Detect if a cube and a cone intersect each other?

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后悔当初
后悔当初 2020-12-14 18:26

Consider two geometrical objects in 3D:

  • a cube aligned with the axes and defined by the position of its center and its extent (edge length)
  • a cone not
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  • 2020-12-14 18:47

    Info: I don't know if this idea is already a patented intellectual property (in your region), or not, or how to find out, or whatever that means. I do this for fun. :)

    But, here is the beef:

    • Step 1: Approximation: For efficiency, treat both objects as spheres (use outer spheres). Calculate their distance (between their two center points), to find out if they are close enough to intersect at all. Quickly return false, if they can not possibly intersect (because their distance is greater than the sum of the radius of both spheres).

    • Step 2: Exact Computation: This is the easy way to do it: Interpret the cone as a batch of 3-D pixels called voxels (or legos): Choose whatever resolution (granularity) you find acceptable (maybe 0.01). Create a vector pointing from (0,0,0) to any voxel point inside the volume of your cone (starting at the point you already named "vertex"). Return true, if the coordinate of that voxel exists inside your given cube. Repeat this for every voxel that you can compute for your cone object, based on the chosen granularity.

    • Step 3: If nothing matches, return false.

    Optimization: The function that determines if any given 3-D point is inside the cube might be optimizable, by considering the cube's inner sphere. Meaning, any given 3-D point is within the cube, if it is close enough to the center of the cube's inner sphere to be within that sphere. The fun begins, when you start filling the empty cube corners with additional spheres for more optimization (this is totally optional).

    I'm sure there are further optimizations possible for step 2. However, the nice thing about this approach is that you can freely adjust the granularity, to fine tune between computation time and computation accuracy.

    You can also create a solver that automatically reduces the granularity over multiple iterations. Meaning the accuracy increases over time (for better resolution).

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  • 2020-12-14 18:48

    A few years ago I made an efficient algorithm to test intersection between a cone and aabb for some rendering code. I recently needed this test for something I'm working on now, so I revisited it and made it even more efficient. I have spent way more time than I care to admit working on this problem and so I decided to spare you the misery and post the code. As such, this is AFAIK a completely unique solution and won't be found in a textbook (i.e. David Eberly's solution).

    BIG EDIT: My previous algorithm handled most situations well enough that I didn't notice any problems - that is until I got a block of time large enough to test all situations rigorously. It had a small margin of error in one case, and a fairly large error margin in one other one when testing against the brute-force 6-planes approach. The segment-box test I was doing at the end couldn't account for all the possible weird situations where the expanding cone would penetrate the box. It looked good on my 2d and poorly-drawn-3d test cases, but failed in practice. My new idea is slightly more expensive, but it's bullet-proof.

    The steps that the new version goes through are as follows:

    1.) Early out if the apex is in the bounding box.

    2.) Identify the faces that the cone can possibly touch (Max of 3) and add their vertices to an array.

    3.) Project all of the vertices in the array into "cone-space".

    4.) Early out if the projected vertices are inside the cone

    5.) Do a circle-polygon-test against the vertex array and the radius of the cone to catch edge intersections with the polygon on border of the cone

    bool Intersect(const Cone& pCone) const {
        Vector3 pFaceVerts[12];
        U32 uVertCount;
        int piClipSigns[3];
        U32 uClipCount = GetClipInfo(pCone.GetApex(), piClipSigns);
    
        switch (uClipCount) {
            // If the clip count is zero, the apex is fully contained in the box
            xcase 0: {
                return true;
            }
            // 1) Clips single face, 4 vertices, guaranteed to not touch any other faces
            xcase 1: {
                int iFacet = piClipSigns[0] != 0 ? 0 : (piClipSigns[1] != 0 ? 1 : 2);
                GetFacetVertices(iFacet, piClipSigns[iFacet], pFaceVerts);
                uVertCount = 4;
            }
            // 2) Clips an edge joining two candidate faces, 6 vertices
            // 3) Clips a vertex joining three candidate faces, 7 vertices
            xcase 2:
            acase 3: {
                uVertCount = 0;
                for (U32 iFacet = 0; iFacet < 3; iFacet++) {
                    if (piClipSigns[iFacet] != 0) {
                        GetFacetVertices(iFacet, piClipSigns[iFacet], pFaceVerts + uVertCount);
                        uVertCount += 4;
                    }
                }
                FixVertices(pFaceVerts, uVertCount);
            }
        }
    
        // Project vertices into cone-space
        F32 fConeRadiusSquared = Square(pCone.GetRadius());
        F32 pfLengthAlongAxis[6];
        bool bOutside = true;
        for (U32 i = 0; i < uVertCount; i++) {
            pfLengthAlongAxis[i] = Dot(pCone.GetAxis(), pFaceVerts[i] - pCone.GetApex());
            bOutside &= Clamp1(pfLengthAlongAxis[i], LargeEpsilon, pCone.GetHeight() - LargeEpsilon);
        }
        // Outside the cone axis length-wise
        if (bOutside) {
            return false;
        }
        for (U32 i = 0; i < uVertCount; i++) {
            Vector3 vPosOnAxis = pCone.GetApex() + pCone.GetAxis() * pfLengthAlongAxis[i];
            Vector3 vDirFromAxis = pFaceVerts[i] - vPosOnAxis;
    
