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Introduction to Collision Detection Lecture based on Real Time Collision Detection, Christer Ericson, Morgan Kauffman,

Introduction to Collision Detection Lecture based on Real Time Collision Detection, Christer Ericson, Morgan Kauffman, 2005. Game Design Experience Professor Jim Whitehead February 9, 2009. Creative Commons Attribution 3.0 creativecommons.org/licenses/by/3.0. Announcements.

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Introduction to Collision Detection Lecture based on Real Time Collision Detection, Christer Ericson, Morgan Kauffman,

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  1. Introduction to Collision DetectionLecture based on Real Time Collision Detection, Christer Ericson, Morgan Kauffman, 2005 Game Design Experience Professor Jim Whitehead February 9, 2009 Creative Commons Attribution 3.0creativecommons.org/licenses/by/3.0

  2. Announcements • Homework #1, Revisited (Improved Design) • Due today • May turn it in to the box by my door by the end of the day • Also make sure you do electronic submission • See details on web site • Midterm exam • Aiming for return of exams on Wednesday • Will post answer key after class today

  3. Technical Design Document • Create a UML structure diagram for your game • Map out your design on paper, before writing code • Allows you to think about design decisions early • Due this Friday, February 13 • In one or more UML diagrams, describe all of the classes and interfaces you will create for your project • For each class and interface, give • Class properties, methods, and variables • Show inheritance and containment relationships

  4. Technical Design Document (cont’d) • Items that should be in your design • input handling • representation of game levels, if present • player class • enemy classes, including a container holding active enemies • game object classes, including a container to hold them • collision detection • classes for drawing player, enemies, other game objects • classes for handling audio • menu system classes • Make sure TDD is consistent with game design • Are you missing anything? • Strongly recommend using a UML modeling tool • StarUML is free, has good set of features • http://staruml.sourceforge.net/en/ (see link on Tools page) Demonstration of use of StarUML

  5. Collision Detection • Collision detection • Determining if two objects intersect (true or false) • Example: did bullet hit opponent? • Collision resolution (collision determination) • Determining when two objects came into contact • At what point during their motion did they intersect? • Example: Two balls needing to bounce off each other • Determining where two objects intersect • Which points on the objects touch during a collision? • Example: Pong: where ball hits paddle is important • Complexity of answering these questions increases in order given • If < when < where

  6. Key to collision detection: scaling • Key constraint: only 16.667ms per clock tick • Limited time to perform collision detection • Object shapes in 2D games can be quite complex • Naïve: check two objects pixel-by-pixel for collisions • Many objects can potentially collide • Naïve: check every object pair for collisions • Drawback of naïve approach • Takes too long • Doesn’t scale to large numbers of objects • Approaches for scaling • Reduce # of collision pairs • Reduce cost of each collision check Chu Chu Rocket, Dreamcast

  7. Naïve Collision Detection: n x n checking • Assume • n objects in game • All n objects can potentially intersect with each other • Conceptually easiest approach • Check each object against every other object for intersections • Leads to (n-1) + (n-2) + … + 1 = n(n-1)/2 = O(n2) checks • Done poorly, can be exactly n2 checks • Example: 420 objects leads to 87,990 checks, per clock tick Demonstration of n x n collision checking

  8. Broad vs Narrow Sweep • With many small objects in large playfield • Each object only has the potential to collide with nearby objects • Broad sweep • Perform a quick pass over n objects to determine which pairs have potentialto intersect, p • Narrow sweep • Perform p x p check of objectpairs that have potential tointersect • Dramatically reduces # of checks Mushihimesama

  9. Broad sweep approaches • Grid • Divide playfield into a grid of squares • Place each object in its square • Only need to check contents of square against itself and neighboring squares • See http://www.harveycartel.org/metanet/tutorials/tutorialB.html for example • Space partitioning tree • Subdivide space as needed into rectangles • Use tree data structure to point to objects in space • Only need to check tree leaves • Quadtree, Binary Space Partition (BSP)tree • Application-specific • 2D-shooter: only need to checkfor collision against ship • Do quick y check for broad sweep Point Quadtree (Wikipedia)

  10. Reducing Cost of Checking Two Objects for Collision • General approach is to substitute a bounding volume for a more complex object • Desirable properties of bounding volumes: • Inexpensive intersection tests • Tight fitting • Inexpensive to compute • Easy to rotate and transform • Low memory use Megaman X1 (Capcom). White boxes represent bounding volumes.

