Space partitioning for flocking
#2 Members - Reputation: 154
Posted 04 July 2012 - 03:48 PM
Or, you can just use a grid, when each cell in the grid has a pointer to the objects in it, the objects only have to check for collisions with objects that are in the same cell.
#3 Members - Reputation: 354
Posted 04 July 2012 - 05:47 PM
See Ericson's Real-Time Collision Detection for a terrific chapter on various ways to implement and use grids.
#7 Members - Reputation: 1006
Posted 05 July 2012 - 06:09 AM
Excuse my late-night mathematics skills if there are errors. ;)
#8 Members - Reputation: 1957
Posted 05 July 2012 - 06:15 AM
Looking at half a dozen randomly selected (not necessarily nearest) neighbours pretty accurately simulates real flocking.
#10 Members - Reputation: 561
Posted 05 July 2012 - 02:49 PM
But with grid I would need to search 9 cells right? And what if I would need different radius in future? Anyway I'll test the grid thing. I should also mention that this its in 2d and I'm just using points if that helps in some case.
No, you only need to check for collision in the 4 neighbouring cells with a higher number. That is the neighbour to the right and the three neighbours below (assuming cell 0 is top left corner and last cell is bottom right corner).
#11 Members - Reputation: 1006
Posted 05 July 2012 - 04:22 PM
I don't think that 3*3 = 9 is an arbitrary number any more than 3*3*3 = 27 is... As long as the sphere's radius is less than or equal to the cell size.
As stated, late at night. ;) I thought he meant a 3 x 3 grid (which is pretty coarse and not very helpful), but he probably meant the same thing that I said.
#12 Members - Reputation: 1252
Posted 06 July 2012 - 10:59 AM
If you need to find objects whose center is within a radius R around the center of each object, the best grid size is a 2R by 2R square: every disc straddles up to 4 cells, so if you assign objects to the cell containing the upper left corner of the 2R by 2R AABB of their region of interest you only need to check the objects in the same cell and the three adjacent cells to the right, to the bottom and diagonally to the bottom right.No, you only need to check for collision in the 4 neighbouring cells with a higher number. That is the neighbour to the right and the three neighbours below (assuming cell 0 is top left corner and last cell is bottom right corner).
#13 Members - Reputation: 127
Posted 06 July 2012 - 11:30 AM
Grid::Grid( Flock* flock, float cellsize ) {
min = flock->min - flock->max / 2;
max = flock->max * 1.5f;
this->cellsize = cellsize;
ccx = (int)((max.x - min.x) / cellsize) + 1;
ccy = (int)((max.y - min.y) / cellsize) + 1;
cells = vector< vector< vector< Bird* > > >(ccy);
for( int i = 0; i < ccy; i++ ){
cells[i] = vector< vector< Bird* > >(ccx);
for( int j = 0; j < ccx; j++ ){
cells[i][j] = vector< Bird* >();
}
}
for( auto b : flock->birds ){
int cx = (int)((b->pos.x - min.x) / cellsize);
int cy = (int)((b->pos.y - min.y) / cellsize);
b->cx = cx; b->cy = cy;
cells[cy][cx].push_back( b );
}
}
Grid::~Grid() {}
vector< Bird* > Grid::getNeighbors( float x, float y, float r ){
int cx = (x - min.x) / cellsize;
int cy = (y - min.y) / cellsize;
vector< Bird* > ret;
int m = ceil( r / cellsize );
for( int i = cy-m; i <= cy+m; i++ ){
for( int j = cx-m; j <= cx+m; j++ ){
if( j < 0 || i < 0 || j >= ccx || i >= ccy )
continue;
ret.insert( ret.end(), cells[i][j].begin(), cells[i][j].end());
}
}
return ret;
}
void Grid::update( Bird* bird ){
int cx = (bird->pos.x - min.x) / cellsize;
int cy = (bird->pos.y - min.y) / cellsize;
if( bird->cx != cx || bird->cy != cy ){
auto cell = &cells[bird->cy][bird->cx];
cell->erase( remove( cell->begin(), cell->end(), bird ) );
cells[cy][cx].push_back( bird );
bird->cx = cx; bird->cy = cy;
}
}
#14 Members - Reputation: 561
Posted 06 July 2012 - 12:28 PM
If you need to find objects whose center is within a radius R around the center of each object, the best grid size is a 2R by 2R square: every disc straddles up to 4 cells, so if you assign objects to the cell containing the upper left corner of the 2R by 2R AABB of their region of interest you only need to check the objects in the same cell and the three adjacent cells to the right, to the bottom and diagonally to the bottom right.
Neat trick, will implement this in my sph simulations.
Edit: Are you sure about this? After doing some pen-and-paper experiments it was easy to construct a scenario where a particle collision is not detected. If sphere A's top left AABB corner is in cell(x, y) and Sphere B's AABB top left corner is in cell(x-1, y+1) then a collision can never be detected.
cheers,
Mike
Edited by h4tt3n, 06 July 2012 - 12:56 PM.
#15 Members - Reputation: 354
Posted 08 July 2012 - 05:53 PM
If you need to find objects whose center is within a radius R around the center of each object, the best grid size is a 2R by 2R square: every disc straddles up to 4 cells, so if you assign objects to the cell containing the upper left corner of the 2R by 2R AABB of their region of interest you only need to check the objects in the same cell and the three adjacent cells to the right, to the bottom and diagonally to the bottom right.
Neat trick, will implement this in my sph simulations.
Edit: Are you sure about this? After doing some pen-and-paper experiments it was easy to construct a scenario where a particle collision is not detected. If sphere A's top left AABB corner is in cell(x, y) and Sphere B's AABB top left corner is in cell(x-1, y+1) then a collision can never be detected.
cheers,
Mike
I *really* recommend Ericson's "Real-Time Collision Detection", seriously: the chapter on grids covers several different aspects of implementation, including different ways to approach querying and storing objects in cells (including the 4- vs 9-way search), different ways to approach updating the cell occupancy, etc., it's great.
Seriously... I thought I knew something about different ways to use grids, then I read the chapter on grids, and I realized how little I knew
Edited by raigan, 08 July 2012 - 05:54 PM.






