Nov 13, 2007 at 4:58 AM
Edited Nov 13, 2007 at 5:02 AM

Here are some useful utilities I wrote for our latest assignment (A top down shooter), which needs raycasting to do certain visibility testing for the AI. Since I couldn't find a way to do this with Farseer I wrote my own utilities. I would have liked
to integrate this with the engine somehow so I can take advantage of some of the collision system's pruning algorithms while calculating intersections, but I'm not sure how to do that lol. Anyway, here are the utilities if anyone is interested:
public struct IntersecInfo
{
public Vector2 point;
public Vector2 p1;
public Vector2 p2;
public Geom geom;
}
/// <summary>
/// Checks if a floating point value is equal to another,
/// within a certain tolerance.
/// </summary>
/// <param name="a">The first floating point value.</param>
/// <param name="b">The second floating point value.</param>
/// <param name="delta">The floating point tolerance.</param>
/// <returns>True if the values are "equal", false otherwise.</returns>
private static bool FloatEquals(float a, float b, float delta)
{
return FloatInRange(a, b  delta, b + delta);
}
/// <summary>
/// Checks if a floating point value is within a specified
/// range of values (inclusive).
/// </summary>
/// <param name="a">The value to check.</param>
/// <param name="min">The minimum value.</param>
/// <param name="max">The maximum value.</param>
/// <returns>True if the value is within the range specified,
/// false otherwise.</returns>
private static bool FloatInRange(float a, float min, float max)
{
return (a >= min && a <= max);
}
/// <summary>
/// This method detects if two line segments (or lines) intersect,
/// and, if so, the point of intersection. Use the onFirst and
/// onSecond parameters to set whether the intersection point
/// must be on the first and second line segments. Setting these
/// both to true means you are doing a linesegment to linesegment
/// intersection. Setting one of them to true means you are doing a
/// line to linesegment intersection test, and so on.
/// Note: If two line segments are coincident, then
/// no intersection is detected (there are actually
/// infinite intersection points).
/// Author: Jeremy Bell
/// </summary>
/// <param name="p1">The first point of the first line segment.</param>
/// <param name="p2">The second point of the first line segment.</param>
/// <param name="p3">The first point of the second line segment.</param>
/// <param name="p4">The second point of the second line segment.</param>
/// <param name="intersectPoint">This is set to the intersection
/// point if an intersection is detected.</param>
/// <param name="onFirst">Set this to true to require that the
/// intersection point be on the first line segment.</param>
/// <param name="onSecond">Set this to true to require that the
/// intersection point be on the second line segment.</param>
/// <param name="floatTolerance">Some of the calculations require
/// checking if a floating point value equals another. This is
/// the tolerance that is used to determine this (ie value +
/// or  floatTolerance)</param>
/// <returns>True if an intersection is detected, false otherwise.</returns>
public static bool LineIntersection(Vector2 p1, Vector2 p2,
Vector2 p3, Vector2 p4, out Vector2 intersectPoint,
bool onFirst, bool onSecond, float floatTolerance)
{
bool ret = false;
intersectPoint = new Vector2();
// these are reused later.
// each lettered subcalculation is used twice, except
// for b and d, which are used 3 times
float a = p4.Y  p3.Y;
float b = p2.X  p1.X;
float c = p4.X  p3.X;
float d = p2.Y  p1.Y;
// denominator to solution of linear system
//float denom = ((p4.Y  p3.Y) * (p2.X  p1.X)) 
// ((p4.X  p3.X) * (p2.Y  p1.Y));
float denom = (a * b)  (c * d);
// if denominator is 0, then lines are parallel
if (!FloatEquals(denom, 0f, floatTolerance))
{
float e = p1.Y  p3.Y;
float f = p1.X  p3.X;
float oneOverDenom = 1.0f / denom;
// numerator of first equation
//float ua = ((p4.X  p3.X) * (p1.Y  p3.Y)) 
// ((p4.Y  p3.Y) * (p1.X  p3.X));
float ua = (c * e)  (a * f);
ua *= oneOverDenom;
// check if intersection point of the two lines is on line segment 1
if (!onFirst  FloatInRange(ua, 0f, 1f))
{
// numerator of second equation
//float ub = ((p2.X  p1.X) * (p1.Y  p3.Y)) 
// ((p2.Y  p1.Y) * (p1.X  p3.X));
float ub = (b * e)  (d * f);
ub *= oneOverDenom;
