青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

牽著老婆滿街逛

嚴以律己,寬以待人. 三思而后行.
GMail/GTalk: yanglinbo#google.com;
MSN/Email: tx7do#yahoo.com.cn;
QQ: 3 0 3 3 9 6 9 2 0 .

Broadphase Collision Detection

原文地址:http://www.ziggyware.com/readarticle.php?article_id=128

Broadphase Collision Detection


By John Wells, 2007



Special thanks to Krisc for helping get this article online



What is broadphase collision detection?


     Simply put, broadphase collision detection is a method of eliminating costly collision tests, avoid redundant tests, and just not testing most of your objects anyways.


     "Rubbish!", you say, "How can you determine to objects are not colliding if you never test them together?"

Good question. Well, it turns out the easiest way to figure to out something is not colliding is to create a situation where you know, that the object (and potentially 1000s of others) could never collide with something in the first place!

Can I make Grand Theft Halo 2 with it?


     Well, sort of. The broadphase method is just a part of the puzzle; but an enabler of complex games? Sure. The classic problem arises where in making a game; you have two objects, a player and the ground. Testing them for collision becomes easy, and you can use the results to render properly, do physics, or play sound effects. After a while, you've added barrels, trees, and goblins to your game and suddenly testing each object against each other object is getting very difficult.

     Big O notation would describe this as an O(n²) problem, which means as your game grows, the performance is dropping exponentially because of all the collision checks. We need to find a method to drop this O notation to a much more linear (or better) performance curve. We may never get to O(1) performance, but with even mildly complex games, we'll certainly have to do something if we want any amount of detail.

Spatial partitioning


     Broadphase collision detection is accomplished through a spatial partitioning algorithm, of which there are many known varieties. The two main branches of widely used algorithms either form some sort of grid or bucket system, or use a sorting algorithm. As with any algorithmic choice, no answer is one-size fits all, and there are several pluses and minuses to each method. For my purposes, I need an algorithm that has the following features:


  • Creates no heap-based objects during runtime (The 360 hates that!)
  • Can take advantage of multiple processors/cores
  • Runs quickly, but does not take long to add/remove objects
  • Does not limit the world size and works with disparate sized objects


Sort-and-Sweep


     Of course no such algorithm exists, but for my purposes, the best choice was a sort-and-sweep algorithm. Also known as sweep-and-prune, this is considered by many to be the naive algorithm to implement, but it can still be very effective when used properly. The idea behind any spatial sorting algorithm is to break the problem of interference detection into a 'greater than' or 'less than' or 'equal to' problem. Implementing this algorithm with a simple array and an IComparer<> instance is actually quite easy and should scale well to many types of games you might think would be unfit for a '1D' implementation. For instance, Grand Theft Halo 2 would be a good candidate, as would any 2D-Platformer, because the action in these games generally takes place on one or two axes. A space shooter, where objects exist (bountifully) on three axes would not be a great choice for this algorithm.

     Although it's not intuitive, follow me on this one. To implement this algorithm, take every object in your world, consider where they begin and end on one arbitrary axis, and sort that list. Say we're sorting on the X axis; objects with a bounding box minimum value of 8 sort before an object with a bounding box minimum of 15. We've effectively broken a 3D problem down to 1D - the interesting thing is that as long as your objects are not highly clustered, performance can be amazing.


Delimiters


     When breaking the 3D problem down to 1D, we need to keep track of only two things in our array, for each object: where it starts on that axis, and where it ends. Consider the following structure used to represent a delimiter:


struct Delimiter
{
public BoundaryType Boundary;
public MyGameObject Body;
}
enum BoundaryType
{
Begin, End
}
class MyGameObject
{
public BoundingBox Bounds;
//... health, status, etc ...
    }




     So, for a moment, consider a 1D array, and imagine putting delimiters from every object in our game into the array, and then sorting that array. The only thing we need to ensure is that the 'Body' value has some sort of bounding volume such as an XNA BoundingBox or BoundingSphere. Suddenly, our world can be enumerated in 1D fashion, and in a bit I'll show you how finding objects can be optimized for speed.


