计算轴对齐边界框的大小

Calculating the size of an Axis Aligned Bounding Box

我目前正在学习使用 LWJGL 和 OpenGL 的 ThinMatrix 3d 游戏开发教程。我正在尝试在我的游戏中实施碰撞检测。我已经准备好检测 AABB 与 AABB 碰撞的代码,但似乎无法弄清楚如何获取实体周围边界框的大小。有人可以指导我计算 AABB 的大小吗?这是 OBJFileLoader class -

package objConverter;

import models.RawModel;
import org.lwjgl.util.vector.*;
import renderEngine.Loader;

import java.io.*;
import java.util.*;

public class OBJFileLoader {
    private static final String RES_LOC = "res/models/";

    public static RawModel loadOBJ(String objFileName, Loader loader) {
        FileReader isr = null;
        File objFile = new File(RES_LOC + objFileName + ".obj");
        try {
            isr = new FileReader(objFile);
        } catch (FileNotFoundException e) {
            System.err.println("File not found in res; don't use any extension: " + e.getMessage());
        }
        BufferedReader reader = new BufferedReader(isr);
        String line;
        List<Vertex> vertices = new ArrayList<>();
        List<Vector2f> textures = new ArrayList<>();
        List<Vector3f> normals = new ArrayList<>();
        List<Integer> indices = new ArrayList<>();
        try {
            while (true) {
                line = reader.readLine();
                if (line.startsWith("v ")) {
                    String[] currentLine = line.split(" ");
                    Vector3f vertex = new Vector3f(Float.valueOf(currentLine[1]), Float.valueOf(currentLine[2]), Float.valueOf(currentLine[3]));
                    Vertex newVertex = new Vertex(vertices.size(), vertex);
                    vertices.add(newVertex);
                } else if (line.startsWith("vt ")) {
                    String[] currentLine = line.split(" ");
                    Vector2f texture = new Vector2f(Float.valueOf(currentLine[1]), Float.valueOf(currentLine[2]));
                    textures.add(texture);
                } else if (line.startsWith("vn ")) {
                    String[] currentLine = line.split(" ");
                    Vector3f normal = new Vector3f(Float.valueOf(currentLine[1]), Float.valueOf(currentLine[2]), Float.valueOf(currentLine[3]));
                    normals.add(normal);
                } else if (line.startsWith("f ")) {
                    break;
                }
            }
            while (line != null && line.startsWith("f ")) {
                String[] currentLine = line.split(" ");
                String[] vertex1 = currentLine[1].split("/");
                String[] vertex2 = currentLine[2].split("/");
                String[] vertex3 = currentLine[3].split("/");
                Vertex v0 = processVertex(vertex1, vertices, indices);
                Vertex v1 = processVertex(vertex2, vertices, indices);
                Vertex v2 = processVertex(vertex3, vertices, indices);
                calculateTangents(v0, v1, v2, textures);
                line = reader.readLine();
            }
            reader.close();
        } catch (IOException e) {
            System.err.println("Error reading the file");
        }
        removeUnusedVertices(vertices);
        float[] verticesArray = new float[vertices.size() * 3];
        float[] texturesArray = new float[vertices.size() * 2];
        float[] normalsArray = new float[vertices.size() * 3];
        float[] tangentsArray = new float[vertices.size() * 3];
        float furthest = convertDataToArrays(vertices, textures, normals, verticesArray, texturesArray, normalsArray, tangentsArray);
        int[] indicesArray = convertIndicesListToArray(indices);
        //        ModelData data = new ModelData(verticesArray, texturesArray, normalsArray, tangentsArray, indicesArray, furthest);
        return loader.loadToVAO(verticesArray, texturesArray, normalsArray, indicesArray);
    }

    private static void calculateTangents(Vertex v0, Vertex v1, Vertex v2, List<Vector2f> textures) {
        Vector3f delatPos1 = Vector3f.sub(v1.getPosition(), v0.getPosition(), null);
        Vector3f delatPos2 = Vector3f.sub(v2.getPosition(), v0.getPosition(), null);
        Vector2f uv0 = textures.get(v0.getTextureIndex());
        Vector2f uv1 = textures.get(v1.getTextureIndex());
        Vector2f uv2 = textures.get(v2.getTextureIndex());
        Vector2f deltaUv1 = Vector2f.sub(uv1, uv0, null);
        Vector2f deltaUv2 = Vector2f.sub(uv2, uv0, null);

        float r = 1.0f / (deltaUv1.x * deltaUv2.y - deltaUv1.y * deltaUv2.x);
        delatPos1.scale(deltaUv2.y);
        delatPos2.scale(deltaUv1.y);
        Vector3f tangent = Vector3f.sub(delatPos1, delatPos2, null);
        tangent.scale(r);
        v0.addTangent(tangent);
        v1.addTangent(tangent);
        v2.addTangent(tangent);
    }

