Minkowski Difference with 3D convex Polyhedrons












0















I do not know much about collision detection and I am trying to resolve 3D collisions exactly. To do so, I am using the Minkowski difference. The thing is, I am having problems calculating the difference between two shapes.



What I tried doing:
In 2D you can calculate the M. difference of 2 polygons (A and B) by looping in the edges of A finding the correct support vertex of B by using the reversed edge normal of A and then substrating the edge of A by the supporting vertex of B. And then do something similar by looping through the edges of B.



So basically, in 3D I tried doing the same thing by using triangles instead of edges. It seems to kinda work and kinda fail (here is M. difference of a cube with the same cube turned 45 degrees):
Click to view image.



As seen in the image, there is a weird hole in the middle. I don't think this is normal because we are supposed to end up with a closed shape.



Here below is my code (note that the code is very unoptimised because I'm not sure about how to choose the supporting vertices, so I don't choose, I take all of them).



Here is the class which takes care of the Minkowski stuff (if there is an //OK over the method, I'm pretty sure that it works):



#include "TransformedPolyhedron.h"
#include "Array.h"
#include "graphics/MeshLoader.h"
#include <iostream>

using namespace graphics;

namespace math
{
TransformedPolyhedron::TransformedPolyhedron(Polyhedron& polyhedron)
{
this->polyhedron = &polyhedron;
}

//OK
ArrayList<int>& TransformedPolyhedron::getIndices() const
{
return polyhedron->getIndices();
}

//OK
ArrayList<Vector3> TransformedPolyhedron::getTransformedPositions() const
{
ArrayList<Vector3>& positions = polyhedron->getPositions();
ArrayList<Vector3> result(positions.size());

for(int i=0;i<result.size();i++)
{
result[i] = transformation.transform(positions[i]);
}
return result;
}

//OK(?)
ArrayList<TriangleFace> TransformedPolyhedron::getTriangleFaces(const ArrayList<Vector3>& positions) const
{
ArrayList<int>& indices = getIndices();
ArrayList<TriangleFace> result;
for(int i=0;i<indices.size();i+=3)
{
Vector3& v1 = positions[indices[i]];
Vector3& v2 = positions[indices[i + 1]];
Vector3& v3 = positions[indices[i + 2]];
result.add(TriangleFace(v1, v2, v3));
}
return result;
}

ArrayList<Vector3> TransformedPolyhedron::getSupportingVertex(const Vector3& normal, const ArrayList<Vector3>& positions) const
{
double maxDot = normal.dot(positions[0]);
for(int i=0;i<positions.size();i++)
{
double dot = normal.dot(positions[i]);
if(dot > maxDot)
{
maxDot = dot;
}
}
ArrayList<Vector3> result;
for(int i=0;i<positions.size();i++)
{
Vector3& position = positions[i];
double dot = normal.dot(position);
if(dot >= maxDot)
{
result.add(position);
}
}
return result;
}

Polyhedron TransformedPolyhedron::minkowskiDifference(const TransformedPolyhedron& poly) const
{
ArrayList<int> resultIndices;
ArrayList<Vector3> resultPositions;

ArrayList<Vector3> thisPositions = getTransformedPositions();
ArrayList<TriangleFace> thisTriangleFaces = getTriangleFaces(thisPositions);

ArrayList<Vector3> polyPositions = poly.getTransformedPositions();
ArrayList<TriangleFace> polyTriangleFaces = poly.getTriangleFaces(polyPositions);
//this
for(int i=0;i<thisTriangleFaces.size();i++)
{
TriangleFace& triangle = thisTriangleFaces[i];
Vector3 normal = triangle.getNormal();
normal*=(-1);
ArrayList<Vector3> supportingVectors = poly.getSupportingVertex(normal, polyPositions);
for(int k=0;k<supportingVectors.size();k++)
{
Vector3& supportingVector = supportingVectors[k];
for(int j=0;j<3;j++)
{
Vector3 toAdd = triangle[j] - supportingVector;

resultIndices.add(resultPositions.size());
resultPositions.add(toAdd);
}
}
}
//poly
for(int i=0;i<polyTriangleFaces.size();i++)
{
TriangleFace& triangle = polyTriangleFaces[i];
Vector3 normal = triangle.getNormal();
normal*=(-1);
ArrayList<Vector3> supportingVectors = getSupportingVertex(normal, thisPositions);
for(int k=0;k<supportingVectors.size();k++)
{
Vector3& supportingVector = supportingVectors[k];
for(int j=0;j<3;j++)
{
Vector3 toAdd = triangle[j] - supportingVector;

resultIndices.add(resultPositions.size());
resultPositions.add(toAdd);
}
}
}

return Polyhedron(resultPositions, resultIndices);
}

//OK
void TransformedPolyhedron::transform(const Matrix4& transformation)
{
this->transformation = transformation;
}