  11. Common Bounding Volumes • Most introductory game programming texts call AABBs simply “bounding boxes” Circle/Sphere Axis-Aligned Bounding Box(AABB) Oriented Bounding Box (OBB) Convex Hull Better bounds, better culling Faster test, less memory

  12. Circle Bounding Box • Simple storage, easy intersection test • Rotationally invariant Compare Euclidean distance between circle centers against sum of circle radii. struct circle { Point c; // center int r; // radius } bool circle_intersect(circle a, circle b) { Point d; // d = b.c – a.c d.x = a.c.x – b.c.x; d.y = a.c.y – b.c.y; int dist2 = d.x*d.x + d.y*d.y; // d dot d int radiusSum = a.r + b.r; if (dist2 <= radiusSum * radiusSum) { return true; } else { return false; } } r c struct Point { int x; int y; }

  13. Axis-Aligned Bounding Boxes (AABBs) struct Point { int x; int y; } • Three common representations • Min-max • Min-widths • Center-radius min // min.x<=x<=max.x // min.y<=y<=max.y struct AABB { Point min; Point max; } // min.x<=x<=min.x+dx // min.y<=y<=min.y+dy struct AABB { Point min; int dx; // x width int dy; // y width } // | c.x-x | <= rx | c.y-y | <= ry struct AABB { Point c; int rx; // x radius int ry; // y radius } max min dx dy ry rx c Can easily be extended to 3D

  14. Axis Aligned Bounding Box Intersection (min-max) • Two AABBs intersect only if they overlap on both axes a.min.x=b.min.x a.min.x>b.max.x a.max.x<b.min.x a.max.y<b.min.y bool IntersectAABB(AABB a, AABB b) { { if (a.max.x < b.min.x || a.min.x < b.max.x) return false; if (a.max.y < b.min.y || a.min.y < b.max.y) return false; return true; } a.min.y=b.min.y a.min.y>b.max.y

  15. Axis Aligned Bounding Box Intersection (min-width) • Two AABBs intersect only if they overlap on both axes (a.min.x-b.min.x)>b.dx -(a.min.x-b.min.x)>a.dx a.min.x=b.min.x -(a.min.y-b.min.y)>a.dy bool IntersectAABB(AABB a, AABB b) { { int t; t=a.min.x-b.min.x; if (t > b.dx || -t > a.dx) return false; t=a.min.y-b.min.y; if (t > b.dy || -t > a.dy) return false; return true; } // Note: requires more operations than // min-max case (2 more subtractions, 2 more negations) a.min.y=b.min.y (a.min.y-b.min.y)>b.dy

  16. AABB Intersection (center-radius) • Two AABBs intersect only if they overlap on both axes a.c.x-b.c.x >a.rx+b.rx b.c.x-a.c.x >a.rx+b.ry a.c.x=b.c.x b.c.y-a.c.y > a.ry+b.ry bool IntersectAABB(AABB a, AABB b) { { if (Abs(a.c.x – b.c.x) > (a.r.dx + b.r.dx)) return false; if (Abs(a.c.y – b.c.y) > (a.r.dy + b.r.dy)) ) return false; return true; } // Note: Abs() typically single instruction on modern processors a.c.y=b.c.y a.c.y-b.c.y >a.ry+b.ry

  17. Homework • Readings from Real Time Collision Detection • See forum/syllabus for details, will scan today

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