recursive sliding response

This commit is contained in:
Zack Buhman 2026-03-14 15:47:33 -05:00
parent f398b583ff
commit 4805fcbfac
2 changed files with 87 additions and 47 deletions

View File

@ -207,4 +207,18 @@ namespace collision {
max = XMVectorMax(max, max + direction); max = XMVectorMax(max, max + direction);
return AABB(min, max); return AABB(min, max);
} }
static inline XMVECTOR sphere_collision_response(Sphere const & sphere, XMVECTOR const & direction,
XMVECTOR const & intersection_point,
XMVECTOR const & intersection_position)
{
XMVECTOR origin = intersection_point;
XMVECTOR normal = XMVector3Normalize(intersection_position - intersection_point);
XMVECTOR destination = sphere.center + direction;
XMVECTOR distance = XMVector3Dot(destination, normal) - XMVector3Dot(normal, origin);
XMVECTOR new_destination = (destination - normal * distance) + normal * sphere.radius;
XMVECTOR new_direction = new_destination - intersection_position;
return new_direction;
}
} }

View File

@ -274,13 +274,16 @@ namespace collision_scene {
}; };
static const int cubes_length = (sizeof (cubes)) / (sizeof (cubes[0])); static const int cubes_length = (sizeof (cubes)) / (sizeof (cubes[0]));
static XMVECTOR min_intersection_point; struct collision_state {
static XMVECTOR min_intersection_position; float t;
static float min_t; bool intersected;
static bool min_intersected; XMVECTOR intersection_point;
XMVECTOR intersection_position;
};
void check_collision(collision::Sphere const & sphere, XMVECTOR const & direction, void check_collision(collision::Sphere const & sphere, XMVECTOR const & direction,
XMVECTOR const & cube_center) XMVECTOR const & cube_center,
collision_state & state)
{ {
collision::AABB aabb = collision::cube_aabb(cube_center, 0.5); collision::AABB aabb = collision::cube_aabb(cube_center, 0.5);
float t; float t;
@ -289,11 +292,35 @@ namespace collision_scene {
0, 1, aabb, 0, 1, aabb,
t, intersection_point); t, intersection_point);
XMVECTOR intersection_position = sphere.center + direction * t; XMVECTOR intersection_position = sphere.center + direction * t;
if (intersected && t < min_t) { if (intersected && t < state.t) {
min_t = t; state.t = t;
min_intersected = true; state.intersected = true;
min_intersection_point = intersection_point; state.intersection_point = intersection_point;
min_intersection_position = intersection_position; state.intersection_position = intersection_position;
}
}
void check_collisions(collision::Sphere const & sphere, XMVECTOR const & direction,
collision_state & state)
{
state.t = FLT_MAX;
state.intersected = false;
collision::AABB sphere_aabb = collision::moving_sphere_aabb(sphere, direction);
XMVECTOR min_floor = XMVectorFloor(sphere_aabb.min);
XMVECTOR max_ceiling = XMVectorCeiling(sphere_aabb.max);
for (int i = 0; i < cubes_length; i++) {
XMVECTOR cube_center = cubes[i];
// coarse filter
XMVECTOR le = XMVectorLessOrEqual(min_floor, cube_center);
XMVECTOR ge = XMVectorGreaterOrEqual(max_ceiling, cube_center);
if (XMVectorGetX(le) == 0 || XMVectorGetY(le) == 0 || XMVectorGetZ(le) == 0 ||
XMVectorGetX(ge) == 0 || XMVectorGetY(ge) == 0 || XMVectorGetZ(ge) == 0) {
continue;
}
check_collision(sphere, direction, cube_center, state);
} }
} }
@ -320,30 +347,16 @@ namespace collision_scene {
glUniform1i(location.uniform.use_grid_transform, 0); glUniform1i(location.uniform.use_grid_transform, 0);
collision::Sphere sphere(point_position[0], 0.5); collision::Sphere sphere(point_position[0], 0.48);
XMVECTOR direction = point_position[1] - point_position[0]; XMVECTOR direction = point_position[1] - point_position[0];
collision::AABB sphere_aabb = collision::moving_sphere_aabb(sphere, direction);
XMVECTOR min_floor = XMVectorFloor(sphere_aabb.min);
XMVECTOR max_ceiling = XMVectorCeiling(sphere_aabb.max);
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
// reset intersections // reset intersections
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
min_t = FLT_MAX;
min_intersected = false;
glLineWidth(3.0f); glLineWidth(3.0f);
for (int i = 0; i < cubes_length; i++) { for (int i = 0; i < cubes_length; i++) {
