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Collision detection on minecraft type landscape  i.e. Voxels
By
steg
, in Math and Physics
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steg 390
Push or slide?
slicer4ever 6773
I'd take the center point of the voxel, and the center point of the colliding object, get the plane of the face you are closest colliding to, then slide against that plane. I simplify the concept, but from watching the video, and the problem you describe, it sounds like your object is "inside" the voxel, so it's constantly colliding. when you detect collision, you need to resolve it such that you are no longer actually colliding with the voxel.Push or slide?
steg 390
Thanks for that.
So, when there is a collision, you need to resolve so there isn't one? Is this what the slide would do?
Thanks again.
slicer4ever 6773
Basically. You add the velocity to your object, figure out the plane of the voxel your closest to, then you figure out the closest point to that plane that does not cause an intersection with the plane. this has the added benefit of producing a sliding effect if done correctly.Thanks for that.
So, when there is a collision, you need to resolve so there isn't one? Is this what the slide would do?
Thanks again.
Sik_the_hedgehog 3002
If you're moving each axis individually you may as well just do a check for each of them (easier to code, though I'm not sure how much it affects performance). You'd still have slide behavior since each axis is affected separately. Depends on how you're handling this, though.
If you happen to know how to handle collision against tiles in 2D you can apply the same logic here. Voxels are pretty much 3D tiles.
steg 390
public class CollisionLibrary { public static boolean testAABBAABB(final AABB box1, final AABB box2) { if (Math.abs(box1.center.x  box2.center.x) > (box1.r[0] + box2.r[0])) return false; if (Math.abs(box1.center.y  box2.center.y) > (box1.r[1] + box2.r[1])) return false; if (Math.abs(box1.center.z  box2.center.z) > (box1.r[2] + box2.r[2])) return false; return true; } public static float sqDistPointAABB(final Vector p, final AABB aabb) { float sqDist = 0.0f; float v; float minX, minY, minZ, maxX, maxY, maxZ; // get the minX, maxX, minY, maxY and minZ, maxZ points of the AABB minX = aabb.center.x  aabb.r[0]; maxX = aabb.center.x + aabb.r[0]; minY = aabb.center.y  aabb.r[1]; maxY = aabb.center.y + aabb.r[1]; minZ = aabb.center.z  aabb.r[2]; maxZ = aabb.center.z + aabb.r[2]; // test the bounds against the points X axis v = p.x; if (v < minX) sqDist += (minX  v) * (minX  v); if (v > maxX) sqDist += (v  maxX) * (v  maxX); // test the bounds against the points Y axis v = p.y; if (v < minY) sqDist += (minY  v) * (minY  v); if (v > maxY) sqDist += (v  maxY) * (v  maxY); // test the bounds against the points Z axis v = p.z; if (v < minZ) sqDist += (minZ  v) * (minZ  v); if (v > maxZ) sqDist += (v  maxZ) * (v  maxZ); return sqDist; } public static boolean testCircleAABB(final Circle circle, final AABB box) { // get the squared distance between circle center and the AABB float sqDist = sqDistPointAABB(circle.center, box); float r = circle.radius; return sqDist <= r * r; } }
Thanks,
I'm using a bog standard sphere to AABB collision detection as shown in the code. The issue I'm having is what to do when a collision occurs, for instance, if I move forwards and there is a collision, I then cannot move forwards which is correct, but if I turn around say 90 degrees and then move forward, I should be able to move, but cannot. I think you need to check the surface normals or something...
Sik_the_hedgehog 3002
That sounds like you're checking for the collision before moving (which means that as soon as you collide with something you can't move anymore as you're always colliding). I'm not sure, but just guessing out of the behavior.
I'm really suspicious about how you do the sphere/box check though... It's like you're trying to turn the box into a sphere o_O Is that correct?
jbadams 25862
This isn't really an OpenGL question, so I'm moving you to our Maths & Physics forum.

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