Delimiter Comparison


     The heart of a sorting algorithm is the comparer, and luckily the .NET Framework already has a standard pattern that will work fine for our needs, plus, by implementing a generic IComparer<Delimiter> class, we get loads of built-in functionality from the System.Array class static methods. Consider the following comparer, which for the purposes of example only compares on the X axis:


class DelimiterComparer : IComparer<Delimiter>
{
public int Compare(Delimiter a, Delimiter b)
{
if  (a.Boundary == BoundaryType.Begin && b.Boundary == BoundaryType.Begin)
return a.Body.Bounds.Min.X.CompareTo(b.Body.Bounds.Min.X);
else if (a.Boundary == BoundaryType.Begin && b.Boundary == BoundaryType.End)
return a.Body.Bounds.Min.X.CompareTo(b.Body.Bounds.Max.X);
else if (a.Boundary == BoundaryType.End && b.Boundary == BoundaryType.Begin)
return a.Body.Bounds.Max.X.CompareTo(b.Body.Bounds.Min.X);
else
return a.Body.Bounds.Max.X.CompareTo(b.Body.Bounds.Max.X);
}
}



     "Oh gosh," you say, "You've lost me!" Okay, lets try pictures; this concept sounds simple but can get confusing quickly without some visual aid. Consider a small collection of objects, now figure we've scattered them about our world and are arranging them based upon their X axis values only. In the picture below, I've labeled the 'Begin' (as '<') and 'End' (as '>')
of the objects near the axis. Note that the Y and Z axis arrangement of these objects isn't shown below, in fact, the entire point is that at this point we don't care.

Objects


     Now consider taking the objects above, and sorting them into our array of delimiters. Here's the array:

Array



     Filling the array with delimiters for the beginning and end of each object is pretty simple. The Array.Sort() method takes our array, in un-sorted form, and an instance of our comparer class, and creates a sorted array like this one: (The #'s above the array elements show you which begin/end delimiter points to which body)

Sorted



Finding Interference


     Wow, with very little theory, we're at the point where we can begin to detect collisions! Almost, we're actually ready to detect what is called interference, a 1D collision. Going from interference to collision is simple, however, because we can test 'interfering' objects' bounding volumes to determine collision. For rendering purposes, this is almost always enough. In a physics engine, however, we may need to go one step further and find out if the actual objects within the bounding volumes intersect.

     There are two approaches to finding interference, first, you could ask the broadphase algorithm to send you each pair of interfering objects, and second you could ask it "Which objects interfere with this one?" If you use the second bit of logic you will be better suited to multiple core execution and can use the .NET IEnumerable<> pattern.

     Either way you go, the algorithm is very simple to implement:

  1. Create the 'Begin' delimiter for an object.
  2. Use Array.BinarySearch<> to find the index of that delimiter within your array.
  3. Enumerate through the array from that index on, following rules 4-6.
  4. If you hit the end of the array, you're done.
  5. If you hit another 'Begin' delimiter, you've found interference.
  6. If you pass the 'End' delimiter for the original object, start ignoring rule 5.
  7. If you hit an 'End' delimiter, construct the 'Begin' delimiter for it and compare to the delimiter at the index from rule 1. When greater than or equal to zero, ignore this delimiter. When less than zero, you've found interference.


Optimizations


     The first thing you might notice is that rule 4, above, indicates you might be searching through much of the array looking for interfering objects. A simple optimization is to keep track of which delimiters border void space. This is simple figure out, because each update we have to sort the array, and in that time we can walk through it and mark some delimiters as 'touches void'. In the below diagram, I've started a stack, indicated in text below the array. Every time I hit a 'Begin', I add one, every time I hit an 'End' I remove one. Thus, every time the stack is zero, I know that there are no more objects in that space. I can then amend rule 4, above, to say "Also stop when you hit a delimiter that borders the void." The dotted lines below represent the placement of the 'Touches Void' flags.

Delimeted


     When working with the .NET Framework, and especially with the .NET Compact Framework on the Xbox 360, avoiding garbage is a must. Two things we must be aware of are that we don't create new arrays or resize arrays dynamically where possible, and that we don't box values. Boxing is easy to do, for instance if you opt for the IEnumerable<> pattern, you might create the following structure:


struct MyEnumerator : IEnumerable<MyGameObject>, IEnumerator<MyGameObject>
{
//... implementation ...
    }



     In doing so, you avoid the garbage created by using the yield return keyword, but you will cause boxing (and thus garbage) unless you specifically reference your enumerator type as MyEnumerator, and not through the interfaces it implements. This one can be tricky, and certainly obfuscate your code, so take it with a grain of salt.