XMVECTOR center = cubes[i]; XMVECTOR center = cubes[i];
XMVECTOR le = XMVectorLessOrEqual(min_floor, center);
XMVECTOR ge = XMVectorGreaterOrEqual(max_ceiling, center);
if (XMVectorGetX(le) == 0 || XMVectorGetY(le) == 0 || XMVectorGetZ(le) == 0 ||
XMVectorGetX(ge) == 0 || XMVectorGetY(ge) == 0 || XMVectorGetZ(ge) == 0) {
glUniform3f(location.uniform.base_color, 0.5, 1.0, 0.0);
} else {
check_collision(sphere, direction, center);
glUniform3f(location.uniform.base_color, 0.5, 0.5, 0.5);
}
draw_cube(transform, center); draw_cube(transform, center);
} }
@ -351,42 +364,55 @@ namespace collision_scene {
// collision response // collision response
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
if (min_intersected) {
XMVECTOR origin = min_intersection_point;
XMVECTOR normal = XMVector3Normalize(min_intersection_position - min_intersection_point);
glUniform3f(location.uniform.base_color, 0, 1.0, 1.0);
draw_line(transform, min_intersection_point, min_intersection_point + normal);
XMVECTOR destination = sphere.center + direction;
float eq3 = -XMVectorGetX(XMVector3Dot(normal, origin));
float distance = XMVectorGetX(XMVector3Dot(destination, normal)) + eq3;
XMVECTOR new_destination = destination - normal * distance;
new_destination += normal * sphere.radius;
XMVECTOR new_direction = new_destination - min_intersection_position;
glUniform3f(location.uniform.base_color, 1.0, 0.5, 1.0);
draw_line(transform, min_intersection_position, min_intersection_position + new_direction);
}
glUniform3f(location.uniform.base_color, 0, 0.0, 1.0); glUniform3f(location.uniform.base_color, 0, 0.0, 1.0);
draw_sphere(transform, point_position[0], 0.5); draw_sphere(transform, sphere.center, sphere.radius);
glUniform3f(location.uniform.base_color, 0, 0.5, 1.0); glUniform3f(location.uniform.base_color, 0, 0.5, 1.0);
draw_sphere(transform, point_position[1], point_radius); draw_sphere(transform, sphere.center + direction, point_radius);
draw_line(transform, point_position[0], point_position[1]); draw_line(transform, sphere.center, sphere.center + direction);
int intersections = 0;
while (intersections < 10) {
collision_state state;
check_collisions(sphere, direction, state);
if (!state.intersected)
break;
XMVECTOR new_direction = collision::sphere_collision_response(sphere, direction,
state.intersection_point,
state.intersection_position);
glUniform3f(location.uniform.base_color, 1.0, 0.5, 1.0);
draw_line(transform, state.intersection_position, state.intersection_position + new_direction);
if (min_intersected){
glUniform3f(location.uniform.base_color, 1.0, 0.5, 0.0); glUniform3f(location.uniform.base_color, 1.0, 0.5, 0.0);
draw_sphere(transform, min_intersection_position, 0.5); draw_sphere(transform, state.intersection_position, sphere.radius);
glUniform3f(location.uniform.base_color, 1.0, 0.0, 0.0); glUniform3f(location.uniform.base_color, 1.0, 0.0, 0.0);
draw_sphere(transform, min_intersection_point, point_radius); draw_sphere(transform, state.intersection_point, point_radius);
// collide again
sphere.center = state.intersection_position;
direction = new_direction;
printf("intersection %d\n", intersections);
intersections += 1;
}
if (intersections == 10) {
//direction == XMVectorZero();
} else {
glUniform3f(location.uniform.base_color, 1.0, 1.0, 0.0);
draw_sphere(transform, sphere.center + direction, sphere.radius);
} }
/*
XMVECTOR pa = XMVectorSelect(sphere_aabb.min, sphere_aabb.max, g_XMSelect1000); XMVECTOR pa = XMVectorSelect(sphere_aabb.min, sphere_aabb.max, g_XMSelect1000);
XMVECTOR pb = XMVectorSelect(sphere_aabb.min, sphere_aabb.max, g_XMSelect0101); XMVECTOR pb = XMVectorSelect(sphere_aabb.min, sphere_aabb.max, g_XMSelect0101);
draw_line(transform, sphere_aabb.min, pa); draw_line(transform, sphere_aabb.min, pa);
draw_line(transform, pa, sphere_aabb.max); draw_line(transform, pa, sphere_aabb.max);
draw_line(transform, sphere_aabb.max, pb); draw_line(transform, sphere_aabb.max, pb);
draw_line(transform, pb, sphere_aabb.min); draw_line(transform, pb, sphere_aabb.min);
*/
//sphere_aabb.max, //sphere_aabb.max,
/* /*