Tutorial 7: Collision Detection
and Response
In this tutorial, I will show how to collision detection with
the Irrlicht Engine. I will describe 3 methods: Automatic collision
detection for moving through 3d worlds with sliding, stair climbing
and sliding, manual triangle picking and manual scene node picking.
The program which is described here will look like this:
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| Lets start! |
To start, we take the program from tutorial 2, which loaded
and displayed a quake 3 level. We will use the level to
walk in it and to pick triangles from it. In addition we'll
place 3 animated models into it for scene node picking.
The following code starts up the engine and loads a quake
3 level. I will not explain it, because it should already
be known from tutorial 2.
#include <irrlicht.h>
#include <iostream>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
int main()
{
// let user select driver type
video::E_DRIVER_TYPE driverType;
printf("Please select the driver you want for this example:\n"\ " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\ " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\ " (f) NullDevice\n (otherKey) exit\n\n");
char i; std::cin >> i;
switch(i) { case 'a': driverType = video::EDT_DIRECT3D9;break; case 'b': driverType = video::EDT_DIRECT3D8;break; case 'c': driverType = video::EDT_OPENGL; break; case 'd': driverType = video::EDT_SOFTWARE; break; case 'e': driverType = video::EDT_SOFTWARE2;break; case 'f': driverType = video::EDT_NULL; break; default: return 0; }
// create device
IrrlichtDevice *device = createDevice(driverType,
core::dimension2d<s32>(640, 480), 16, false);
if (device == 0) return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver(); scene::ISceneManager* smgr = device->getSceneManager();
device->getFileSystem()->addZipFileArchive ("../../media/map-20kdm2.pk3");
scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp");
scene::ISceneNode* q3node = 0;
if (q3levelmesh)
q3node = smgr->addOctTreeSceneNode(q3levelmesh->getMesh(0));
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So far so good, we've loaded the quake 3 level like in
tutorial 2. Now, here comes something different: We create
a triangle selector. A triangle selector is a class which
can fetch the triangles from scene nodes for doing different
things with them, for example collision detection. There
are different triangle selectors, and all can be created
with the ISceneManager. In this example, we create an OctTreeTriangleSelector,
which optimizes the triangle output a little bit by reducing
it like an octree. This is very useful for huge meshes like
quake 3 levels.
Afte we created the triangle selector, we attach it to the
q3node. This is not necessary, but in this way, we do not
need to care for the selector, for example dropping it after
we do not need it anymore.
scene::ITriangleSelector* selector = 0;
if (q3node)
{
q3node->setPosition(core::vector3df(-1370,-130,-1400));
selector = smgr->createOctTreeTriangleSelector(
q3levelmesh->getMesh(0), q3node, 128);
q3node->setTriangleSelector(selector);
selector->drop();
} |
We add a first person shooter camera to the scene for
being able to move in the quake 3 level like in tutorial
2. But this, time, we add a special animator to the camera:
A Collision Response animator. This thing modifies the scene
node to which it is attached to in that way, that it may
no more move through walls and is affected by gravity. The
only thing we have to tell the animator is how the world
looks like, how big the scene node is, how gravity and so
on. After the collision response animator is attached to
the camera, we do not have to do anything more for collision
detection, anything is done automaticly, all other collision
detection code below is for picking. And please note another
cool feature: The collsion response animator can be attached
also to all other scene nodes, not only to cameras. And
it can be mixed with other scene node animators. In this
way, collision detection and response in the Irrlicht
engine is really, really easy.
Now we'll take a closer look on the parameters of createCollisionResponseAnimator().
The first parameter is the TriangleSelector, which specifies
how the world, against collision detection is done looks
like. The second parameter is the scene node, which is the
object, which is affected by collision detection, in our
case it is the camera. The third defines how big the object
is, it is the radius of an ellipsoid. Try it out and change
the radius to smaller values, the camera will be able to
move closer to walls after this. The next parameter is the
direction and speed of gravity. You could set it to (0,0,0)
to disable gravity. And the last value is just a translation:
Without this, the ellipsoid with which collision detection
is done would be around the camera, and the camera would
be in the middle of the ellipsoid. But as human beings,
we are used to have our eyes on top of the body, with which
we collide with our world, not in the middle of it. So we
place the scene node 50 units over the center of the ellipsoid
with this parameter. And that's it, collision detection
works now.