     To avoid resizing arrays and having portions stored non-contiguously in memory, you might consider using a default large array and keeping track of how many items in the array are 'in use.' Do avoid, however, leaving references to MyGameObject in the unused portion of the array, and consider growing when needed, too. You might be tempted to use List<Delimiter>, which has a .ToArray() method; but watch out, that's a new array you're playing with!

     Every so often, you should evaluate the clustering of the sorted array, and potentially decide to start sorting on another axis. This axis, of course, does not have to be a cardinal axis, but picking X, Y, or Z is usually most straight forward. The best candidate axis could be either fixed, or better yet, the axis where values vary the most. For my Grand Theft Halo 2 example, for instance, this axis would not be the Y axis, because most objects usually cluster on the ground in those kind of games. Less
axial clustering means more 'Touches Void' flags, means fewer array enumerations.



References



  • Johnnylightbulb - My project on CodePlex, where I am implementing this algorithm
  • Real-Time Collision Detection, book by Christer Ericson - A very useful resource that is invaluable when discovering and implementing any collision related algorithm, an excellent book.
  • Erwin Couman's Physics Simulation Forum - Centered around physics, but still useful for non-physics collision detection and trolled by the best of the best of industry experts in the field.
  • XNADEV.RU - A C# implementation of Erwin Coumans' Bullet engine (see previous link)
  • Open Dynamics Engine - An open source physics engine that has many C and C++ algorithms for collision detection implemented.
  • GeometricTools.com - Dave Eberly's site with code and algorithms from his many incredibly useful books.

