXformPnt3(vTriangle[0], Xform);
> sgXformPnt3(vTriangle[1], Xform);
> sgXformPnt3(vTriangle[2], Xform);
>
> // Triangle-box collision test
> if (triBoxOverlap(BoxCenter, BoxExtents, vTriangle))
> {
> // Use ODE box-plane collide to generate contact geom
> dContactGeom BoxContacts[3];
> dGeomID TriPlaneGeom = dCreatePlane(reGetODESpaceId(),
> h->plane[0], h->plane[1], h->plane[2], -h->plane[3]);
> int n = dCollideBP(BoxGeom, TriPlaneGeom, 3, BoxContacts,
sizeof(dContactGeom));
> for (int j = 0; j < n; j++)
> {
> // Get contact surface properties depending on material hit
> ssgState* pState = h->leaf->getState();
> if (pState->isA(ssgTypeSimpleState()))
> {
> dSurfaceParameters Surface;
> if (reGetMaterialManager()->GetSurfaceParams(
> pState->getExternalPropertyIndex(),
> Surface))
> {
> dContact* pContact = new dContact;
> pContact->surface = Surface;
> pContact->geom = BoxContacts[j];
> pContact->geom.g1 = BoxGeom;
> pContact->geom.g2 = NULL;
> ContactList.AddTail(pContact);
> }
> }
> }
> dGeomDestroy(TriPlaneGeom);
> }
> }
> }
>
> // If no hits then do a height over terrain check
> // to stop objects falling thru terrain
> if (ContactList.GetCount() == 0)
> {
> // Quick hack: just approximate box as a sphere !? :)
> sgVec3 vCenter;
> dVector3 BoxSides;
> reGetBodyPosition(vCenter, BoxBody);
> dGeomBoxGetLengths(BoxGeom, BoxSides);
>
> float fRadius = BoxSides[0];
> if (fRadius < BoxSides[1])
> fRadius = BoxSides[1];
> if (fRadius < BoxSides[2])
> fRadius = BoxSides[2];
> fRadius *= 0.5f;
>
> ssgHit* h;
> sgVec3 vTriangleNormal;
> float fHOT = reGetHeightAndNormal(reGetWorld(), vCenter, vTriangleNormal,
&h);
> float fDepth = fHOT-vCenter[SG_Z];
>
> if (fDepth > fRadius)
> {
> //printf("** depth <%.2f>\n", fDepth);
>
> // todo: improve reGetHeightAndNormal() to return position
> // same as reTriangleSphereIntersectionPoint() above.
> sgVec3 vOffset;
> sgVec3 vPosition;
> sgScaleVec3(vOffset, vTriangleNormal, -fDepth);
> sgSubVec3(vPosition, vCenter, vOffset);
>
> ssgState* pState = h->leaf->getState();
> if (pState->isA(ssgTypeSimpleState()))
> {
> dSurfaceParameters Surface;
> if (reGetMaterialManager()->GetSurfaceParams(
> pState->getExternalPropertyIndex(),
> Surface))
> {
> dContact* pContact = new dContact;
> pContact->surface = Surface;
> pContact->geom.pos[0] = vPosition[0];
> pContact->geom.pos[1] = vPosition[1];
> pContact->geom.pos[2] = vPosition[2];
> pContact->geom.normal[0] = vTriangleNormal[0];
> pContact->geom.normal[1] = vTriangleNormal[1];
> pContact->geom.normal[2] = vTriangleNormal[2];
> pContact->geom.depth = fDepth;
> pContact->geom.g1 = BoxGeom;
> pContact->geom.g2 = NULL;
> ContactList.AddTail(pContact);
> }
> }
> }
> }
>
> return reCreateContacts(ContactList, BoxBody);
> }
>
> bool
> reCreateContacts(reList<dContact>& ContactList, dBodyID Body)
> {
> bool bContact = false;
>
> reList<dContact> OptimisedList;
>
> // Go thru contact list and filter out duplicate contacts
> LISTPOSITION pos = ContactList.GetHeadPosition();
> while (pos)
> {
> dContact* pContact = ContactList.GetNext(pos);
>
> // Check if contact is already in optimised list
> bool bContactExists = false;
> LISTPOSITION pos_opt = OptimisedList.GetHeadPosition();
> while (pos_opt)
> {
> dContact* pContactOpt = OptimisedList.GetNext(pos_opt);
> if (sgCompareVec3(pContact->geom.pos, pContactOpt->geom.pos, 0.001f) &&
> sgCompareVec3(pContact->geom.normal, pContactOpt->geom.normal, 0.001f))
> {
> bContactExists = true;
> break;
> }
> }
>
> // If not then add it to optimised list
> if (!bContactExists)
> {
> dContact* pContactOpt = new dContact;
> *pContactOpt = *pContact;
> OptimisedList.AddTail(pContactOpt);
> }
> }
>
> // Go thru optimised list and genarate contacts
> pos = OptimisedList.GetHeadPosition();
> while (pos)
> {
> dContact* pContact = OptimisedList.GetNext(pos);
>
> /*printf("pos <%.1f:%.1f:%.1f> nrm <%.1f:%.1f:%.1f>\n",
> pContact->geom.pos[0],
> pContact->geom.pos[1],
> pContact->geom.pos[2],
> pContact->geom.normal[0],
> pContact->geom.normal[1],
> pContact->geom.normal[2]);*/
>
> bContact = true;
>
> dJointID c = dJointCreateContact(
> reGetODEWorldId(),
> reGetODEJointGroupId(),
> pContact);
> dJointAttach(c, Body, NULL);
> }
>
> return bContact;
> }
>
> Nick
>
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