CSE 381 – Advanced Game ProgrammingCollision Detection.pptVIP

CSE 381 – Advanced Game ProgrammingCollision Detection.ppt

  1. 1、原创力文档(book118)网站文档一经付费(服务费),不意味着购买了该文档的版权,仅供个人/单位学习、研究之用,不得用于商业用途,未经授权,严禁复制、发行、汇编、翻译或者网络传播等,侵权必究。。
  2. 2、本站所有内容均由合作方或网友上传,本站不对文档的完整性、权威性及其观点立场正确性做任何保证或承诺!文档内容仅供研究参考,付费前请自行鉴别。如您付费,意味着您自己接受本站规则且自行承担风险,本站不退款、不进行额外附加服务;查看《如何避免下载的几个坑》。如果您已付费下载过本站文档,您可以点击 这里二次下载
  3. 3、如文档侵犯商业秘密、侵犯著作权、侵犯人身权等,请点击“版权申诉”(推荐),也可以打举报电话:400-050-0827(电话支持时间:9:00-18:30)。
  4. 4、该文档为VIP文档,如果想要下载,成为VIP会员后,下载免费。
  5. 5、成为VIP后,下载本文档将扣除1次下载权益。下载后,不支持退款、换文档。如有疑问请联系我们
  6. 6、成为VIP后,您将拥有八大权益,权益包括:VIP文档下载权益、阅读免打扰、文档格式转换、高级专利检索、专属身份标志、高级客服、多端互通、版权登记。
  7. 7、VIP文档为合作方或网友上传,每下载1次, 网站将根据用户上传文档的质量评分、类型等,对文档贡献者给予高额补贴、流量扶持。如果你也想贡献VIP文档。上传文档
查看更多
CSE 381 – Advanced Game ProgrammingCollision Detection

Improvements on MSA It greatly reduces the number of object-object comparisons. How? it only compares objects near each other on one of the 3 axes How? sorting Sweep Prune approach Think of each axis separately, for each object considered: Calculate position range on x-axis extract (minX, maxX) Place all (minX, maxX) pairs into array Sort array by minX now, it’s easy to see what overlaps in X axis an O(N) problem, not O(N2). Why? don’t compare all objects to one another, only ones “near” each other note, we’ll have sorting costs, of course For x-axis collided pairs, repeat for Y Z axes Pairs that overlapped on all 3 tests collided Combining our Algorithms Sweep and Prune will tell us if a collision might happen Continuous collision detection will tell us when it happens it might also tell us S P gave us a false positive Picking Selecting a 3D object from its 2D projection on the screen by pointing and clicking with a mouse Why is this useful? players selecting game objects/targets i.e., which enemy to attack bullets traveling through game world determining which player/NPC it hits How is picking done? Build a ray (like a vector) Where’s the origin? the camera a gun What direction is the ray? from camera to a world point that projects onto the screen at the screen location Find those objects that are intersected by the ray Testing for picking intersections Traverse through scene graphs to find those with triangles that intersect the ray Gather data about these intersections as needed Point of intersection Normal vector at intersection Surface attributes (color, texture coordinate) Etc. Find the closest triangle to the ray’s origin How do we test intersections with linear components? Depends on what it’s intersecting sphere box triangle Each use different types of calculations e.g., sphere collision equations based on use of quadratic equation Recursively finding triangles pseudocode void FindPickTriangles(Node node, Ray ray, PickResults results) { if (

文档评论(0)

jixujianchi + 关注
实名认证
文档贡献者

该用户很懒,什么也没介绍

1亿VIP精品文档

相关文档