Quadtree collision detection

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5 comments, last by TheChubu 11 years, 5 months ago
Hello guys! for my game i've been working on a quadtree implementation for collision detection. The quadtree is extremely simple, but i have a lot of issues with collision detection.
the main issues are two.
-> first off , not all objects (entities ) are added in the quadtree and i have no clue why ( the objects that are not added are part of the "boundaries" of each zone.
-> to check for the collision side i've divided it into 2 steps, first i'm checking if the position of the bullet is inside the entity ( wall in this case ) and then i'm tracing a ray from the previous position to the new position and check which side it intersects. I've been debugging it for a while, and the "ray tracing" is not a problem.
The implementation is not entitrely completed, i'll polish it and improve it later.
The Entities in the quadtree are divided into fixed ( will neve be removed ) and not fixed ( will implement them later, don't need them now : i've removed their code )
here's the header

p.s. the code might seem long, but it's really easy to understand. Thank you in advance

Quadtree header

class QuadTree
{
public :
QuadTree(){};
QuadTree(float,float,float,float,int,int);
~QuadTree();
void Clear();
void AddEntity(Entity*);
void AddFixedEntity(Entity*);
std::vector<Entity*> GetEntitiesAt(float,float);
std::vector<Entity*> GetFixedEntitiesAt(float,float);
private :
float X_;
float Y_;
float Width_;
float Height_;
int Level_;
int MaxLevel_;

QuadTree* Parent_;
QuadTree* RightUp_;
QuadTree* LeftUp_;
QuadTree* RightDown_;
QuadTree* LeftDown_;
bool Contains(QuadTree*,Entity*);
std::vector<Entity*> Entities_;
std::vector<Entity*> FixedEntities_;
};


