Cse 380 computer game programming collision detection response
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CSE 380 – Computer Game Programming Collision Detection & Response. Erin Catto’s Box2D. Collision Detection Calculations. What data are we looking for? Do these two objects potentially collide? Do these two objects collide? When did these two objects collide?

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CSE 380 – Computer Game Programming Collision Detection & Response

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Cse 380 computer game programming collision detection response

CSE 380 – Computer Game ProgrammingCollision Detection & Response

Erin Catto’s Box2D

Collision detection calculations

Collision Detection Calculations

  • What data are we looking for?

    • Do these two objects potentially collide?

    • Do these two objects collide?

    • When did these two objects collide?

    • Where did these two objects collide?

      • where on geometry of objects, points of impact

  • These 4 questions get progressively:

    • more computationally expensive to implement

    • more complex to implement (more math)

Phases of collision detection

Phases of Collision Detection

  • Spatial Partitioning Algorithms

    • problem reduction

    • only perform additional phases on pairs of object on same “islands”

  • Broad Phase – early rejection tests

    • Do the coarse Bounding Volumes of two objects collide?

  • Narrow Phase

    • Do the tight bounding volumes of two objects collide?

    • What are the contact points on object geometries?

      • Done down to the last triangle in 3D games

Common bounding volumes

Common Bounding Volumes

  • Note that the space craft has been rotated

  • Ref: [1], Figure 4.2

  • This semester, we like AABBs

    • axis-aligned bounding boxes

Bounding volumes

Bounding Volumes

  • The base geometry used for all collision tests

    • instead of the shape’s geometry, which is too expensive

  • Properties of desirable BVs:

    • inexpensive intersection tests

    • tight fitting

    • inexpensive to compute

    • easy to rotate and transform

    • use little memory

  • Ref: [1]

Assumptions for this semester

Assumptions for this semester

  • All sprites & game objects:

    • have rectangular Bounding Volumes (AABBs)

    • don’t rotate, or

    • if they do rotate, we don’t care about them colliding with stuff

  • Thus:

    • no polytope collision detection equations

    • no rotation equations

    • this makes life much easier

How about a big complicated object

How about a big, complicated object?

  • We can have 2 AABBs

    • Don’t test them against each other

Spatial partitioning

Spatial Partitioning

  • First, reduce the problem

  • only perform additional phases on pairs of object on same “islands”

  • Common Solutions:

    • Octree Algorithms (quadtrees for 2D)

    • Uniform Grid Algorithms

    • also: Portals (ala Quake), BSP trees (Binary Space Partitions), Spatial Hashing, etc.

  • Octrees


    • Used to divide a 3D world into “islands”

      • 2D divided via Quadtrees

    • Why?

      • to make rendering more efficient

      • to make collision detection more efficient

    • What would be the data for these nodes?

      • region coordinates for cell

        • though a smart implementation might eliminate this too

      • AABBs



    • Source: http://en.wikipedia.org/wiki/Image:Octree2.png

    Octree drawbacks

    Octree Drawbacks

    • Objects cross islands

      • octree has to be constantly updated

      • not so bad

    • Objects straddle islands

      • collision detection may involve objects from multiple islands

      • can be a headache

    Uniform grids

    Uniform Grids

    • Fast mechanism for reducing the problem

      • used for 2D & 3D games

    • Steps:

      • divide the world into a grid of equal sized cells

      • associate each object with the cells it overlaps

      • only objects sharing a cell are compared

    • Serves 2 purposes:

      • reduces the problem for sprite-sprite collision detection

      • provides solution for easy sprite-world collision detection

    Calculating grid position

    Calculating Grid Position

    • What cells does our sprite currently occupy?

    • How would you calculate that?

      • For min/max tile rows/columns:

        • sprite.X/tileWidth

        • sprite.Y/tileHeight

        • (sprite.X+sprite.Width)/tileWidth

        • (sprite.Y+sprite.Height)/tileHeight

      • For this guy, cells (0,0), (0,1), (1,0), & (1,1)

        • only test against:

          • other objects in those cells

          • collidable tiles in those cells (treat like objects)

            • don’t let sprites occupy “collidable cells”

    Grid cell collision walkable surfaces

    Grid Cell Collision & Walkable Surfaces

    • Side-scrollers simulate gravity

      • not necessarily accelerated (constant velocity)

      • move all affected sprites down by dY

    • This way, characters can fall

    • We must detect when sprites are colliding with a floor/platform

    • Easy solution: make a tile with a walkable surface at the very top of the image

    • Collision system will handle response

    Grid cell collision advantages disadvantages

    Grid Cell Collision Advantages/Disadvantages

    • Advantages

      • easy to implement

      • very fast (computationally inexpensive)

    • Disadvantages

      • constrains look of game to grid-like world

    • Action Game alternative:

      • use this algorithm for some board collision detection

      • use other algorithms for other collisions

        • i.e. inclines

    Object tests premise

    Object Tests Premise

    • Think of all collision tests as between pairs of collidable objects

    • In our games this means:

      • sprite object – to – game tile object

      • sprite object – to – sprite object

    • In a single game loop, for each sprite, we may have to check against

      • many other sprites

      • many other tiles

    Broad phase

    Broad Phase

    • Do the coarse AABBs of two objects collide?

