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Interestingly,
the time gradient problem mentioned earlier could easily be solved by
the separating axis technique. Remember that the problem involved determining
whether a collision has occurred in between any two given times. If
we add velocities to the box projection intervals and they overlap on
all 15 axes, then a collision has occurred. We could also use an structure
that resembles an AABB tree to separate colliders and collidees and
check whether they have a possibility of collision. This calculation
can quickly reject the majority of the cases in a scene and will perform
in an O(N logN) time that is close to optimal. Collision Techniques Based on BSP Trees The
BSP tree traversal is the fundamental technique used with BSPs. Collision
detection basically is reduced to this tree traversal, or search. This
approach is powerful because it rejects a lot of geometry early, so
in the end, we only test the collision detection against a small number
of planes. As we’ve seen before, finding a separating plane between
two objects is sufficient for determining that those two objects don’t
intersect. If a separating plane exists, no collision has occurred.
So, we can recursively traverse a world’s tree and check whether separating
planes intersect the bounding sphere or bounding box. We can increase
the accuracy of this approach by checking for every one of the object’s
polygons. The easiest way to perform this check is to test whether all
parts of the object are on the same side of the plane. This calculation
is extremely simple. We can use the Cartesian plane equation, ax + by
+ cz + d = 0, to determine the side of the plane upon which the point
lies. If the equation is satisfied, then our point lies on the plane.
If ax + by + cz + d > 0, then the point is on the positive side the
plane. If ax + by + cz + d < 0, then the point is on the negative
side the plane. The
only important thing to note is that for a collision not to occur, all
of the points of an object (or a bounding box) have to be on either
the positive or the negative side of a given plane. If we have points
on both the positive and negative side of the plane, a collision has
occurred and the plane intersects the given object. Unfortunately,
we have no elegant way of checking whether a collision has occurred
in between the two intervals (although the techniques discussed at the
beginning of this article still apply). However, I have yet to see another
structure that has as many uses as a BSP tree. Curved Objects and Collision Detection
Decide for Yourself For Further Info • H. Samet. Spatial Data Structures: Quadtree, Octrees and Other Hierarchical Methods. Addison Wesley, 1989. • For more information about AABBs take a look at J. Arvo and D. Kirk. “A survey of ray tracing acceleration techniques,” An Introduction to Ray Tracing. Academic Press, 1989. • For a transformation speedup, check out James Arvo’s paper in Andrew S. Glassner, ed. Graphics Gems. Academic Press, 1990. • S. Gottschalk, M. Lin, and D. Manocha. “OBBTree: A hierarchical Structure for rapid interference detection,” Proc. Siggraph 96. ACM Press, 1996. has contributed a great deal to the discussion of OBBs in terms of accuracy and speed of execution. • S. Gottschalk. Separating Axis Theorem, TR96-024, UNC Chapel Hill, 1990. •
N. Greene. “Detecting intersection of a rectangular solid and a convex
polyhedron,” Graphics Gems IV. Academic Press, 1994. introduces several
techniques that speed up the overlap computation of a box and a convex
polyhedron. Nick Bobic is trying not to work 14 hours a day with very little success. Any new collision tips and tricks should be sent to nickb@cagedent.com. ________________________________________________________ |
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