Collision detection using MeshGeometry3D - c#

I am creating a CAD like program, creating modelvisual3D objects. How do i do collision detection between my objects(modelvisual3d) using MeshGeometry3D. Do i have to compare every triangle in the moving object against the still standing objects?
What will be my best way to do collision detection?

It depends on how precise your collision detection needs to be.
There is no built-in collision detection in WPF's 3D library. If you need high precision, you'll need to compare every triangle.
That being said, you can start with comparing bounding boxes and/or bounding spheres. This is always a good first step, since it can quickly eliminate most cases. If you don't need precision collision detection, this alone may be fine.

To add to Reed's answer (based on my answer here):
After you've eliminated most of your objects via the bounding box/sphere to bounding box/sphere test you should test the triangles of your test object(s) against the other object's bounding box/sphere first before checking triangle/triangle collisions. This will eliminate a lot more cases.
To rule out a collision you'll have to check all the triangles in the test object, but to find a case where you'll need to go down to the triangle/triangle case you only need to find the first triangle that interacts with the bounding box/sphere of the other object.

Look at the SAT theorem (Separating Axes Theorem), it's the fastest and easiest one out there.
The theory about this is that if you can draw a line which separates the triangles, then they're not colliding.
As is said, first do an AABB earlier detection, and when two objects collide, test each polygon of object A against each polygon of object B.
Starting in 2D, to test if two polygons collide, you get the extents of them in the possible axes (in this case X and Y), if those extents intersect, then the poligons are colliding.
On this page you can find a very good explanation on how it works and how to apply it:
http://www.metanetsoftware.com/technique/tutorialA.html
To apply it to 3D simply use the edges of each polygon as the separating axes.
If the extents on those axes intersect, then the polygons are colliding.
Also, this method resolves collission for moving objects, giving also the momentum of collision (resolve the relative angular velocity, substracting velocity B from velocity A, this way the problem is reduced to a moving object and a static one, and add the velocity in the axis you are testing to the extent of the polygon A, if they intersect, rest the original extent of the polygon and you will get the momentum of collission).

Another option would be to use BulletSharp, a C# wrapper of the well-known Bullet Physics Engine. In this case, you would need to write functions to create a (concave) collision shape from a MeshGeometry3D.
In my experience, it works pretty well, even though dynamic collision between concave shapes is not supported. You'll need to use convex decompsition, as a workaround.

Related

Determine if any 2D polygon (including convex or concave polygons) intersects with AABB bounding

I'm developing a 2D program that requires a lot of judgment on whether a polygon (generated or imported by the user, could be either convex or concave) is intersecting (overlaping) with AABBs. The data structure part I've implemented with kdtree, and I now need a way to determine whether a polygon intersects with an AABB box.
I have seen many discussions on the web, but they are all about convex polygons, and I have also seen methods that use each line segment of a polygon to determine if it intersects with an AABB, but since it is an AABB box, I am afraid this method is too expensive.
1 The polygon is defined by a series of Vector2 list stored in counterclockwise order, AABB Box is defined by List[minx,miny,maxx,maxy].
2 I only care whether they intersect or not, I don't need to return overlaping ranges or intersection points.
3 Any pre-processing of polygons is possible.
4 The language used is C#, and any available libraries are welcome.
It is possible to convert any polygon into triangles, this is called triangulation. Then you can use any triangle/aabb intersection algorithm you want.
In addition to this, you can draw an aabb around the polygon and check that against the other aabb first. If those don't intersect you don't have to check all the triangles separately.
Furthermore, you can use a bounding volume hierarchy to prevent doing unnecessary collision checks of the triangles and aabb. This is a nice explanation and implementation but it's in the context of raytracing. You can easily adapt it for your purposes though.

Concave collision detection in Bullet

I am a Bullet rookie, so I apologise in advance if my questions sound trivial to you.
I need to load a set of concave triangle meshes from .stl files and perform collision detection. Objects can be moved by the user. From the user manual, I read:
"CONCAVE TRIANGLE MESHES:
For static world environment, a very efficient way to represent static triangle meshes is to use a btBvhTriangleMeshShape."
Hence, my questions are:
- can Bullet detect collisions between concave mesh objects modelled using the BvhTriangleMeshShape?
- what is the real difference between contactTest and CollisionWorld::PerformDiscreteCollisionDetection()
- do I need to specify a different collision algorithm for concave collision detection?
I am working with BulletSharp a maintained C# wrapper of Bullet. what I did, was set up my bullet environment:
CollisionConfiguration bt_collision_configuration;
CollisionDispatcher bt_dispatcher;
BroadphaseInterface bt_broadphase;
CollisionWorld bt_collision_world;
double scene_size = 500;
uint max_objects = 16000;
bt_collision_configuration = new DefaultCollisionConfiguration();
bt_dispatcher = new CollisionDispatcher(bt_collision_configuration);
float sscene_size = (float)scene_size;
Vector3 worldAabbMin = new Vector3(-sscene_size, -sscene_size, -sscene_size);
Vector3 worldAabbMax = new Vector3(sscene_size, sscene_size, sscene_size);
bt_broadphase = new AxisSweep3_32Bit(worldAabbMin, worldAabbMax, max_objects);
bt_collision_world = new CollisionWorld(bt_dispatcher, bt_broadphase, bt_collision_configuration); [/code]
And load my CollisionObjects as BvhTriangleMeshShape.
To detect collisions, I used:
contactTest(object, callback)
The result with this code is that the ContactResultCallback::NeedsCollision function is called every time two bounding boxes intercept, but no manifolds are found if 2 meshes intersect.
And secondly:
bt_collision_world.PerformDiscreteCollisionDetection();
int numManifolds = bt_collision_world.Dispatcher.NumManifolds;
Using this secondary code, no manifolds are found at all.
As you've already read in manual, btBvhTriangleMeshShape can be used for static objects only. This means that there is no collision algorithm for two objects of this type (because if all of them are static, they cannot collide). As you tried, you can test the intersection of their bounding boxes, but no collision manifold will be ever created.
If you wonder what is the use of btBvhTriangleMeshShape, it is meant for detecting precise collision between convex dynamic objects and static concave environment.
The official solution suggested by Bullet is to perform convex decomposition of every concave model that is used for moving objects. The preferred method for convex decomposition is HACD (Hierarchical Approximate Convex Decomposition). An example can be found in Bullet Examples.
Another algorithm worth trying is V-HACD (Volumetric Hierarchical Approximate Convex Decomposition), which produces shapes with better topology than the previous one but convex hull is less precise - the result collision shape is bigger then the original mesh. The error rate can be controlled by the resolution but it slows down the process.