            F32 fScale = (pCone.GetHeight() / pfLengthAlongAxis[i]);
            F32 x = fScale * Dot(vDirFromAxis, pCone.GetBaseRight());
            F32 y = fScale * Dot(vDirFromAxis, pCone.GetBaseUp());
            // Intersects if any projected points are inside the cone
            if (Square(x) + Square(y) <= fConeRadiusSquared) {
                return true;
            }
            pFaceVerts[i] = Vector2(x, y);
        }
        // Finally do a polygon circle intersection with circle center at origin
        return PolygonCircleIntersect(pFaceVerts, uVertCount, pCone.GetRadius());
    }
    

    GetClipInfo:

    inline U32 GetClipInfo(const Vector3& P, int piClipSigns[3]) const {
        U32 N = 0;
        for (U32 i = 0; i < 3; i++) {
            if (P[i] < m_vMin[i]) {
                piClipSigns[i] = -1;
                N++;
            } else if (P[i] > m_vMax[i]) {
                piClipSigns[i] = +1;
                N++;
            } else {
                piClipSigns[i] = 0;
            }
        }
        return N;
    }
    

    GetFacetVertices and FixVertices are slightly hacky at the moment, but they get the vertices on the face and fixup the vertices to be convex and ccw-ordered, respectively.

    An alternative would be just to project all the vertices into cone-space without any fancy logic, but I need mine to be as fast as possible so I broke it down into several cases.

    I tried various other approaches, notably a separating axis test between the cone axis and the box and used the largest separating axis to get the closest face to test with PolygonCircleIntersect, but I identified a failure case and so threw it out.

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  • 2020-12-14 18:52

    For the code

    This answer will be slightly more general than your problem (I consider a box instead of a cube for example). Adapting to your case should be really straightforward.

    Some definitions

    /*
        Here is the cone in cone space:
    
                +        ^
               /|\       |
              /*| \      | H
             /  |  \     |
            /       \    |
           +---------+   v
    
        * = alpha (angle from edge to axis)
    */
    struct Cone // In cone space (important)
    {
        double H;
        double alpha;
    };
    
    /*
        A 3d plane
          v
          ^----------+
          |          |
          |          |
          +----------> u
          P
    */
    struct Plane
    {
        double u;
        double v;
        Vector3D P;
    };
    
    // Now, a box.
    // It is assumed that the values are coherent (that's only for this answer).
    // On each plane, the coordinates are between 0 and 1 to be inside the face.
    struct Box
    {
        Plane faces[6];
    };
    

    Line - cone intersection

    Now, let's compute the intersection between a segment and our cone. Note that I will do calculations in cone space. Note also that I take the Z axis to be the vertical one. Changing it to the Y one is left as an exercise to the reader. The line is assumed to be in cone space. The segment direction is not normalized; instead, the segment is of the length of the direction vector, and starts at the point P:

    /*
        The segment is points M where PM = P + t * dir, and 0 <= t <= 1
        For the cone, we have 0 <= Z <= cone.H
    */
    bool intersect(Cone cone, Vector3D dir, Vector3D P)
    {
        // Beware, indigest formulaes !
        double sqTA = tan(cone.alpha) * tan(cone.alpha);
        double A = dir.X * dir.X + dir.Y * dir.Y - dir.Z * dir.Z * sqTA;
        double B = 2 * P.X * dir.X +2 * P.Y * dir.Y - 2 * (cone.H - P.Z) * dir.Z * sqTA;
        double C = P.X * P.X + P.Y * P.Y - (cone.H - P.Z) * (cone.H - P.Z) * sqTA;
    
        // Now, we solve the polynom At² + Bt + C = 0
        double delta = B * B - 4 * A * C;
        if(delta < 0)
            return false; // No intersection between the cone and the line
        else if(A != 0)
        {
            // Check the two solutions (there might be only one, but that does not change a lot of things)
            double t1 = (-B + sqrt(delta)) / (2 * A);
            double z1 = P.Z + t1 * dir.Z;
            bool t1_intersect = (t1 >= 0 && t1 <= 1 && z1 >= 0 && z1 <= cone.H);
    
            double t2 = (-B - sqrt(delta)) / (2 * A);
            double z2 = P.Z + t2 * dir.Z;
            bool t2_intersect = (t2 >= 0 && t2 <= 1 && z2 >= 0 && z2 <= cone.H);
    
            return t1_intersect || t2_intersect;
        }
        else if(B != 0)
        {
            double t = -C / B;
            double z = P.Z + t * dir.Z;
            return t >= 0 && t <= 1 && z >= 0 && z <= cone.H;
        }
        else return C == 0;
    }
    

    Rect - cone intersection

    Now, we can check whether a rectangular part of a plan intersect the cone (this will be used to check whether a face of the cube intersects the cone). Still in cone space. The plan is passed in a way that will help us: 2 vectors and a point. The vectors are not normalized, to simplify the computations.

