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OGRE手札-39 碰撞检测

2011-12-28 11:30 399 查看
Ogre采用树桩管理场景中的各种"元素"(摄像机、灯光、物体等),所有的东西都挂在"树"上,不在"树"上的东西不会被渲染。

Ogre::SceneManager就是"树"的管理者,Ogre::SceneNode是从SceneManager中创建的(当然BSP和8*树的管理也和这两个类有关,这暂时不讨论)。

AABB(轴对齐包围盒)

这个东西是碰撞检测的基础,和它类似的还有OBB(有向包围盒),由于OBB创建复杂,所以Ogre采用了AABB。

最简单的碰撞检测

通过Ogre::SceneNode::_getWorldAABB()可以取得这个叶子节点的AABB(Ogre::AxisAlignedBox),Ogre::AxisAlignedBox封装了对AABB的支持,该类的成员函数Ogre::AxisAlignedBox::intersects()可以判断一个AABB和"球体、点、面以及其他面"的相交情况(碰撞情况)。

m_SphereNode树的叶子,挂了一个"球"

m_CubeNode树的叶子,挂了一个"正方体"

AxisAlignedBox spbox = m_SphereNode->_getWorldAABB();

AxisAlignedBox cbbox = m_CubeNode->_getWorldAABB();

if(spbox.intersects(cbbox))

{

      //相交

}

附上简单的AABB测试程序,碰撞之后模型放大十倍,当然碰撞之后的事情你可以随意修改
#include"ExampleApplication.h"

#include <stdio.h>

class CollionFrameListener:public ExampleFrameListener

{

private:

 SceneNode* m_node;

 SceneNode*m_node2;

 SceneManager* mSceneMgr;

public:

 CollionFrameListener(RenderWindow* win, Camera* cam,SceneNode* node,SceneNode*node22,SceneManager* manager)

  :ExampleFrameListener(win,cam),m_node(node),m_node2(node22),mSceneMgr(manager)

 {

 }

 bool frameStarted(const FrameEvent& evt)

 {

  AxisAlignedBox spbox=m_node->_getWorldAABB();

  AxisAlignedBox cbbox=m_node2->_getWorldAABB();

  if(spbox.intersects(cbbox))

  {

   m_node2->setScale(10,10,10);

  }

  return ExampleFrameListener::frameStarted(evt);

 }

};

class CollionApplication:public ExampleApplication

{

protected:

 SceneNode*node1;

 SceneNode* node2;

 void createScene()

 {

  mSceneMgr->setAmbientLight(ColourValue(1,1,1));

  Entity* ent1=mSceneMgr->createEntity("robot","robot.mesh");

  node1=mSceneMgr->getRootSceneNode()->createChildSceneNode("robotnode");

  node1->attachObject(ent1);

  Entity *ent2=mSceneMgr->createEntity("ogrehead","ogreHead.mesh");

  node2=mSceneMgr->getRootSceneNode()->createChildSceneNode("ogreheadnode",Vector3(2,0,0));

  node2->attachObject(ent2);

  

 }

void createFrameListener()

 {

  mFrameListener=new CollionFrameListener(mWindow,mCamera,node1,node2,mSceneMgr);

  mFrameListener->showDebugOverlay(true);

  mRoot->addFrameListener(mFrameListener);

 }

};

INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE,  LPSTR, int )

{

 CollionApplication app;

 app.go();

}

区域查询:

简单的讲就是,查询某一区域中有什么东西,分为AABB、球体、面查询。

    //创建一个球体查询,这里的100是m_SphereNode挂着的那个球体的半径
    SphereSceneQuery * pQuery=m_SceneMgr->createSphereQuery(Sphere(m_SphereNode->getPosition(),100));
    //执行这个查询
    SceneQueryResult QResult=pQuery->execute();
    //遍历查询列表找出范围内的物体
    for (SceneQueryResultMovableList::iterator iter = QResult.movables.begin();
iter != QResult.movables.end();++iter)
    {
     MovableObject* pObject=static_cast<MovableObject*>(*iter);
     if(pObject)
     {
      if(pObject->getMovableType()=="Entity")
      {
       Entity*
ent = static_cast<Entity*>(pObject);
       //这里简化了操作,由于只有一个"球体"和一个"正方体",
       //所以只判断了球体和正方体的相交

       if(ent->getName()=="cube")
       {
        //改变位置防止物体重叠
        vtl=-vtl;
        m_SphereNode->translate(vtl);
        break;
       }
      }
     }
    }

新建一个空的ogre程序,将这个代码添加到你的cpp文件中就可以运行,这个例子是如果碰撞就将模型放大十倍,当然碰撞之后的代码你可以随便修改
#include"ExampleApplication.h"