    • Common solution:

      • separating axis algorithms

      • including temporal coherence

    • More sophisticated solution:

      • Sweep & Prune

      • an extension of separating axis, more efficient for many elements

    Narrow phase

    Narrow Phase

    • What are the contact points on object geometries?

      • for 3D might be convex hulls

    • Two Steps

      • determine potentially colliding primitives (ex: triangles) of a pair of objects

        • AABB tree algorithms

      • determine contact between primitives

        • GJK algorithms

    • Ref[3]

    • CSE 381 will cover these things next fall

    Priori vs posteri

    priori vs. posteri

    • Approaches to collision detection & response

    • Priori: check if something is going to collide before moving it, then make the necessary correction

    • Posteri: check if something has collided and make the necessary corrections

    Discrete vs continuous collision detection

    Discrete vs. Continuous Collision Detection

    • Discrete collision detection

      • perform collision detection at sampled instances of time (like end of frame)

      • can lead to tunneling problems

      • “contact data is obtained by computing the penetration depth of a collision”

    • Continuous collision detection

      • perform collision detection in continuous space-time

      • More on this in a moment

    Time in between frames

    Time in between frames

    • We will make calculations and update velocities and positions at various times

    • When?

    • In response to:

      • input at start of frame

      • AI at start of frame

      • collisions/physics when they happen

        • likely to be mid-frame

    Axis separation tests

    Axis Separation Tests

    • How do we know if two AABBs are colliding?

      • if we can squeeze a plane in between them

      • i.e. if their projections overlap on all axes







    Be careful of tunneling

    Be careful of Tunneling

    • What’s that?

    • An object moves through another object because collision is never detected

    A note about timing

    A note about timing

    • If we are running at 30 fps, we are only rendering 1/30th of the physical states of objects

      • Squirrel Eiserloh calls this Flipbook syndrome [2]

    • More things happen that we don’t see than we do

    • We likely won’t see the ball in contact with the ground

    One way to avoid tunneling

    One way to avoid tunneling

    • Swept shapes

    • Potential problem: false positives

      • Good really only for early rejection tests

    Better way to avoid tunneling

    Better way to avoid tunneling

    • Calculate first contact times

    • Resolve contacts in order of occurrence

    Continuous collision detection

    Continuous Collision Detection

    • For each moving object, compute what grid cells it occupies and will cross & occupy if its current velocity is added

    • Find the first contact time between each object pair that may occupy the same grid cells

    • Sort the collisions, earliest first

    • Move all objects to time of first collision, updating positions

    • Update velocities of collided objects in pair

    • Go back to 1 for collided objects only

    • If no more collisions, update all objects to end of frame

    • Ref[3]

    Times as

    Times as %

    • You might want to think of your times as % of the frame

    • Then correct positions according to this %

    • For example, if I know my object is supposed to move 10 units this frame (we’ve locked the frame rate), if a collision happens ½ way through, move all affected objects ½ distance of their velocity and recompute collisions data for collided data

    • Re-sort collisions and find next contact time


    % Example

    • A at (1, 5), velocity of (4, -3)

    • B stationary at (4, 4)

    • When will they collide?

      • When A goes one unit to the right

      • How long will that take?

      • If it takes 1 frame to go 4 units, it will take .25 frames to go 1

    What about 2 moving objects

    What about 2 moving objects?

    • Solution, give the velocity of one to the other for your calculations

      • make one of them stationary

      • then do the calculation as with grid tiles

      • make sure you move both objects

      • make sure you update the velocities of both objects

    So how do we calculate the when

    So how do we calculate the when?

    • We can do it axis by axis

      • What’s the first time where there is overlap on all 3 axes?

    • For each axis during a frame, what is the time of first and last contact?

      • txf, txl, tyf, tyl

    • When is the time of collision?

      • first moment tx and ty overlap

    What collision system should you use

    What collision system should you use?

    • AABB for each collidable object

    • Velocity vector for each dynamic object

    • Uniform Grids for problem reduction

    • Continuous Collision Detection

      • using method of separating axis algorithm

      • momentum equations for collision responses

        • if necessary

      • pweep and prune for efficiency

    Physics timing

    Physics & Timing

    • Christer Ericson & Erin Catto’s recommendations:

      • physics frame rate should be higher resolution than rendering

      • minimum of 60 frames/second for physics calculations

      • makes for more precise, and so realistic interactions

    • How do we manage this?

      • tie frame rate to 60 fps, but don’t render every frame

      • don’t worry about this for now

    • Note: these operations might commonly be done in different threads anyway (have their own frame rates)



    • [1] Real Time Collision Detection by Christer Ericson

    • [2] Physics for Game Programmers by Squirrel Eiserloh

    • [3] Collision Detection in Interactive 3D Environments by Gino van den Bergen

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