Question

2d pixel-perfect collision detection

Asked by: red_sodium

Hey,
      I am developing a 2d game with pixel-perfect collision detection. The problem is that if something is moving very fast (a bullet), it may never touch the other object (ie a character) each frame, but rather it may collide in between 2 frames, and never be detected (because collision detection would only detect in between frames). I can solve the problem with RECTs, by making a RECT of the total distances covered by the character and the bullet and seeing if the RECTs intersect. But the problem with doing that is if the character/bullet moves diagonally. The RECT will then give a large area which the bullet/character has not covered.

----------|           As you can see here, the diagonal line is the path of the bullet, 'c' is the character, the bounding box is the AABB.
|\        c|           The axis-aligned bounding RECT of the bullet's path extends to the character, even though the bullet never comes
|  \        |           near the character
|    \      |
|      \    |
|        \  |
----------

How do I do pixel-perfect collision detection that solves this problem. Should I use a bitmask? Should I make collision detection more frequent than each rendered frame? If so, will this not overwork the CPU because its pixel-perfect? Should I calculate the total pixel perfect area the sprite covered (bearing in mind transparency) each frame and detect collision? If so, how would I do this if the Sprite moved diagonally?

Thanks

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Asked On
2003-08-07 at 07:27:48ID20702856
Tags

collision

,

2d

,

detection

,

pixel

Topic

Physics & Artificial Intelligence in Game Programming

Participating Experts
3
Points
50
Comments
8

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Answers

 

by: fl0ydPosted on 2003-08-08 at 05:19:31ID: 9107478

I think you are on the right track by check 2 rectangles for intersection. My suggestion would be a 2-staged approach, the first one checking very quickly for a possible collision while the second stage actually performing pixel-perfect detection:

Stage 1:
* calculate a bounding box enclosing the covered area by the moving character -- this will probably be a bit larger than the bounding box of the character itself
* calculate a respective bounding box for the area covered by the projectile
* perform the intersection test

If both bounding boxes overlap, calculate the intersection box and perform
Stage 2:
* move along the projectile trail that's inside the overlapping region (check out Bresenham's line drawing algorithm for a fast way of doing that)
* apply appropriate offsetting of coordinates to account for the moving character, i.e. adjust the character's position to where it was at the time the bullet travelled across a specific pixel)
* check, if the pixel on the trail is inside the character -- you probably use alpha transparency for your character so checking against a non-zero alpha value will get you going.

I don't think that you need to perform collision detection at a higher resolution than you're rendering. In fact, Quake ]|[ only performs collision detection about 10 times a second, even if it's running at 200fps. I hope this information gets you going.

.f

 

by: mvoelkerPosted on 2003-08-11 at 03:24:45ID: 9121103

When I was doing this (which is a *long* time ago), I used to draw all my 2D shapes (sprites) twice: Once for display and once in a collision map. The collision map was a bitmap w/ 8 bits depth. Each sprite had a 1-bit collision map, so I didn't have to worry about transparency and all that. The sprites were numbered from 1 to 255, so I could handle only 255 sprites.

For each bit in the collision bitmap of a sprite, I wrote the sprite-number into the collision map, so I would know which sprite collided with which (or which one was hit by a bullet). You could increase the number of sprites by increasing the bit-depth of the collision map.

After handling all the sprites, I started projecting the bullet's trails (collision trails) through the collision map using Bresenham's algorithm as stated above by fl0yd. I treated bullets as vectors with a length according to their speed. If a bullet moved 10 pixels/frame, it's collision trail would simply have a length of 10 pixels. The collision trails were drawn in xor-mode with a 0-value, so I could detect which sprite was hit.

When you've detected a collision in the collision map, you would render an explosion or whatever instead of the actual sprite in the display map.

As I've stated, this was a *long* time ago, so this doesn't make use of any hardware acceleration features.