#include <stdio.h>

class CollionFrameListener:public ExampleFrameListener

{

private:

 SceneNode* m_node;

 SceneManager* mSceneMgr;

public:

 CollionFrameListener(RenderWindow* win, Camera* cam,SceneNode* node,SceneManager* manager)

  :ExampleFrameListener(win,cam),m_node(node),mSceneMgr(manager)

 {

 }

 bool frameStarted(const FrameEvent& evt)

 {

   SphereSceneQuery * pQuery=mSceneMgr->createSphereQuery(Sphere(m_node->getPosition(),10));

   SceneQueryResult QResult=pQuery->execute();

   for (SceneQueryResultMovableList::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter)

   {

    MovableObject* pObject=static_cast<MovableObject*>(*iter);

    if(pObject)

    {

     if(pObject->getMovableType()=="Entity")

     {

      Entity* ent = static_cast<Entity*>(pObject);

      if(ent->getName()=="ogrehead")

      {

       m_node->setScale(10,10,10);

       break;

      }

     }

    }

   }

  return ExampleFrameListener::frameStarted(evt);

 }

};

class CollionApplication:public ExampleApplication

{

protected:

 SceneNode*node1;

 void createScene()

 {

  mSceneMgr->setAmbientLight(ColourValue(1,1,1));

  Entity* ent1=mSceneMgr->createEntity("robot","robot.mesh");

  node1=mSceneMgr->getRootSceneNode()->createChildSceneNode("robotnode");

  node1->attachObject(ent1);

  Entity *ent2=mSceneMgr->createEntity("ogrehead","ogreHead.mesh");

  SceneNode* node2=mSceneMgr->getRootSceneNode()->createChildSceneNode("ogreheadnode",Vector3(2,0,0));

  node2->attachObject(ent2);

 }

 void createFrameListener()

 {

  mFrameListener=new CollionFrameListener(mWindow,mCamera,node1,mSceneMgr);

  mFrameListener->showDebugOverlay(true);

  mRoot->addFrameListener(mFrameListener);

 }

};

INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE,  LPSTR, int )

{

 CollionApplication app;

 app.go();

}

相交查询:

遍历所有的对象,找到一对一对的相交物体(废话呀,相交当然至少两个物体)。

     //创建相交检测
     IntersectionSceneQuery* pISQuery=m_SceneMgr->createIntersectionQuery();
     //执行查询
     IntersectionSceneQueryResult
QResult=pISQuery->execute();
     //遍历查询列表找出两个相交的物体
     for (SceneQueryMovableIntersectionList::iterator
iter = QResult.movables2movables.begin();
      iter != QResult.movables2movables.end();++iter)
     {
     
      SceneQueryMovableObjectPair
pObject=static_cast<SceneQueryMovableObjectPair>(*iter);
      //if(pObject)
      {
       String
strFirst=pObject.first->getName();
       String
strSecond=pObject.second->getName();
       //下面加入你自己的两个物体相交判断代码,或者简单的用AABB的判断方法,
      }
     }

在Ogre中,可以创建一个查询器,比如球体查询器,AABB查询器,面查询器等。下面我们以最常用的球形查询器为例来说明:

如下面的代码,我们首先创建一个球形查询器,它需要定义一个球体,我们把它的位置,设置为摄像机的位置,半径为10,掩码为第二个参数,默认为-1,

通过掩码,可以把碰撞的物体分成不同的组,比如我们设置球形场景查询器的掩码为0x1,则它只检测和它掩码相同物体的碰撞。该摄像机检测到entity对象后,就把摄像机位置沿摄像机方向,向后移动一个单位,这样会实现碰撞检测,但是摄像机因为向后有个移动,所以会有抖动。
//创建球形查询器,第二个参数表示掩码,默认情况下为-1
SphereSceneQuery * pQuery=mSceneMgr->createSphereQuery(Sphere(mCamera->getPosition(),10));
SceneQueryResult QResult=pQuery->execute();
for (std::list<MovableObject*>::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter)
{
MovableObject* pObject=static_cast<MovableObject*>(*iter);
if(pObject)
{
if(pObject->getMovableType()=="Entity")
{
Entity* ent = static_cast<Entity*>(pObject);
//if(ent->getName()=="Head")
//{
//    //m_node->setScale(10,10,10);
//    pObject->getParentNode()->scale(0.5,0.5,0.5);
//    break;
//}
Ogre::Vector3 v = mCamera->getPosition();
Ogre::Vector3 d = mCamera->getDirection();
v = v + d*(-1);
mCamera->setPosition(v);