scene::ICameraSceneNode* camera = camera = smgr->addCameraSceneNodeFPS(0,100.0f,300.0f);
camera->setPosition(core::vector3df(-100,50,-150));
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, camera, core::vector3df(30,50,30),
core::vector3df(0,-3,0),
core::vector3df(0,50,0));
camera->addAnimator(anim);
anim->drop(); |
Because collision detection is no big deal in irrlicht,
I'll describe how to do two different types of picking in
the next section. But before this, I'll prepare the scene
a little. I need three animated characters which we
could pick later, a dynamic light for lighting them, a billboard
for drawing where we found an intersection, and, yes, I
need to get rid of this mouse cursor. :)
// disable mouse cursor
device->getCursorControl()->setVisible(false);
// add billboard
scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
bill->setMaterialTexture(0, driver->getTexture( "../../media/particle.bmp"));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setSize(core::dimension2d<f32>(20.0f, 20.0f));
// add 3 animated faeries.
video::SMaterial material;
material.Texture1 = driver->getTexture( "../../media/faerie2.bmp");
material.Lighting = true;
scene::IAnimatedMeshSceneNode* node = 0;
scene::IAnimatedMesh* faerie = smgr->getMesh( "../../media/faerie.md2");
if (faerie)
{
node = smgr->addAnimatedMeshSceneNode(faerie);
node->setPosition(core::vector3df(-70,0,-90));
node->setMD2Animation(scene::EMAT_RUN);
node->getMaterial(0) = material;
node = smgr->addAnimatedMeshSceneNode(faerie);
node->setPosition(core::vector3df(-70,0,-30));
node->setMD2Animation(scene::EMAT_SALUTE);
node->getMaterial(0) = material;
node = smgr->addAnimatedMeshSceneNode(faerie);
node->setPosition(core::vector3df(-70,0,-60));
node->setMD2Animation(scene::EMAT_JUMP);
node->getMaterial(0) = material;
}
material.Texture1 = 0;
material.Lighting = false;
// Add a light
smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
video::SColorf(1.0f,1.0f,1.0f,1.0f),
600.0f); |
For not making it to complicated, I'm doing picking inside
the drawing loop. We take two pointers for storing the current
and the last selected scene node and start the loop.
scene::ISceneNode* selectedSceneNode = 0;
scene::ISceneNode* lastSelectedSceneNode = 0;
int lastFPS = -1;
while(device->run()) if (device->isWindowActive())
{
driver->beginScene(true, true, 0);
smgr->drawAll(); |
After we've drawn the whole scene whit smgr->drawAll(),
we'll do the first picking: We want to know which triangle
of the world we are looking at. In addition, we want the exact
point of the quake 3 level we are looking at. For this, we
create a 3d line starting at the position of the camera and
going through the lookAt-target of it. Then we ask the collision
manager if this line collides with a triangle of the world
stored in the triangle selector. If yes, we draw the 3d triangle
and set the position of the billboard to the intersection
point.
core::line3d<f32> line;
line.start = camera->getPosition();
line.end = line.start +
(camera->getTarget() - line.start).normalize() * 1000.0f;
core::vector3df intersection;
core::triangle3df tri;
if (smgr->getSceneCollisionManager()->getCollisionPoint(
line, selector, intersection, tri))
{
bill->setPosition(intersection);
driver->setTransform(video::ETS_WORLD, core::matrix4());
driver->setMaterial(material);
driver->draw3DTriangle(tri, video::SColor(0,255,0,0));
} |
Another type of picking supported by the Irrlicht Engine
is scene node picking based on bouding boxes. Every scene
node has got a bounding box, and because of that, it's very
fast for example to get the scene node which the camera looks
at. Again, we ask the collision manager for this, and if we've
got a scene node, we highlight it by disabling Lighting in
its material, if it is not the billboard or the quake 3 level.
selectedSceneNode = smgr->getSceneCollisionManager()->
getSceneNodeFromCameraBB(camera);
if (lastSelectedSceneNode)
lastSelectedSceneNode->setMaterialFlag(
video::EMF_LIGHTING, true);
if (selectedSceneNode == q3node ||
selectedSceneNode == bill)
selectedSceneNode = 0;
if (selectedSceneNode)
selectedSceneNode->setMaterialFlag(
video::EMF_LIGHTING, false);
lastSelectedSceneNode = selectedSceneNode; |
That's it, we just have to finish drawing.
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Collision detection example - Irrlicht Engine ["; str += driver->getName(); str += "] FPS:"; str += fps;
device->setWindowCaption(str.c_str()); lastFPS = fps; }
}
device->drop();
return 0;
}
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