posted on 2008-01-09 17:04 楊粼波 閱讀(522) 評論(0)  編輯 收藏 引用


只有注冊用戶登錄后才能發表評論。
網站導航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            久久综合一区二区| 欧美吻胸吃奶大尺度电影| 六月丁香综合| 久久字幕精品一区| 开元免费观看欧美电视剧网站| 欧美在线视频全部完| 欧美一级理论片| 午夜久久资源| 久久裸体艺术| 欧美激情亚洲综合一区| 亚洲国产精品一区制服丝袜| 亚洲一区视频在线观看视频| 亚洲直播在线一区| 久久久无码精品亚洲日韩按摩| 久久久噜噜噜久噜久久| 欧美a级在线| 亚洲日本欧美天堂| 亚洲伊人第一页| 久久精品一区二区三区四区| 美日韩在线观看| 欧美三级电影一区| 国产亚洲二区| 亚洲人成人99网站| 亚洲欧美一区二区精品久久久| 久久婷婷激情| 一区二区三区欧美视频| 欧美一级午夜免费电影| 欧美成人精品h版在线观看| 欧美视频日韩视频| 黄网站免费久久| 亚洲视频在线看| 久久影视三级福利片| 亚洲精品精选| 久久成人在线| 欧美偷拍另类| 亚洲激情啪啪| 久久久高清一区二区三区| 亚洲一区欧美一区| 欧美激情一区三区| 亚洲欧美中日韩| 欧美日韩国产成人在线观看| 红桃视频欧美| 亚洲欧美美女| 亚洲欧洲在线免费| 欧美在线综合视频| 欧美午夜免费电影| 亚洲免费久久| 欧美夫妇交换俱乐部在线观看| 亚洲欧美成人综合| 国产精品高清网站| 99国产精品国产精品毛片| 免费h精品视频在线播放| 亚洲欧美日韩高清| 国产精品国产自产拍高清av| 99v久久综合狠狠综合久久| 裸体歌舞表演一区二区| 亚洲午夜精品17c| 国产精品99久久久久久久vr| 欧美一级视频精品观看| 亚洲精品黄网在线观看| 欧美aⅴ一区二区三区视频| 国语精品中文字幕| 久久精品日韩欧美| 午夜一区二区三区在线观看| 国产精品美女xx| 亚洲男人av电影| 亚洲视频网在线直播| 国产精品进线69影院| 亚洲一区二区精品视频| 一区二区三区四区五区在线| 欧美色图一区二区三区| 亚洲伊人观看| 亚洲线精品一区二区三区八戒| 欧美日韩一区二区三区| 亚洲永久精品国产| 亚洲一区在线直播| 国产亚洲欧美中文| 老司机午夜精品视频| 久久午夜色播影院免费高清| 亚洲国产成人porn| 亚洲区一区二| 国产精品久久久一区二区三区| 亚洲伊人第一页| 亚洲男人影院| 亚洲成人直播| 亚洲区在线播放| 国产精品区一区| 久久亚洲欧美| 欧美激情1区2区| 亚洲欧美日韩综合一区| 欧美一区二区三区另类| 亚洲国产午夜| 亚洲视频你懂的| 伊人久久成人| 亚洲精品国产精品乱码不99按摩| 欧美视频在线免费| 久久九九免费| 欧美日本国产在线| 欧美一区二区三区免费在线看| 久久经典综合| 亚洲一二三区在线观看| 欧美与黑人午夜性猛交久久久| 亚洲国产精品免费| 国产精品99久久久久久久女警| 国产一区二区三区久久| 91久久在线| 国语自产偷拍精品视频偷| 亚洲人成在线观看一区二区| 国产日韩欧美制服另类| 亚洲三级电影全部在线观看高清| 国产精品呻吟| 亚洲另类视频| 在线观看一区二区精品视频| 制服丝袜亚洲播放| 亚洲精品网址在线观看| 久久精品123| 午夜精品久久久久久久白皮肤 | 在线亚洲观看| 在线观看久久av| 亚洲欧美变态国产另类| 日韩视频中午一区| 久久精品国内一区二区三区| 一区二区三区四区国产精品| 久久精品国语| 久久精品国产99国产精品澳门| 欧美精品一区三区| 免费在线视频一区| 国产区在线观看成人精品| 亚洲免费av片| 亚洲精品字幕| 欧美va亚洲va香蕉在线| 欧美成人精品高清在线播放| 国产一区免费视频| 午夜精品久久久久久久久久久久久| 日韩一级网站| 欧美日韩一卡| 一区二区三区毛片| 午夜精品短视频| 国产精品高潮粉嫩av| 中日韩在线视频| 亚洲欧美日本日韩| 国产精品国产三级国产普通话三级 | 先锋a资源在线看亚洲| 欧美涩涩视频| 亚洲无线视频| 欧美在线黄色| 狠狠色综合色区| 久久久视频精品| 亚洲第一偷拍| 一区二区三区精品国产| 欧美婷婷久久| 亚洲欧美日本国产专区一区| 久久激五月天综合精品| 国产日韩欧美一区在线 | 1000精品久久久久久久久| 亚洲国产精品视频| 午夜影视日本亚洲欧洲精品| 狠狠色香婷婷久久亚洲精品| 亚洲一区二区三区成人在线视频精品| 91久久久在线| 欧美日韩一区二区三区免费| 亚洲精品免费观看| 亚洲精品偷拍| 久久久国产精品亚洲一区| 欧美高清成人| 亚洲精品在线观看视频| 欧美日本亚洲| 亚洲第一偷拍| 欧美一二区视频| 韩国av一区二区三区四区| 久久久不卡网国产精品一区| 亚洲伊人观看| 亚洲国产欧美日韩| 美乳少妇欧美精品| 91久久在线视频| 亚洲主播在线播放| 欧美精品一区二区三区蜜臀| 亚洲高清av在线| 一区二区不卡在线视频 午夜欧美不卡在| 免费试看一区| 日韩亚洲视频| 欧美激情第1页| 亚洲午夜三级在线| 国内成人在线| 亚洲一区二区三区四区在线观看| 欧美α欧美αv大片| 日韩亚洲精品在线| 国产精品视频久久| 亚洲午夜性刺激影院| 亚洲欧洲在线一区| 欧美一区二区视频在线观看2020 | 亚洲毛片在线看| 老牛嫩草一区二区三区日本| 一区二区三区.www| 国产亚洲亚洲| 久久久久久久综合色一本| 亚洲欧美另类在线观看| 欧美国产日韩视频| 欧美亚洲一级片| 国内成+人亚洲+欧美+综合在线|