Collision Detection of a Projectile on an Object
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Matthew Brandsema
il 16 Ott 2014
Commentato: Mohammad Abouali
il 29 Ott 2014
Hello,
I am doing a simulation in MatLab for my PhD thesis work and it involves shooting projectiles (modeled as point particles with random trajectories) at an object. At first I started with a rectangular plate in 3D space at a distance "z" from the emitter, as this was easy (just define x and y bounds) to see if the projectiles trajectory has hit it but now I want to move on to any irregular object in 3D space.
So what I have done is used an external modeling software to make a 3D object and export it as an .obj. This gives me
1.) Verticie information of the model. 2.) Normal vector information on the model.
What I did in the rectangular plate case was the following.
1.) Randomly assign a projectile a velocity vector [vx,vy,vz]. 2.) Using the standard kinematics equation (z=Vz*t),Plug in the value of "z" that the plate is located at to determine the time it took the projectile to get there 3.) Plug this time value into the x and y components (x=Vx*t and y=Vy*t) to see if x and y are within the bounds of the plate. 4.) If yes, then calculate the reflected trajectory using the following equation. Vr=2*(normal vector dot trajectory unit vector)*normal vector-trajectory unit vector.
The problem I am having with an arbitrary 3D object is, most of the time, the trajectory is going to go BETWEEN the vertices of the model.And I cannot think of a way to fix this issue. I cannot just define bounds as in the rectangular plate case, and I need to be able to determine the normal vector of the point it DOES hit to calculate the reflected trajectory.
Basically the question is, What would be a good way to determine if the trajectory has passed BETWEEN the verticies?
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Mohammad Abouali
il 16 Ott 2014
Modificato: Mohammad Abouali
il 16 Ott 2014
Nice project.
So you have basically bunch of points and the normal vectors at those vector.
I am sure if we go to graphic programming text books this is a resolved issue look under ray tracing. But what comes to my mind is this:
Get a voronoi mesh consisting of these points, and assume that that normal vector is valid for the extend of that voronoi polygon.
Now there is one problem. Your vornoi (facet) may not anymore have the same z all over. Your standard method of detecting t is good if your plate has the constant z all over. But it now that you are working general it might not have the same z. Here how you can overcome this
Your particle travels along a vector based on Vx,Vy,Vz velocity vectors ( I noticed that you don't have gravity). if the initial location of your point is L0=[x0;y0;z0] then L=(x,y,z), i.e. the location of your particle after passing t seconds, is defined with the following equation
L=[z;y;z]=L0+t*S*u
where S=norm( U ) and u=U/S and U=[Vx;Vy;Vz];
Now, for each voronoi you have a point P0 and a normal vector n. (make sure that norm(n)=1)
You can detect "t" as follow
t= (1/S) * dot( P0-L0, n) / dot(u,n);
Once solved for t get the point location as follow:
L=P0+t*S*u
Once you did that use inpolygon, to check if L is within the facet/boundary. If it was that ray is going to hit that facet and not the other one.
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Mohammad Abouali
il 16 Ott 2014
Modificato: Mohammad Abouali
il 16 Ott 2014
So, let's say L0 is a point on a line whose direction is defined by a unit vector u, i.e. norm(u)=1. In vector representation any point on that line can be written as:
L=L0+alpha*u; % This is line equation in vector form.
Now let's say P0 is a point on a surface defined by it's unit normal vector n, i.e. norm(n)=1. Any other point which is on the same plane should satisfy this equation
(P-P0).n=0;
This is the vector form of a plane equation.
Now we want to intersect our above line by this plane; or we want to see which L lies on the same plane as the one defined above
So we check if L satisfies our equation, i.e.
(L-P0).n=0;
or
(L0+alpha*u-P0).n;
solving for alpha you get
alpha= (P0-L0).n / u.n = dot( P0-L0, n) / dot(u,n);
We had alpha=t*S so t=alpha/S or
t= (1/S) * dot( P0-L0, n) / dot(u,n)
Two things you have to pay attention.
1) The above formula is for a plane or surface that goes to infinity. But your voronoi facets are not going to infinity and they are limited in span. So, check with inpolygon at the end.
2) if u.n=0 it means that your line and the plane are parallel. Now check if dot(P0-L0,n) is zero. If it is zero your line is in the plane, so you have infinite answer. If it is not zero, then your line never touches that plane.
If you want to know more about voronoi I suggest looking at
It gives more visual information on what they are. pretty much if you have bunch of points, after calculating the voronoi it tells which part of your area is closest to which point. All those point that are closest to the same point would form your facet.
Hope this was helpful to clear some of the equations.
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Matthew Brandsema
il 24 Ott 2014
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Mohammad Abouali
il 29 Ott 2014
One quick solution that comes to my mind is to introduce some fake points around all your points. So this way your real points are not on the edge; hence, they won't have inf as coords in their voronoi facets. And just keep track of those fake points and make sure that you do not include them in your further calculation.
But let me check if Matlab has another option to do this.
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