如何在平移/旋转后重新计算轴对齐边界框 [英] How to recalculate axis-aligned bounding box after translate/rotate

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问题描述

当我第一次加载对象时,我使用最大和最小(x,y,z)点计算初始AABB。但这是在对象空间中,对象在世界各地移动,更重要的是旋转。

如何在每次平移/旋转对象时重新计算新的AABB?这基本上发生在每一帧中。每一帧重新计算新的AABB会是一项非常密集的操作吗?如果是,还有什么替代方案?

我知道AABB会降低冲突检测的精确度,但实现冲突检测代码比OBB更容易,我想一步一步来。

以下是我从以下答案中获得的一些见解后的当前代码:

typedef struct sAxisAlignedBoundingBox {
    Vector3D bounds[8];
    Vector3D max, min;
} AxisAlignedBoundingBox;

void drawAxisAlignedBoundingBox(AxisAlignedBoundingBox box) {
    glPushAttrib(GL_LIGHTING_BIT | GL_POLYGON_BIT);

    glEnable(GL_COLOR_MATERIAL);
    glDisable(GL_LIGHTING);

    glColor3f(1.0f, 1.0f, 0.0f);

    glBegin(GL_LINE_LOOP);
        glVertex3f(box.bounds[0].x, box.bounds[0].y, box.bounds[0].z);
        glVertex3f(box.bounds[1].x, box.bounds[1].y, box.bounds[1].z);
        glVertex3f(box.bounds[2].x, box.bounds[2].y, box.bounds[2].z);
        glVertex3f(box.bounds[3].x, box.bounds[3].y, box.bounds[3].z);
    glEnd();

    glBegin(GL_LINE_LOOP);
        glVertex3f(box.bounds[4].x, box.bounds[4].y, box.bounds[4].z);
        glVertex3f(box.bounds[5].x, box.bounds[5].y, box.bounds[5].z);
        glVertex3f(box.bounds[6].x, box.bounds[6].y, box.bounds[6].z);
        glVertex3f(box.bounds[7].x, box.bounds[7].y, box.bounds[7].z);
    glEnd();

    glBegin(GL_LINE_LOOP);
        glVertex3f(box.bounds[0].x, box.bounds[0].y, box.bounds[0].z);
        glVertex3f(box.bounds[5].x, box.bounds[5].y, box.bounds[5].z);
        glVertex3f(box.bounds[6].x, box.bounds[6].y, box.bounds[6].z);
        glVertex3f(box.bounds[1].x, box.bounds[1].y, box.bounds[1].z);
    glEnd();

    glBegin(GL_LINE_LOOP);
        glVertex3f(box.bounds[4].x, box.bounds[4].y, box.bounds[4].z);
        glVertex3f(box.bounds[7].x, box.bounds[7].y, box.bounds[7].z);
        glVertex3f(box.bounds[2].x, box.bounds[2].y, box.bounds[2].z);
        glVertex3f(box.bounds[3].x, box.bounds[3].y, box.bounds[3].z);
    glEnd();

    glPopAttrib();
}

void calculateAxisAlignedBoundingBox(GLMmodel *model, float matrix[16]) {
    AxisAlignedBoundingBox box;
    float dimensions[3];

    // This will give me the absolute dimensions of the object
    glmDimensions(model, dimensions);

    // This calculates the max and min points in object space
    box.max.x = dimensions[0] / 2.0f, box.min.x = -1.0f * box.max.x;
    box.max.y = dimensions[1] / 2.0f, box.min.y = -1.0f * box.max.y;
    box.max.z = dimensions[2] / 2.0f, box.min.z = -1.0f * box.max.z;

    // These calculations are probably the culprit but I don't know what I'm doing wrong
    box.max.x = matrix[0] * box.max.x + matrix[4] * box.max.y + matrix[8] * box.max.z + matrix[12];
    box.max.y = matrix[1] * box.max.x + matrix[5] * box.max.y + matrix[9] * box.max.z + matrix[13];
    box.max.z = matrix[2] * box.max.x + matrix[6] * box.max.y + matrix[10] * box.max.z + matrix[14];
    box.min.x = matrix[0] * box.min.x + matrix[4] * box.min.y + matrix[8] * box.min.z + matrix[12];
    box.min.y = matrix[1] * box.min.x + matrix[5] * box.min.y + matrix[9] * box.min.z + matrix[13];
    box.min.z = matrix[2] * box.min.x + matrix[6] * box.min.y + matrix[10] * box.min.z + matrix[14];

    /* NOTE: If I remove the above calculations and do something like this:

             box.max = box.max + objPlayer.position;
             box.min = box.min + objPlayer.position;

             The bounding box will move correctly when I move the player, the same does not
             happen with the calculations above. It makes sense and it's very simple to move
             the box like this. The only problem is when I rotate the player, the box should
             be adapted and increased/decreased in size to properly fit the object as a AABB.
    */

    box.bounds[0] = Vector3D(box.max.x, box.max.y, box.min.z);
    box.bounds[1] = Vector3D(box.min.x, box.max.y, box.min.z);
    box.bounds[2] = Vector3D(box.min.x, box.min.y, box.min.z);
    box.bounds[3] = Vector3D(box.max.x, box.min.y, box.min.z);
    box.bounds[4] = Vector3D(box.max.x, box.min.y, box.max.z);
    box.bounds[5] = Vector3D(box.max.x, box.max.y, box.max.z);
    box.bounds[6] = Vector3D(box.min.x, box.max.y, box.max.z);
    box.bounds[7] = Vector3D(box.min.x, box.min.y, box.max.z);