}
}
}
全部的代码:

#include "ExampleApplication.h"

RaySceneQuery* raySceneQuery = 0;

// Event handler to add ability to alter curvature
class TerrainFrameListener : public ExampleFrameListener
{
public:
SceneManager* mSceneMgr;
TerrainFrameListener(SceneManager *sceneMgr,RenderWindow* win, Camera* cam)
: ExampleFrameListener(win, cam)
{
// Reduce move speed
mMoveSpeed = 50;
mSceneMgr = sceneMgr;
}

bool frameRenderingQueued(const FrameEvent& evt)
{
if( ExampleFrameListener::frameRenderingQueued(evt) == false )
return false;

// clamp to terrain
static Ray updateRay;
updateRay.setOrigin(mCamera->getPosition());
updateRay.setDirection(Vector3::NEGATIVE_UNIT_Y);
raySceneQuery->setRay(updateRay);
RaySceneQueryResult& qryResult = raySceneQuery->execute();
RaySceneQueryResult::iterator i = qryResult.begin();
if (i != qryResult.end() && i->worldFragment)//把摄像机定在地形10个单位高的地方。
{
mCamera->setPosition(mCamera->getPosition().x,
i->worldFragment->singleIntersection.y + 10,
mCamera->getPosition().z);
}
//创建球形查询器,第二个参数表示掩码,默认情况下为-1
SphereSceneQuery * pQuery=mSceneMgr->createSphereQuery(Sphere(mCamera->getPosition(),10));
SceneQueryResult QResult=pQuery->execute();
for (std::list<MovableObject*>::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter)
{
MovableObject* pObject=static_cast<MovableObject*>(*iter);
if(pObject)
{
if(pObject->getMovableType()=="Entity")
{
Entity* ent = static_cast<Entity*>(pObject);
//if(ent->getName()=="Head")
//{
//    //m_node->setScale(10,10,10);
//    pObject->getParentNode()->scale(0.5,0.5,0.5);
//    break;
//}
Ogre::Vector3 v = mCamera->getPosition();
Ogre::Vector3 d = mCamera->getDirection();
v = v + d*(-1);
mCamera->setPosition(v);

}
}
}

return true;

}

};

class TerrainApplication : public ExampleApplication
{
public:
TerrainApplication() {}

~TerrainApplication()
{
delete raySceneQuery;
}

protected:

virtual void chooseSceneManager(void)
{
// Get the SceneManager, in this case a generic one
mSceneMgr = mRoot->createSceneManager("TerrainSceneManager");
}

virtual void createCamera(void)
{
// Create the camera
mCamera = mSceneMgr->createCamera("PlayerCam");

// Position it at 500 in Z direction
mCamera->setPosition(Vector3(128,25,128));
// Look back along -Z
mCamera->lookAt(Vector3(0,0,-300));
mCamera->setNearClipDistance( 1 );
mCamera->setFarClipDistance( 1000 );

}

// Just override the mandatory create scene method
void createScene(void)
{

// Set ambient light
mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5));

// Create a light
Light* l = mSceneMgr->createLight("MainLight");
// Accept default settings: point light, white diffuse, just set position
// NB I could attach the light to a SceneNode if I wanted it to move automatically with
//  other objects, but I don't
l->setPosition(20,80,50);

// Fog
// NB it's VERY important to set this before calling setWorldGeometry
// because the vertex program picked will be different
ColourValue fadeColour(0.93, 0.86, 0.76);
mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000);
mWindow->getViewport(0)->setBackgroundColour(fadeColour);

std::string terrain_cfg("terrain.cfg");
mSceneMgr -> setWorldGeometry( terrain_cfg );
// Infinite far plane?
if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE))
{
mCamera->setFarClipDistance(0);
}

// Set a nice viewpoint
mCamera->setPosition(707,2500,528);
mCamera->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329));
//mRoot -> showDebugOverlay( true );

raySceneQuery = mSceneMgr->createRayQuery(
Ray(mCamera->getPosition(), Vector3::NEGATIVE_UNIT_Y));//光线的位置和方向,垂直向下

Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");

//创建ogre head实体,测试通过射线查询movable来实现摄像机碰撞检测
SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("ogreHead");
headNode->attachObject(ogreHead);
headNode->setPosition(500.0, 100.0, 500.0);
headNode->scale(Vector3(2,2,2));

}
// Create new frame listener
void createFrameListener(void)
{
mFrameListener= new TerrainFrameListener(mSceneMgr,mWindow, mCamera);
mRoot->addFrameListener(mFrameListener);
}

};
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