//ok
GLuint TransformedPolyhedron::loadToGPU(int* amount) const
{
ArrayList<int>& indices = getIndices();
ArrayList<Vector3> positions = getTransformedPositions();
ArrayList<float> textures(positions.size()*2);
ArrayList<float> positionsArray(positions.size()*3);
for(int i=0;i<positions.size();i++)
{
positionsArray[3*i] = positions[i].getX();
positionsArray[3*i + 1] = positions[i].getY();
positionsArray[3*i + 2] = positions[i].getZ();
}
Array<float> apos(positionsArray.toArray(), positionsArray.size());
Array<int> aind(indices.toArray(), indices.size());
Array<float> atex(textures.toArray(), textures.size());
*amount = indices.size();
return MeshLoader::loadIndexedVertices(apos, atex, aind);
}
}


Thanks for helping!










share|improve this question

























  • Forgot to tag c++?

    – kabanus
    Nov 23 '18 at 20:20











  • Have you read this paper dtecta.com/papers/jgt98convex.pdf ?

    – bcperth
    Nov 23 '18 at 23:19
















0















I do not know much about collision detection and I am trying to resolve 3D collisions exactly. To do so, I am using the Minkowski difference. The thing is, I am having problems calculating the difference between two shapes.



What I tried doing:
In 2D you can calculate the M. difference of 2 polygons (A and B) by looping in the edges of A finding the correct support vertex of B by using the reversed edge normal of A and then substrating the edge of A by the supporting vertex of B. And then do something similar by looping through the edges of B.



So basically, in 3D I tried doing the same thing by using triangles instead of edges. It seems to kinda work and kinda fail (here is M. difference of a cube with the same cube turned 45 degrees):
Click to view image.



As seen in the image, there is a weird hole in the middle. I don't think this is normal because we are supposed to end up with a closed shape.



Here below is my code (note that the code is very unoptimised because I'm not sure about how to choose the supporting vertices, so I don't choose, I take all of them).



Here is the class which takes care of the Minkowski stuff (if there is an //OK over the method, I'm pretty sure that it works):



#include "TransformedPolyhedron.h"
#include "Array.h"
#include "graphics/MeshLoader.h"
#include <iostream>

using namespace graphics;

namespace math
{
TransformedPolyhedron::TransformedPolyhedron(Polyhedron& polyhedron)
{
this->polyhedron = &polyhedron;
}

//OK
ArrayList<int>& TransformedPolyhedron::getIndices() const
{
return polyhedron->getIndices();
}

//OK
ArrayList<Vector3> TransformedPolyhedron::getTransformedPositions() const
{
ArrayList<Vector3>& positions = polyhedron->getPositions();
ArrayList<Vector3> result(positions.size());

for(int i=0;i<result.size();i++)
{
result[i] = transformation.transform(positions[i]);
}
return result;
}

//OK(?)
ArrayList<TriangleFace> TransformedPolyhedron::getTriangleFaces(const ArrayList<Vector3>& positions) const
{
ArrayList<int>& indices = getIndices();
ArrayList<TriangleFace> result;
for(int i=0;i<indices.size();i+=3)
{
Vector3& v1 = positions[indices[i]];
Vector3& v2 = positions[indices[i + 1]];
Vector3& v3 = positions[indices[i + 2]];
result.add(TriangleFace(v1, v2, v3));
}
return result;
}

ArrayList<Vector3> TransformedPolyhedron::getSupportingVertex(const Vector3& normal, const ArrayList<Vector3>& positions) const
{
double maxDot = normal.dot(positions[0]);
for(int i=0;i<positions.size();i++)
{
double dot = normal.dot(positions[i]);
if(dot > maxDot)
{
maxDot = dot;
}
}
ArrayList<Vector3> result;
for(int i=0;i<positions.size();i++)
{
Vector3& position = positions[i];
double dot = normal.dot(position);
if(dot >= maxDot)
{
result.add(position);
}
}
return result;
}

Polyhedron TransformedPolyhedron::minkowskiDifference(const TransformedPolyhedron& poly) const
{
ArrayList<int> resultIndices;
ArrayList<Vector3> resultPositions;

ArrayList<Vector3> thisPositions = getTransformedPositions();
ArrayList<TriangleFace> thisTriangleFaces = getTriangleFaces(thisPositions);

ArrayList<Vector3> polyPositions = poly.getTransformedPositions();
ArrayList<TriangleFace> polyTriangleFaces = poly.getTriangleFaces(polyPositions);
//this
for(int i=0;i<thisTriangleFaces.size();i++)
{
TriangleFace& triangle = thisTriangleFaces[i];
Vector3 normal = triangle.getNormal();
normal*=(-1);
ArrayList<Vector3> supportingVectors = poly.getSupportingVertex(normal, polyPositions);
for(int k=0;k<supportingVectors.size();k++)
{
Vector3& supportingVector = supportingVectors[k];
for(int j=0;j<3;j++)
{
Vector3 toAdd = triangle[j] - supportingVector;

