Implement world ray casting query

This commit is contained in:
Daniel Chappuis 2014-11-04 22:38:40 +01:00
parent e9257ec56f
commit 3da146eb84
16 changed files with 1002 additions and 274 deletions

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@ -82,6 +82,7 @@ SET (REACTPHYSICS3D_SOURCES
"src/collision/BroadPhasePair.h"
"src/collision/BroadPhasePair.cpp"
"src/collision/RaycastInfo.h"
"src/collision/RaycastInfo.cpp"
"src/collision/ProxyShape.h"
"src/collision/ProxyShape.cpp"
"src/collision/CollisionDetection.h"

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@ -222,6 +222,8 @@ bool CollisionBody::raycast(const Ray& ray, RaycastInfo& raycastInfo) {
// For each collision shape of the body
for (ProxyShape* shape = mProxyCollisionShapes; shape != NULL; shape = shape->mNext) {
// TODO : Test for broad-phase hit for each shape before testing actual shape raycast
// Test if the ray hits the collision shape
if (shape->raycast(rayTemp, raycastInfo)) {
rayTemp.maxFraction = raycastInfo.hitFraction;

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@ -80,8 +80,6 @@ struct BroadPhasePair {
bool operator!=(const BroadPhasePair& broadPhasePair2) const;
};
// Return the pair of bodies index
inline bodyindexpair BroadPhasePair::getBodiesIndexPair() const {

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@ -142,6 +142,9 @@ class CollisionDetection {
/// Compute the collision detection
void computeCollisionDetection();
/// Ray casting method
void raycast(RaycastCallback* raycastCallback, const Ray& ray) const;
/// Allow the broadphase to notify the collision detection about an overlapping pair.
void broadPhaseNotifyOverlappingPair(ProxyShape* shape1, ProxyShape* shape2);
@ -200,6 +203,17 @@ inline void CollisionDetection::updateProxyCollisionShape(ProxyShape* shape, con
mBroadPhaseAlgorithm.updateProxyCollisionShape(shape, aabb, displacement);
}
// Ray casting method
inline void CollisionDetection::raycast(RaycastCallback* raycastCallback,
const Ray& ray) const {
RaycastTest rayCastTest(raycastCallback);
// Ask the broad-phase algorithm to call the testRaycastAgainstShape()
// callback method for each proxy shape hit by the ray in the broad-phase
mBroadPhaseAlgorithm.raycast(ray, rayCastTest);
}
}
#endif

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@ -0,0 +1,49 @@
/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2014 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "decimal.h"
#include "RaycastInfo.h"
#include "ProxyShape.h"
using namespace reactphysics3d;
// Ray cast test against a proxy shape
decimal RaycastTest::raycastAgainstShape(ProxyShape* shape, const Ray& ray) {
// Ray casting test against the collision shape
RaycastInfo raycastInfo;
bool isHit = shape->raycast(ray, raycastInfo);
// If the ray hit the collision shape
if (isHit) {
// Report the hit to the user and return the
// user hit fraction value
return userCallback->notifyRaycastHit(raycastInfo);
}
return ray.maxFraction;
}

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@ -28,6 +28,7 @@
// Libraries
#include "mathematics/Vector3.h"
#include "mathematics/Ray.h"
/// ReactPhysics3D namespace
namespace reactphysics3d {
@ -86,6 +87,56 @@ struct RaycastInfo {
}
};
// Class RaycastCallback
/**
* This class can be used to register a callback for ray casting queries.
* You should implement your own class inherited from this one and implement
* the notifyRaycastHit() method. This method will be called for each ProxyShape
* that is hit by the ray.
*/
class RaycastCallback {
public:
// -------------------- Methods -------------------- //
/// Destructor
virtual ~RaycastCallback() {
}
/// This method will be called for each ProxyShape that is hit by the
/// ray. You cannot make any assumptions about the order of the
/// calls. You should use the return value to control the continuation
/// of the ray. The return value is the next maxFraction value to use.
/// If you return a fraction of 0.0, it means that the raycast should
/// terminate. If you return a fraction of 1.0, it indicates that the
/// ray is not clipped and the ray cast should continue as if no hit
/// occurred. If you return the fraction in the parameter (hitFraction
/// value in the RaycastInfo object), the current ray will be clipped
/// to this fraction in the next queries. If you return -1.0, it will
/// ignore this ProxyShape and continue the ray cast.
virtual decimal notifyRaycastHit(const RaycastInfo& raycastInfo)=0;
};
/// Structure RaycastTest
struct RaycastTest {
public:
/// User callback class
RaycastCallback* userCallback;
/// Constructor
RaycastTest(RaycastCallback* callback) {
userCallback = callback;
}
/// Ray cast test against a proxy shape
decimal raycastAgainstShape(ProxyShape* shape, const Ray& ray);
};
}
#endif