// check if intersection point of the two lines is on line segment 2
// means the line segments intersect, since we know it is on
// segment 1 as well.
if (!onSecond  FloatInRange(ub, 0f, 1f))
{
// check if they are coincident (no collision in this case)
if (!(FloatEquals(ua, 0f, floatTolerance) &&
FloatEquals(ub, 0f, floatTolerance)))
{
ret = true;
//intersectPoint.X = p1.X + ua * (p2.X  p1.X);
//intersectPoint.Y = p1.Y + ua * (p2.Y  p1.Y);
intersectPoint.X = p1.X + ua * b;
intersectPoint.Y = p1.Y + ua * d;
} // end if
} // end if
} // end if
}
return ret;
}
/// <summary>
/// Get all intersections between a line segment and a list of
/// vertices representing a polygon. The vertices reuse adjacent
/// points, so for example edges one and two are between the first
/// and second vertices and between the second and third vertices.
/// The last edge is between vertex vertsverts.Count  1 and verts0.
/// (ie, vertices from a Geometry or AABB)
/// </summary>
/// <param name="p1">The first point of the line segment to test</param>
/// <param name="p2">The second point of the line segment to test.</param>
/// <param name="verts">The vertices, as described above</param>
/// <param name="onFirst">Whether the intersection need be on the line segment.</param>
/// <param name="infosOut">An existing list of intersections to add to</param>
/// <param name="g">A geometry to assign to the info.geom parameter.</param>
public static void LineSegmentVerticiesIntersect(Vector2 p1, Vector2 p2,
Vertices verts, bool onFirst, ref List<IntersecInfo> infosOut, Geom g)
{
for (int i = 0; i < verts.Count; i++)
{
Vector2 intersect;
int nextIndex = (i == verts.Count  1 ? 0 : i + 1);
if (Utils.LineIntersection(vertsi, vertsnextIndex,
p1, p2, out intersect, onFirst, true, 0.00001f))
{
IntersecInfo info = new IntersecInfo();
info.point = intersect;
info.p1 = vertsi;
info.p2 = vertsnextIndex;
info.geom = g;
infosOut.Add(info);
}
}
}
/// <summary>
/// Add intersections between a line segment and a geometry's
/// Axis Aligned Bounding box to an existing list of
/// intersection infos.
/// </summary>
/// <param name="p1">First point of the line segment to test</param>
/// <param name="p2">Second point of the line segment to test</param>
/// <param name="geom">The geometry who's AABB you wish to test.</param>
/// <param name="onFirst">Whether the collision needs to be on the segment, or just the line</param>
/// <param name="infosOut">An existing list of intersection infos</param>
public static void LineSegmentAABBIntersect(Vector2 p1, Vector2 p2,
Geom geom, bool onFirst, ref List<IntersecInfo> infosOut)
{
LineSegmentVerticiesIntersect(p1, p2, geom.AABB.GetVertices(), onFirst, ref infosOut, geom);
}
/// <summary>
/// Add all intersection infos from all intersections between a line segment
/// and all of the edges of a geometry. Slower than AABB but more exact.
/// </summary>
/// <param name="p1">The first point of the line segment to test</param>
/// <param name="p2">The second point of the line segment to test</param>
/// <param name="geom">The geometry to test.</param>
/// <param name="onFirst">Whether intersections need to be on the line segment or not.</param>
/// <param name="infosOut">An existing intersect info list to add to</param>
public static void LineSegmentGeomIntersect(Vector2 p1, Vector2 p2,
Geom geom, bool onFirst, ref List<IntersecInfo> infosOut)
{
LineSegmentVerticiesIntersect(p1, p2, geom.WorldVertices, onFirst, ref infosOut, geom);
}
JeroMiya



Currently the code can do either line segment or line intersections (either direction). If I'm understanding the equations correctly, I believe if you wanted to do rayray or rayline or raylinesegment intersections, you would just only need to test
if ua or ub is greater than zero rather than in the range of zero and one. Also I think that ua and ub represent the distance to the collision point, relative to the size of the line segment. So if the first line segment is 20 units long and ua is 3.0, then
the distance from the first point of the first line segment to the point of collision is 60 units in the direction of the second point of the first line segment. If you need this info you can save yourself a vector subtraction and vector length by passing
ua back out to the caller.
JeroMiya



Very cool JeroMiya.
I'll see if I can add these to the core engine for next release. The seem pretty useful.