Quadtree source

/**=============================
QuadTree::QuadTree
=============================**/
QuadTree::QuadTree(float x,float y,float width,float height,int level,int maxLevel):
X_(x),
Y_(y),
Width_(width),
Height_(height),
Level_(level),
MaxLevel_(maxLevel)
{
if (Level_ == MaxLevel_)
return;
LeftUp_ = new QuadTree(X_,Y_,Width_ / 2.0f , Height_ / 2.0f, Level_ +1,MaxLevel_);
RightUp_ = new QuadTree(X_ + Width_ / 2.0f,Y_, Width_ / 2.0f,Height_ /2.0f,Level_ +1,MaxLevel_);
LeftDown_ = new QuadTree(X_, Y_ + Height_ / 2.0f,Width_ / 2.0f,Height_ / 2.0f,Level_ +1,MaxLevel_);
RightDown_ = new QuadTree(X_ + Width_ / 2.0f,Y_ + Height_ / 2.0f,Width_ / 2.0f,Height_ / 2.0f,Level_ +1,MaxLevel_);
}
/**=============================
QuadTree::~QuadTree
=============================**/
QuadTree::~QuadTree()
{
if (Level_ != MaxLevel_)
{
delete LeftUp_;
delete LeftDown_;
delete RightUp_;
delete RightDown_;
}
}
/**=============================
QuadTree::AddFixedEntity
=============================**/
void QuadTree::AddFixedEntity(Entity* entity)
{
if (Level_ == MaxLevel_)
{
FixedEntities_.push_back(entity);
return;
}
if (Contains(LeftUp_,entity))
{
LeftUp_->AddFixedEntity(entity);
return;
}
else if (Contains(RightUp_,entity))
{
RightUp_->AddFixedEntity(entity);
return;
}
else if (Contains(LeftDown_,entity))
{
LeftDown_->AddFixedEntity(entity);
return;
}
else if (Contains(RightDown_,entity))
{
RightDown_->AddFixedEntity(entity);
return;
}
if (Contains(this,entity))
{
FixedEntities_.push_back(entity);
}
}
/**=============================
QuadTree::GetFixedEntitiesAt
=============================**/
std::vector<Entity*> QuadTree::GetFixedEntitiesAt(float x,float y)
{
if (Level_ == MaxLevel_)
{
return FixedEntities_;
}
std::vector<Entity*> returnOne,returnTwo;
if (!Entities_.empty())
{
returnOne = FixedEntities_;
}
if (x >= X_ &amp;&amp; x <= X_ + Width_ / 2.0f)
{
if ( y >= Y_ &amp;&amp; y <= Y_ + Height_ / 2.0f)
{
returnTwo = LeftUp_->GetFixedEntitiesAt(x,y);
returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
return returnOne;
}
else if (y >= Y_ + Height_ / 2.0f &amp;&amp; y <= Y_ + Height_)
{
returnTwo = LeftDown_->GetFixedEntitiesAt(x,y);
returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
return returnOne;
}
}
else if (x >= X_ + Width_ / 2.0f &amp;&amp; x <= X_ + Width_)
{
if ( y >= Y_ &amp;&amp; y <= Y_ + Height_ / 2.0f)
{
returnTwo = RightUp_->GetFixedEntitiesAt(x,y);
returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
return returnOne;
}
else if (y >= Y_ + Height_ / 2.0f &amp;&amp; y <= Y_ + Height_)
{
returnTwo = RightDown_->GetFixedEntitiesAt(x,y);
returnOne.insert(returnOne.end(),returnTwo.begin(),returnTwo.end());
return returnOne;
}
}
return returnOne;
}
/**=============================
QuadTree::Contains
=============================**/
bool QuadTree::Contains(QuadTree* child,Entity* entity)
{
if (entity->Position_.x < child->X_ ||
entity->Position_.y < child->Y_ ||
entity->Position_.x > child->X_ + child->Width_ ||
entity->Position_.y > child->Y_ + child->Height_ ||
entity->Position_.x + entity->Width_ < child->X_ ||
entity->Position_.y + entity->Height_ < child->Y_ ||
entity->Position_.x + entity->Width_ > child->X_ + child->Width_||
entity->Position_.y + entity->Height_ > child->Y_ + child->Height_ )
return false;
return true;
}
/**=============================
QuadTree::Clear
=============================**/
void QuadTree::Clear()
{
if (!Entities_.empty())
Entities_.clear();
if (Level_ != MaxLevel_)
{
LeftDown_->Clear();
LeftUp_->Clear();
RightUp_->Clear();
RightDown_->Clear();
}
else
{
Entities_.clear();
return;
}
}


Here's the bullet to wall collision

/**=============================
CollisionHandler::BulletToWall
=============================**/
int CollisionHandler::BulletToWall(Bullet&amp; bullet,sf::RenderWindow&amp; window)
{
// getting data from quadtree
std::vector<Entity*> walls = QuadTree_->GetFixedEntitiesAt(bullet.GetPosition().x,bullet.GetPosition().y);
// creating ray from old position to new one
sf::Vector2f startVertex = bullet.GetPosition();
sf::Vector2f endVertex = bullet.GetPreviousPosition();
std::size_t s = walls.size();
for (int i = 0; i < s; ++i)
{
// checking if it is inside first
if (IsInside(bullet.GetPosition(),walls))
{
sf::Vector2f topLeft = walls->Position_;
sf::Vector2f topRight = sf::Vector2f(walls->Position_.x + walls->Width_,walls->Position_.y);
sf::Vector2f downRight = sf::Vector2f(walls->Position_.x + walls->Width_,walls->Position_.y + walls->Height_);
sf::Vector2f downLeft = sf::Vector2f(walls->Position_.x,walls->Position_.y + walls->Height_);
// if it inside i'm gonna check the angle by tracing a ray from the previous position to the new position and check on which side it intersects
if (AreIntersecting(endVertex,startVertex,topLeft,topRight))
return COLLISION_TOP;
else if (AreIntersecting(endVertex,startVertex,topRight,downRight))
return COLLISION_RIGHT;
else if (AreIntersecting(endVertex,startVertex,downRight,downLeft))
return COLLISION_DOWN;
else if (AreIntersecting(endVertex,startVertex,downLeft,topLeft))
return COLLISION_LEFT;
else
return COLLISION_TRUE;
}

