Collisions using separating-axis tests Christer Ericson Sony Computer Entertainment Slides @ http://realtimecollisiondetection.net/pubs/ Problem statement Determine if two (convex) objects are intersecting. Possibly also obtain contact information. A B ? A B ! Underlying theory Set C is convex if and only if the line segment between any two points in C lies in C. Underlying theory Separating Hyperplane Theorem States: two disjoint convex sets are separable by a hyperplane. Underlying theory Nonintersecting concave sets not generally separable by hyperplane (only by hypersurfaces). Concave objects not covered here. Underlying theory Separation w.r.t a plane P separation of the orthogonal projections onto any line L parallel to plane normal. P A B L Underlying theory A line for which the projection intervals do not overlap we call a separating axis. P A B L Testing separation Compare absolute intervals Separated if Amax Bmin A or Bmax Amin B a Amin Amax Bmin Bmax Testing separation For centrally symmetric objects: compare using projected radii Separated if ˆ rA rB ta t A B t aˆ rA a rB Code fragment void GetInterval(Object o, Vector axis, float &min, float &max) { min = max = Dot(axis, o.getVertex(0)); for (int i = 1, n = o.NumVertices(); i < n; i++) { float value = Dot(axis, o.getVertex(i)); min = Min(min, value); max = Max(max, value); } } Axes to test But which axes to test? Simplification: Deal only with polytopes Convex hulls of finite point sets Planar faces Axes to test Handwavingly: Look at the ways A and B can come into contact. Vertex-face: In 3D, reduces to vertex-face and edgeedge contacts. a face normal from either polytope will serve as a separating axis. Edge-edge: the cross product of an edge from each will suffice. Axes to test Theoretically: Consider the Minkowski difference C of A and B. When A and B disjoint, origin outside C, specifically outside some face F. Faces of C come from A, from B, or from sweeping the faces of either along the edges of the other. Therefore the face normal of F is either from A, from B, or the cross product of an edge from either. Axes to test Four axes for two 2D OBBs: Axes to test 3D Objects Face dirs Face dirs (A) (B) Edge dirs (AxB) Total Segment–Tri 0 1 1x3 4 Segment–OBB 0 3 1x3 6 AABB–AABB 3 0(3) 0(3x0) 3 OBB–OBB 3 3 3x3 15 Tri–Tri 1 1 3x3 11 Tri–OBB 1 3 3x3 13 Code fragment bool TestIntersection(Object o1, Object o2) { float min1, max1, min2, max2; for (int i = 0, n = o1.NumFaceDirs(), i < n; i++) { GetInterval(o1, o1.GetFaceDir(i), min1, max1); GetInterval(o2, o1.GetFaceDir(i), min2, max2); if (max1 < min2 || max2 < min1) return false; } for (int i = 0, n = o2.NumFaceDirs(), i < n; i++) { GetInterval(o1, o2.GetFaceDir(i), min1, max1); GetInterval(o2, o2.GetFaceDir(i), min2, max2); if (max1 < min2 || max2 < min1) return false; } for (int i = 0, m = o1.NumEdgeDirs(), i < m; i++) for (int j = 0, n = o2.NumEdgeDirs(), j < n; j++) { Vector axis = Cross(o1.GetEdgeDir(i), o2.GetEdgeDir(j)); GetInterval(o1, axis, min1, max1); GetInterval(o2, axis, min2, max2); if (max1 < min2 || max2 < min1) return false; } return true; } Moving objects When objects move, projected intervals move: Moving objects Objects intersect when projections overlap on all axes. Objects are in contact over the interval [maxi { tifirst}, mini { tilast}], where tifirst and tilast are time of first and last contact on axis i. No contact if maxi { tifirst} > mini { tilast} Moving objects Optimization 1: Consider relative movement only. Shrink interval A to point, growing interval B by original width of A. Becomes moving point vs. stationary interval. Optimization 2: Exit as soon as maxi { tifirst} > mini { tilast} Nonpolyhedral objects Spheres, capsules, cylinders, cones, etc. E.g. sphere vs. OBB: Closest point on OBB to sphere center Nonpolyhedral objects Capsule tests: Split into three features Test axes that can separate features of capsule and features of second object. Robustness warning Cross product of edges can result in zero-vector. Typical test: if (Dot(foo, axis) > Dot(bar, axis)) return false; Becomes, due to floating-point errors: if (epsilon1 > epsilon2) return false; Results in: Chaos! Contact determination Covered by Erin Catto (later) References Ericson, Christer. Real-Time Collision Detection. Morgan Kaufmann 2005. http://realtimecollisiondetection.net/ Levine, Ron. “Collisions of moving objects.” gdalgorithms-list mailing list article, November 14, 2000. http://realtimecollisiondetection.net/files/levine_swept_sat.txt Boyd, Stephen. Lieven Vandenberghe. Convex Optimization. Cambridge University Press, 2004. http://www.stanford.edu/~boyd/cvxbook/ Rockafellar, R. Tyrrell. Convex Analysis. Princeton University Press, 1996.