Hope that helps,

 - michael


 

by: makcPosted on 2003-08-13 at 11:11:47ID: 9140617

your solution is to use bounding boxes aligned to bullet path.


i.e.:


\
  \
    \
      \      -\
      - \       \
   \      \        \
     \      \        \
       \       \       +
         \       +
           \ -     \
                     \

(sorry, i am bad in pseudo gfx)

 

by: fl0ydPosted on 2003-08-13 at 14:39:08ID: 9142212

I don't think that projectile-trajectory-aligned bounding boxes are the way to go -- the bounding box is only a cheap first guess whether or not a collision *may* have occured. Now performing this test with unaligned boxes (the sprite bounding boxes will be axis aligned) is computationally expensive.

I'd still say that axis-aligned bounding boxes for both sprites as well as projectiles are the way to go. The test for intersection is cheap, as is the tracing with Bresenham's algorithm in the intersecting area.

One more thing: the projectile may well be only 1 pixel wide, may an trajectory-aligned 'bounding box' the trajectory itself, which then results in what my proposed 2nd stage of collision detection was. Only that you suggest using it as a first guess.

Nope, I'd say this is a bad idea, unless you have an impressively efficient way of testing for intersection, that I'm not aware of.

.f

 

by: red_sodiumPosted on 2003-08-13 at 15:03:03ID: 9142355

Thanks, but how do I go about creating non-AA BBs? Also, do you have more information on your collision map mvoelker?

 

by: mvoelkerPosted on 2003-08-14 at 01:23:25ID: 9144832

Okay, I'll try to explain in more detail. For each 2D-Sprite there are 2 bitmaps (one display map and one collision map).

The display map has e.g. 16 or 32 bits depth and is used to display the sprite on screen. Thus each pixel of the sprite is represented by 16 or 32 bits in the display map, indicating the pixels color.

On the other hand, the collision map of the sprite has only 1 bit depth. A bit will be set in the collision map if a collision can occur for this pixel of the sprite.

Say you have an airplane of which you want collision only to occur with the body, not the wings. The body is drawn in color "x", the wings are translucent and thus of color "t":

      x          
    xxx
tttxxxttt
tttxxxttt
    x  x
   xx xx

   airplane
display map

The collision map would look like this (no collisions at the wings), a "1" denotes a bit set to "1", all other bits set to "0":

      1
    111
    111
    111
    1  1
  11  11

  airplane
collision map

During the game, you would draw/bitblt/whatever the display map of the sprite in the graphics buffer (16 or 32 bits depth) to display it for each frame of your animation (say 60 per second). You would also draw the collision map of your sprite into another buffer of e.g. 8 bits depth (the 'global' collision map), which has exactly the same dimensions as the graphics buffer (you could make this larger to account for collisions outside of the visible area). You will write a non-zero value into the global collision map whenever your sprite has a corresponding bit set in it's collision map. This non-zero value will be the "number" of your sprite if you have multiple sprites:

   1
 111
 111             2
 111           222
 1  1           222
11 11         222
                  2  2
                 22 22

 two airplane sprites in the
          collision map

To detect collisions, you would use the method I described earlier when drawing sprites in the collision map. You would have the exact same two bitmaps (display map and collision map) for your bullets, so you can have a small bullet with a bigger collision map or vice versa. The collision map of the bullet would not be drawn only once, but along a vector, which gives you the direction the bullet is travelling as well as it's speed (the vector's length):

    x
   xx
   xx

bullet display map

  1
 11

bullet collision map

If the bullet is travelling really fast, you'll have a pretty long vector:

    ^
   /
  /
 /
/

bullet vector (length 4 units)


     3
   33
  33
 33
33

bullet collision map drawn (4 times)
    along bullet vector

A collision would look something like this:


   1
 111
 111             2
 111           222
 1  13         222
11 33         222
    33          2  2
   33         22 22
 33

  collision of bullet (sprite 3)
  with airplane one (sprite 1).

For performance reasons, you would draw the collision maps only every 2nd or third frame (20 or 30/s at 60 fps).

Does that make sense?

 - michael

 

by: red_sodiumPosted on 2003-08-14 at 02:20:09ID: 9145050

Yeah. Thanks for all your help, both of you.

 

by: mvoelkerPosted on 2003-08-14 at 04:52:22ID: 9145779

You're welcome.

 - michael

20120131-EE-VQP-002

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