Icosphere versus Cubemapped Sphere

I'm doing research on generating planets for a game engine I'm planning to code, and I was wondering what would be the best approach to procedurally generate a planet. (In terms of performance.) So far I've seen the Icosphere and Cubemapped Sphere pop up the most, but I was wondering which of the two is faster to generate. My question is particularly aimed at LOD, since I hope to have gameplay similar to No Man's Sky.
Thanks in advance.
I would say a octahedron sphere would be best, but since they are all Platonic Solids, they will be similar, so the premature optimization might not be worth it. (Here's a tutorial in Unity)
The possible advantages of the octahedron are that the faces are triangles (unlike the cube) and there is one triangle for each quadrant in 3d space (unlike the icosphere and cube).
My rationale behind octahedrons (and icospheres) being faster than cubes lies in the fact that the face is already a triangle (whereas the cube has a square face). Adding detail for an octahedron, icosahedron, or cube usually means turning each triangle into four smaller triangles. During this generation, you create three new vertices whose positions will need to be normalized so that the mesh is still properly inscribed in a unit-sphere.
Tessellating a Cube
Octahedron and icosahedron can use a lookup table that fetches this normalization factor (as opposed to the cube) because the number is consistent for each iteration.
Assuming you can write a custom mesh format, you might store the mesh for a given planet through an array (size 4, 8, or 20) of quad-trees (because each triangle is optionally tessellated into four additional triangles). (This is essentially a LOD system, but you need to periodically determine whether or not to tessellate or reduce a portion of the mesh based on the distance from the camera.) This system will likely be the bottleneck since meshes have to be recalculated at runtime.

C# / XNA - Bounding Circle Collision (Micro) Optimization?

I've been working on a simple space shooter, and have gotten to the point in the project where my terribly written code is actually slowing things down. After running EQATEC, I can see that the majority of the problem is in the icky check everything on everything collision detection. I was considering putting in a QuadTree, but the majority of the collisions are on asteroids, which do move around a lot (would require a lot of updating). My next alternative was micro-optimizing the collision check itself. Here it is:
public bool IsCircleColliding(GameObject obj) //simple bounding circle collision detection check
{
float distance = Vector2.Distance(this.WorldCenter, obj.WorldCenter);
int totalradii = CollisionRadius + obj.CollisionRadius;
if (distance < totalradii)
return true;
return false;
}
I've heard that Vector2.Distance involves a costly Sqrt, so is there any way to avoid that? Or is there a way to approximate the distance using some fancy calculation? Anything for more speed, essentially.
Also, slightly unrelated to the actual question, is there a good method (other than QuadTrees) for spatial partitioning of fast-moving objects?
Compute the square of the distance instead of the actual distance, and compare that to the square of the collision threshold. That should be a bit faster. If most asteroids are the same size, you can reuse the same value for the collision threshold without recomputing it.
Another useful trick is to first do a simple check based on bounding boxes, and compute the distance only if the bounding boxes intersect. If they don't, then you know (for cheap) that the two objects aren't colliding.

Best 2D collision detection

I've looked at many collision detection technique for a 2D game but I can't find exactly what I'm looking for. My game is a brickbreaker kind of game.
I've looked at pixel to pixel collisions style but it looks complicated for what i'm trying to do.
Is there an easier way?
I'm using XNA.
Thanks in advance.
Have you tried looking into Rectangle collisions ?
You declare a Rectangle on your sprites and check if they Intersect to test for a collision. It's the easiest way I know.
Look here for explanations on how to use it.
Hope this helps.
Here is the correct way to do it.
Tessellate both objects into a set of convex sub regions. This can be done as a pre-processing step.
For each combination of two sub regions from object A and object B, do the following comparison:
a. Construct a skewed prism in N+1 dimensional space. This is the extrusion of the convex subregion as it moved from its location at time=0 to time=n. If the object rotated, you're SOL as this will not be a convex region.
b. Use the Simplex algorithm to determine if there is a feasible intersection of the two convex sub regions. Alternately you could use the ellipsoidal method or an interior traversal LP algorithm.
c. If any of the pairs of convex sub regions intersect, then there is a collision.
... or you can use axis-aligned rectangles like everyone else. If you need to speed them up, use interval trees.

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