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@ -157,6 +157,9 @@ class BroadPhaseAlgorithm {
/// Return true if the two broad-phase collision shapes are overlapping
bool testOverlappingShapes(ProxyShape* shape1, ProxyShape* shape2) const;
/// Ray casting method
void raycast(const Ray& ray, RaycastTest& raycastTest) const;
};
// Method used to compare two pairs for sorting algorithm
@ -180,6 +183,12 @@ inline bool BroadPhaseAlgorithm::testOverlappingShapes(ProxyShape* shape1,
return aabb1.testCollision(aabb2);
}
// Ray casting method
inline void BroadPhaseAlgorithm::raycast(const Ray& ray,
RaycastTest& raycastTest) const {
mDynamicAABBTree.raycast(ray, raycastTest);
}
}
#endif

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@ -605,6 +605,79 @@ void DynamicAABBTree::reportAllShapesOverlappingWith(int nodeID, const AABB& aab
}
}
// Ray casting method
void DynamicAABBTree::raycast(const Ray& ray, RaycastTest& raycastTest) const {
decimal maxFraction = ray.maxFraction;
// Create an AABB for the ray
Vector3 endPoint = ray.point1 +
maxFraction * (ray.point2 - ray.point1);
AABB rayAABB(Vector3::min(ray.point1, endPoint),
Vector3::max(ray.point1, endPoint));
Stack<int, 128> stack;
stack.push(mRootNodeID);
// Walk through the tree from the root looking for proxy shapes
// that overlap with the ray AABB
while (stack.getNbElements() > 0) {
// Get the next node in the stack
int nodeID = stack.pop();
// If it is a null node, skip it
if (nodeID == TreeNode::NULL_TREE_NODE) continue;
// Get the corresponding node
const TreeNode* node = mNodes + nodeID;
// Test if the node AABB overlaps with the ray AABB
if (!rayAABB.testCollision(node->aabb)) continue;
// If the node is a leaf of the tree
if (node->isLeaf()) {
Ray rayTemp(ray.point1, ray.point2, maxFraction);
// Ask the collision detection to perform a ray cast test against
// the proxy shape of this node because the ray is overlapping
// with the shape in the broad-phase
decimal hitFraction = raycastTest.raycastAgainstShape(node->proxyShape,
rayTemp);
// If the user returned a hitFraction of zero, it means that
// the raycasting should stop here
if (hitFraction == decimal(0.0)) {
return;
}
// If the user returned a positive fraction
if (hitFraction > decimal(0.0)) {
// We update the maxFraction value and the ray
// AABB using the new maximum fraction
if (hitFraction < maxFraction) {
maxFraction = hitFraction;
}
endPoint = ray.point1 + maxFraction * (ray.point2 - ray.point1);
rayAABB.mMinCoordinates = Vector3::min(ray.point1, endPoint);
rayAABB.mMaxCoordinates = Vector3::max(ray.point1, endPoint);
}
// If the user returned a negative fraction, we continue
// the raycasting as if the proxy shape did not exist
}
else { // If the node has children
// Push its children in the stack of nodes to explore
stack.push(node->leftChildID);
stack.push(node->rightChildID);
}
}
}
#ifndef NDEBUG
// Check if the tree structure is valid (for debugging purpose)

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@ -36,6 +36,12 @@ namespace reactphysics3d {
// Declarations
class BroadPhaseAlgorithm;
struct RaycastTest;
// Raycast callback method pointer type
typedef decimal (*RaycastTestCallback) (ProxyShape* shape,
RaycastCallback* userCallback,
const Ray& ray);
// Structure TreeNode
/**
@ -160,6 +166,9 @@ class DynamicAABBTree {
/// Report all shapes overlapping with the AABB given in parameter.
void reportAllShapesOverlappingWith(int nodeID, const AABB& aabb);
/// Ray casting method
void raycast(const Ray& ray, RaycastTest& raycastTest) const;
};
// Return true if the node is a leaf of the tree

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@ -166,10 +166,4 @@ void CollisionWorld::removeCollisionShape(CollisionShape* collisionShape) {
}
}
/// Raycast method with feedback information
bool CollisionWorld::raycast(const Ray& ray, RaycastInfo& raycastInfo) {
// TODO : Implement this method
return false;
}