    /*
        A point M in the plan 'rect' is defined by:
            M = rect.P + a * rect.u + b * rect.v, where (a, b) are in [0;1]²
    */
    bool intersect(Cone cone, Plane rect)
    {
        bool intersection = intersect(cone, rect.u, rect.P)
                         || intersect(cone, rect.u, rect.P + rect.v)
                         || intersect(cone, rect.v, rect.P)
                         || intersect(cone, rect.v, rect.P + rect.u);
    
        if(!intersection)
        {
            // It is possible that either the part of the plan lie
            // entirely in the cone, or the inverse. We need to check.
            Vector3D center = P + (u + v) / 2;
    
            // Is the face inside the cone (<=> center is inside the cone) ?
            if(center.Z >= 0 && center.Z <= cone.H)
            {
                double r = (H - center.Z) * tan(cone.alpha);
                if(center.X * center.X + center.Y * center.Y <= r)
                    intersection = true;
            }
    
            // Is the cone inside the face (this one is more tricky) ?
            // It can be resolved by finding whether the axis of the cone crosses the face.
            // First, find the plane coefficient (descartes equation)
            Vector3D n = rect.u.crossProduct(rect.v);
            double d = -(rect.P.X * n.X + rect.P.Y * n.Y + rect.P.Z * n.Z);
    
            // Now, being in the face (ie, coordinates in (u, v) are between 0 and 1)
            // can be verified through scalar product
            if(n.Z != 0)
            {
                Vector3D M(0, 0, -d/n.Z);
                Vector3D MP = M - rect.P;
                if(MP.scalar(rect.u) >= 0
                   || MP.scalar(rect.u) <= 1
                   || MP.scalar(rect.v) >= 0
                   || MP.scalar(rect.v) <= 1)
                    intersection = true;
            }
        }
        return intersection;
    }
    

    Box - cone intersection

    Now, the final part : the whole cube:

    bool intersect(Cone cone, Box box)
    {
        return intersect(cone, box.faces[0])
            || intersect(cone, box.faces[1])
            || intersect(cone, box.faces[2])
            || intersect(cone, box.faces[3])
            || intersect(cone, box.faces[4])
            || intersect(cone, box.faces[5]);
    }
    

    For the maths

    Still in cone space, the cone equations are:

    // 0 is the base, the vertex is at z = H
    x² + y² = (H - z)² * tan²(alpha)
    0 <= z <= H
    

    Now, the parametric equation of a line in 3D is:

    x = u + at
    y = v + bt
    z = w + ct
    

    The direction vector is (a, b, c), and the point (u, v, w) lie on the line.

    Now, let's put the equations together:

    (u + at)² + (v + bt)² = (H - w - ct)² * tan²(alpha)
    

    Then after developping and re-factorizing this equation, we get the following:

    At² + Bt + C = 0
    

    where A, B and C are shown in the first intersection function. Simply resolve this and check the boundary conditions on z and t.

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  • 2020-12-14 18:57
    1. imagine 2 infinite lines

      • axis of a cone
      • line going through a point P (cube center for starters) which is perpendicular to cone axis.

      Cone axis is known to you so that is easy, second line is defined as

      P+t*(perpendicular vector to cone axis)
      

      This vector can be obtained by cross product of cone axis vector and vector perpendicular to your image (assuming Z axis). The t is scalar value parameter ...

    2. compute intersection of these 2 lines/axises

      if you do not know the equations derive them or google them. Let the intersection point be Q

    3. if intersection point Q does not lie inside cone

      (between vertex and base) then point P is not intersecting cone. From intersection equations you will obtain parameters t1 and t2

      • let t1 be for P axis line
      • and t2 for cone axis line

      if your axis line direction vector is also the cone length then intersection is inside cone if t2 = <0,1>

    4. if P is not inside triangle (cutted cone to plane generated by those 2 axises)

      this is also easy you know the position of Q inside cone (t2) so you know that the cone is in P-axis from Q to distance of R*t2 where R is base radius of cone. So you can compute |P-Q| and check if it is <=R*t2 or use directly t1 (if P axis direction vector is unit).

      if the distance is bigger then R*t2 point P does not intersect cone.

    5. if #3 and #4 are positive then P intersects cone

      cone

      • hope you dont mind here is your image with few things added for clarity

    [notes]

    Now the hard part there are edge cases when no vertex of cube is intersecting cone but the cube itself is intersecting the cone anyway. This can occur when the ||P-Q|-R*t2| = <0,half cube size> In this case you should check more points then just cube vertexes along the closest cube face.

    Another approach is:

    1. create a transformation matrix for cone

      Where:

      • its vertex as origin
      • its axis as +Z axis
      • and XY plane is parallel to its base

      so any point is inside cone if

      • Z = <0,h>
      • X*X + Y*Y <= (R*Z/h)^2 or X*X + Y*Y <= (R*Z*tan(angle))^2
    2. convert cube vertexes into cone space

      and check if any vertex is inside cone also you can check all cube edge lines with the conditions from #1 (algebraically) or use more points along cube faces as in previous method.

    Chat discussion: http://chat.stackoverflow.com/rooms/48756/discussion-between-spektre-and-joojaa

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