    // This draw call is for testing porpuses only
    drawAxisAlignedBoundingBox(box);
}

void drawObjectPlayer(void) {
    static float mvMatrix[16];

    if(SceneCamera.GetActiveCameraMode() == CAMERA_MODE_THIRD_PERSON) {
        objPlayer.position = SceneCamera.GetPlayerPosition();
        objPlayer.rotation = SceneCamera.GetRotationAngles();

        objPlayer.position.y += -PLAYER_EYE_HEIGHT + 0.875f;

        /* Only one of the two code blocks below should be active at the same time
           Neither of them is working as expected. The bounding box doesn't is all
           messed up with either code. */

        // Attempt #1
        glPushMatrix();
            glTranslatef(objPlayer.position.x, objPlayer.position.y, objPlayer.position.z);
            glRotatef(objPlayer.rotation.y + 180.0f, 0.0f, 1.0f, 0.0f);
            glCallList(gameDisplayLists.player);
            glGetFloatv(GL_MODELVIEW_MATRIX, mvMatrix);
        glPopMatrix();

        // Attempt #2
        glPushMatrix();
            glLoadIdentity();
            glTranslatef(objPlayer.position.x, objPlayer.position.y, objPlayer.position.z);
            glRotatef(objPlayer.rotation.y + 180.0f, 0.0f, 1.0f, 0.0f);
            glGetFloatv(GL_MODELVIEW_MATRIX, mvMatrix);
        glPopMatrix();

        calculateAxisAlignedBoundingBox(objPlayer.model, mvMatrix);
    }
}

但是它并不像它应该的那样工作.我做错了什么?

aabb

只需重新计算转换后的推荐答案的aabb即可。这意味着转换8个顶点(8个顶点矩阵乘法)和8个顶点-顶点比较。

所以在初始化时,您在模型空间中计算AABB:对于模型的每个顶点的每个x、y、z,您将对照xmin、xmax、ymin、ymax等进行检查。

对于每一帧,您都会生成一个新的转换矩阵。在OpenGL中,这是使用glLoadIdentity,然后是glTransform/Rotate/Scale(如果使用旧API)来完成的。正如伊姆米列夫斯基所说,这是模型矩阵。

再次计算此转换矩阵(在OpenGL外部,例如使用glm)。您还可以使用glGet获取OpenGL的结果矩阵。

用这个矩阵将AABB的八个顶点中的每一个相乘。使用GLM进行矩阵向量乘法。你会得到你的变形后的AABB(在世界空间)。它很可能是旋转的(不再轴对齐)。

现在,您的算法可能只适用于轴对齐的对象,因此提出了您的问题。因此,现在您可以通过提取转换后的边界框的边界框来近似转换后的模型的新边界框:

对于新AABB的每个顶点的每个x、y、z,您将对照xmin、xmax、ymin、ymax等进行检查。这将为您提供一个可以在裁剪算法中使用的世界空间AABB。

这不是最佳的(AABB方式)。您将获得大量的空白空间,但是在性能方面,重新计算整个网格的AABB要好得多。


对于转换矩阵,在drawObjectPlayer:

gLLoadIdentity();
glTranslatef(objPlayer.position.x, objPlayer.position.y, objPlayer.position.z);
glRotatef(objPlayer.rotation.y + 180.0f, 0.0f, 1.0f, 0.0f);
glGetFloatv(GL_MODELVIEW_MATRIX, mvMatrix);
// Now you've got your OWN Model Matrix (don't trust the GL_MODELVIEW_MATRIX flag : this is a workaround, and I know what I'm doing ^^ )

gLLoadIdentity(); // Reset the matrix so that you won't make the transformations twice
gluLookAt( whatever you wrote here earlier )
glTranslatef(objPlayer.position.x, objPlayer.position.y, objPlayer.position.z);
glRotatef(objPlayer.rotation.y + 180.0f, 0.0f, 1.0f, 0.0f);
// Now OpenGL is happy, he's got his MODELVIEW matrix correct ( gluLookAt is the VIEW part; Translate/Rotate is the MODEL part
glCallList(gameDisplayLists.player); // Transformed correcty

我不能再进一步解释了……正如评论中所说,你必须做两次。顺便说一句,在OpenGL3中,您不会有这些问题和难看的变通方法,因为您将完全负责您自己的矩阵。OpenGL 2中的等价物:

glm::mat4 ViewMatrix = glm::LookAt(...);
glm::mat4 ModelMatrix = glm::rotate() * glm::translate(...);
// Use ModelMatrix for whatever you want
glm::mat4 ModelViewMatrix = ViewMatrix * ModelMatrix;
glLoadMatrix4fv( &ModelViewMatrix[0][0] ); // In OpenGL 3 you would use an uniform instead

干净多了,对吧?

这篇关于如何在平移/旋转后重新计算轴对齐边界框的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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