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@ -120,8 +120,8 @@ class CollisionWorld {
/// Destroy a collision body
void destroyCollisionBody(CollisionBody* collisionBody);
/// Raycast method with feedback information
bool raycast(const Ray& ray, RaycastInfo& raycastInfo);
/// Ray cast method
void raycast(const Ray& ray, RaycastCallback* raycastCallback) const;
// -------------------- Friendship -------------------- //
@ -141,6 +141,12 @@ inline std::set<CollisionBody*>::iterator CollisionWorld::getBodiesEndIterator()
return mBodies.end();
}
// Ray cast method
inline void CollisionWorld::raycast(const Ray& ray,
RaycastCallback* raycastCallback) const {
mCollisionDetection.raycast(raycastCallback, ray);
}
}
#endif

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@ -132,6 +132,12 @@ struct Vector2 {
/// Overloaded operator
Vector2& operator=(const Vector2& vector);
/// Return a vector taking the minimum components of two vectors
static Vector2 min(const Vector2& vector1, const Vector2& vector2);
/// Return a vector taking the maximum components of two vectors
static Vector2 max(const Vector2& vector1, const Vector2& vector2);
// -------------------- Friends -------------------- //
friend Vector2 operator+(const Vector2& vector1, const Vector2& vector2);
@ -291,6 +297,18 @@ inline Vector2& Vector2::operator=(const Vector2& vector) {
return *this;
}
// Return a vector taking the minimum components of two vectors
inline Vector2 Vector2::min(const Vector2& vector1, const Vector2& vector2) {
return Vector2(std::min(vector1.x, vector2.x),
std::min(vector1.y, vector2.y));
}
// Return a vector taking the maximum components of two vectors
inline Vector2 Vector2::max(const Vector2& vector1, const Vector2& vector2) {
return Vector2(std::max(vector1.x, vector2.x),
std::max(vector1.y, vector2.y));
}
}
#endif

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@ -138,6 +138,12 @@ struct Vector3 {
/// Overloaded operator
Vector3& operator=(const Vector3& vector);
/// Return a vector taking the minimum components of two vectors
static Vector3 min(const Vector3& vector1, const Vector3& vector2);
/// Return a vector taking the maximum components of two vectors
static Vector3 max(const Vector3& vector1, const Vector3& vector2);
// -------------------- Friends -------------------- //
friend Vector3 operator+(const Vector3& vector1, const Vector3& vector2);
@ -312,6 +318,20 @@ inline Vector3& Vector3::operator=(const Vector3& vector) {
return *this;
}
// Return a vector taking the minimum components of two vectors
inline Vector3 Vector3::min(const Vector3& vector1, const Vector3& vector2) {
return Vector3(std::min(vector1.x, vector2.x),
std::min(vector1.y, vector2.y),
std::min(vector1.z, vector2.z));
}
// Return a vector taking the maximum components of two vectors
inline Vector3 Vector3::max(const Vector3& vector1, const Vector3& vector2) {
return Vector3(std::max(vector1.x, vector2.x),
std::max(vector1.y, vector2.y),
std::max(vector1.z, vector2.z));
}
}
#endif

File diff suppressed because it is too large Load Diff

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@ -156,6 +156,12 @@ class TestVector2 : public Test {
test(Vector2(7, 537).getMaxAxis() == 1);
test(Vector2(98, 23).getMaxAxis() == 0);
test(Vector2(-53, -25).getMaxAxis() == 1);
// Test the methot that return a max/min vector
Vector2 vec1(-5, 4);
Vector2 vec2(-8, 6);
test(Vector2::min(vec1, vec2) == Vector2(-8, 4));
test(Vector2::max(vec1, vec2) == Vector2(-5, 6));
}
/// Test the operators

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@ -178,6 +178,12 @@ class TestVector3 : public Test {
test(Vector3(7, 533, 36).getMaxAxis() == 1);
test(Vector3(98, 23, 3).getMaxAxis() == 0);
test(Vector3(-53, -25, -63).getMaxAxis() == 1);
// Test the methot that return a max/min vector
Vector3 vec1(-5, 4, 2);
Vector3 vec2(-8, 6, -1);
test(Vector3::min(vec1, vec2) == Vector3(-8, 4, -1));
test(Vector3::max(vec1, vec2) == Vector3(-5, 6, 2));
}
/// Test the operators