    private static Vertex processVertex(String[] vertex, List<Vertex> vertices, List<Integer> indices) {
        int index = Integer.parseInt(vertex[0]) - 1;
        Vertex currentVertex = vertices.get(index);
        int textureIndex = Integer.parseInt(vertex[1]) - 1;
        int normalIndex = Integer.parseInt(vertex[2]) - 1;
        if (!currentVertex.isSet()) {
            currentVertex.setTextureIndex(textureIndex);
            currentVertex.setNormalIndex(normalIndex);
            indices.add(index);
            return currentVertex;
        } else {
            return dealWithAlreadyProcessedVertex(currentVertex, textureIndex, normalIndex, indices, vertices);
        }
    }

    private static int[] convertIndicesListToArray(List<Integer> indices) {
        int[] indicesArray = new int[indices.size()];
        for (int i = 0; i < indicesArray.length; i++) {
            indicesArray[i] = indices.get(i);
        }
        return indicesArray;
    }

    private static float convertDataToArrays(List<Vertex> vertices, List<Vector2f> textures, List<Vector3f> normals, float[] verticesArray, float[] texturesArray, float[] normalsArray, float[] tangentsArray) {
        float furthestPoint = 0;
        for (int i = 0; i < vertices.size(); i++) {
            Vertex currentVertex = vertices.get(i);
            if (currentVertex.getLength() > furthestPoint) {
                furthestPoint = currentVertex.getLength();
            }
            Vector3f position = currentVertex.getPosition();
            Vector2f textureCoord = textures.get(currentVertex.getTextureIndex());
            Vector3f normalVector = normals.get(currentVertex.getNormalIndex());
            Vector3f tangent = currentVertex.getAverageTangent();
            verticesArray[i * 3] = position.x;
            verticesArray[i * 3 + 1] = position.y;
            verticesArray[i * 3 + 2] = position.z;
            texturesArray[i * 2] = textureCoord.x;
            texturesArray[i * 2 + 1] = 1 - textureCoord.y;
            normalsArray[i * 3] = normalVector.x;
            normalsArray[i * 3 + 1] = normalVector.y;
            normalsArray[i * 3 + 2] = normalVector.z;
            tangentsArray[i * 3] = tangent.x;
            tangentsArray[i * 3 + 1] = tangent.y;
            tangentsArray[i * 3 + 2] = tangent.z;
        }
        return furthestPoint;
    }

    private static Vertex dealWithAlreadyProcessedVertex(Vertex previousVertex, int newTextureIndex, int newNormalIndex, List<Integer> indices, List<Vertex> vertices) {
        if (previousVertex.hasSameTextureAndNormal(newTextureIndex, newNormalIndex)) {
            indices.add(previousVertex.getIndex());
            return previousVertex;
        } else {
            Vertex anotherVertex = previousVertex.getDuplicateVertex();
            if (anotherVertex != null) {
                return dealWithAlreadyProcessedVertex(anotherVertex, newTextureIndex, newNormalIndex, indices, vertices);
            } else {
                Vertex duplicateVertex = new Vertex(vertices.size(), previousVertex.getPosition());
                duplicateVertex.setTextureIndex(newTextureIndex);
                duplicateVertex.setNormalIndex(newNormalIndex);
                previousVertex.setDuplicateVertex(duplicateVertex);
                vertices.add(duplicateVertex);
                indices.add(duplicateVertex.getIndex());
                return duplicateVertex;
            }
        }
    }

    private static void removeUnusedVertices(List<Vertex> vertices) {
        for (Vertex vertex : vertices) {
            vertex.averageTangents();
            if (!vertex.isSet()) {
                vertex.setTextureIndex(0);
                vertex.setNormalIndex(0);
            }
        }
    }
}

我很久以前就学习了这个教程。您需要做的是存储最小和最大 x、y 和 z 分量。我建议在存储顶点的情况下这样做。你可以这样做:

float minX, minY, minZ, maxX, maxY, maxZ;

try {
    while(true) {
        if ("v ") {
            Vector3f ver = new Vector3f(Float.valueOf(curentLine[0]... );
            if (ver.x < minX) minX = ver.x;
            else if (ver.x > maxX) maxX = ver.x;
            if (ver.y < minY) minY = ver.y;
            ...
        }
    ...
}

这是获取实体的最小和最大 x、y 和 z 边界的粗略但简单的方法。希望这有帮助。

aabb 的绝对大小应该是 max - min;所有最大分量减负。 Max - min 也称为对角线(aabb 本身就是对角线)。

这是一个使用 glm 的例子:

vec3 max(100);
vec3 min(90);

vec3 size = max - min; // vec3(10)