sf::ConvexShape s(4);
s.setPoint(0,walls->Position_);
s.setPoint(1,sf::Vector2f(walls->Position_.x + walls->Width_,walls->Position_.y));
s.setPoint(2,sf::Vector2f(walls->Position_.x + walls->Width_,walls->Position_.y + walls->Height_));
s.setPoint(3,sf::Vector2f(walls->Position_.x,walls->Position_.y + walls->Height_));
s.setFillColor(sf::Color(0,255,0));
window.draw(s);
}
return COLLISION_FALSE;
}
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Your ::Contains method seems to have too many checks. Normallly you only need 4 tests for 2D containment detection.
If you want to only put entity into node if it is fully contained in it, you have to test that:

Entity.minx >= quadtree.minx
Entity.maxx <= quadtree.maxx
Entity.miny <= quadtree.miny
Entity.maxy >= quadtree.maxy
Lauris Kaplinski

First technology demo of my game Shinya is out: http://lauris.kaplinski.com/shinya
Khayyam 3D - a freeware poser and scene builder application: http://khayyam.kaplinski.com/

Your ::Contains method seems to have too many checks. Normallly you only need 4 tests for 2D containment detection.
If you want to only put entity into node if it is fully contained in it, you have to test that:

Entity.minx >= quadtree.minx
Entity.maxx <= quadtree.maxx
Entity.miny <= quadtree.miny
Entity.maxy >= quadtree.maxy


mm maybe that's the problem... i'm going to check it as as soon as i get home ( i'm in class right now :P). Btw is there anything wrong with my check? ( yes, i admit i checked too many things ).
You're doing a logical OR in all those checks. It shouldn't be a logical AND? Since if any limit is outside bounds, you already know that node can't contain the data.

With a logical OR, if even only one of all those checks is true and the rest fail, it will return true.

So a (Entity.minx >= quadtree.minx && Entity.maxx <= quadtree.maxx && Entity.miny <= quadtree.miny && Entity.maxy >= quadtree.maxy ) check should do. You need all of those conditions to be true for the node to be able to contain the data. Thus the AND (&&).

btw, you should be careful with returns in the middle of the code. Its easy to forget and leak memory by allocating new memory and having a branch in your logic that returns before you get rid of the resources you no longer use.

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator


You're doing a logical OR in all those checks. It shouldn't be a logical AND? Since if any limit is outside bounds, you already know that node can't contain the data.

With a logical OR, if even only one of all those checks is true and the rest fail, it will return true.

So a (Entity.minx >= quadtree.minx && Entity.maxx <= quadtree.maxx && Entity.miny <= quadtree.miny && Entity.maxy >= quadtree.maxy ) check should do. You need all of those conditions to be true for the node to be able to contain the data. Thus the AND (&&).

btw, you should be careful with returns in the middle of the code. Its easy to forget and leak memory by allocating new memory and having a branch in your logic that returns before you get rid of the resources you no longer use.



Mmm... I'm sorry but i don't get the point of the OR. I'm actually checking if any of the conditions is true and then immediatly return false otherwise return true. This way should be faster because if the obect is outside the bounds i do from 1 to 8 checks ( or 4 ) otherwise return true.

Maybe i misunderstood your question. If so i apologize
I think should be:

bool QuadTree::Contains(QuadTree* child,Entity* entity)
{
if ( entity->Position_.x + entity->Width_< child->X_ ||
entity->Position_.x > child->X_ + child->Width_ ||
entity->Position_.Y + entity->Height_< child->Y_ ||
entity->Position_.y > child->Y_ + child->Height_ )
return false;
return true;
}
Yep, mixed up the returns. Sorry.

"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"

My journals: dustArtemis ECS framework and Making a Terrain Generator

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