resultIndices.add(resultPositions.size());
resultPositions.add(toAdd);
}
}
}
//poly
for(int i=0;i<polyTriangleFaces.size();i++)
{
TriangleFace& triangle = polyTriangleFaces[i];
Vector3 normal = triangle.getNormal();
normal*=(-1);
ArrayList<Vector3> supportingVectors = getSupportingVertex(normal, thisPositions);
for(int k=0;k<supportingVectors.size();k++)
{
Vector3& supportingVector = supportingVectors[k];
for(int j=0;j<3;j++)
{
Vector3 toAdd = triangle[j] - supportingVector;

resultIndices.add(resultPositions.size());
resultPositions.add(toAdd);
}
}
}

return Polyhedron(resultPositions, resultIndices);
}

//OK
void TransformedPolyhedron::transform(const Matrix4& transformation)
{
this->transformation = transformation;
}

//ok
GLuint TransformedPolyhedron::loadToGPU(int* amount) const
{
ArrayList<int>& indices = getIndices();
ArrayList<Vector3> positions = getTransformedPositions();
ArrayList<float> textures(positions.size()*2);
ArrayList<float> positionsArray(positions.size()*3);
for(int i=0;i<positions.size();i++)
{
positionsArray[3*i] = positions[i].getX();
positionsArray[3*i + 1] = positions[i].getY();
positionsArray[3*i + 2] = positions[i].getZ();
}
Array<float> apos(positionsArray.toArray(), positionsArray.size());
Array<int> aind(indices.toArray(), indices.size());
Array<float> atex(textures.toArray(), textures.size());
*amount = indices.size();
return MeshLoader::loadIndexedVertices(apos, atex, aind);
}
}


Thanks for helping!










share|improve this question

























  • Forgot to tag c++?

    – kabanus
    Nov 23 '18 at 20:20











  • Have you read this paper dtecta.com/papers/jgt98convex.pdf ?

    – bcperth
    Nov 23 '18 at 23:19














0












0








0








I do not know much about collision detection and I am trying to resolve 3D collisions exactly. To do so, I am using the Minkowski difference. The thing is, I am having problems calculating the difference between two shapes.



What I tried doing:
In 2D you can calculate the M. difference of 2 polygons (A and B) by looping in the edges of A finding the correct support vertex of B by using the reversed edge normal of A and then substrating the edge of A by the supporting vertex of B. And then do something similar by looping through the edges of B.



So basically, in 3D I tried doing the same thing by using triangles instead of edges. It seems to kinda work and kinda fail (here is M. difference of a cube with the same cube turned 45 degrees):
Click to view image.



As seen in the image, there is a weird hole in the middle. I don't think this is normal because we are supposed to end up with a closed shape.



Here below is my code (note that the code is very unoptimised because I'm not sure about how to choose the supporting vertices, so I don't choose, I take all of them).



Here is the class which takes care of the Minkowski stuff (if there is an //OK over the method, I'm pretty sure that it works):



#include "TransformedPolyhedron.h"
#include "Array.h"
#include "graphics/MeshLoader.h"
#include <iostream>

using namespace graphics;

namespace math
{
TransformedPolyhedron::TransformedPolyhedron(Polyhedron& polyhedron)
{
this->polyhedron = &polyhedron;
}

//OK
ArrayList<int>& TransformedPolyhedron::getIndices() const
{
return polyhedron->getIndices();
}

//OK
ArrayList<Vector3> TransformedPolyhedron::getTransformedPositions() const
{
ArrayList<Vector3>& positions = polyhedron->getPositions();
ArrayList<Vector3> result(positions.size());

for(int i=0;i<result.size();i++)
{
result[i] = transformation.transform(positions[i]);
}
return result;
}

//OK(?)
ArrayList<TriangleFace> TransformedPolyhedron::getTriangleFaces(const ArrayList<Vector3>& positions) const
{
ArrayList<int>& indices = getIndices();
ArrayList<TriangleFace> result;
for(int i=0;i<indices.size();i+=3)
{
Vector3& v1 = positions[indices[i]];
Vector3& v2 = positions[indices[i + 1]];
Vector3& v3 = positions[indices[i + 2]];
result.add(TriangleFace(v1, v2, v3));
}
return result;
}

ArrayList<Vector3> TransformedPolyhedron::getSupportingVertex(const Vector3& normal, const ArrayList<Vector3>& positions) const
{
double maxDot = normal.dot(positions[0]);
for(int i=0;i<positions.size();i++)
{
double dot = normal.dot(positions[i]);
if(dot > maxDot)
{
maxDot = dot;
}
}
ArrayList<Vector3> result;
for(int i=0;i<positions.size();i++)
{
Vector3& position = positions[i];
double dot = normal.dot(position);
if(dot >= maxDot)
{
result.add(position);
}
}
return result;
}

Polyhedron TransformedPolyhedron::minkowskiDifference(const TransformedPolyhedron& poly) const
{
ArrayList<int> resultIndices;
ArrayList<Vector3> resultPositions;

ArrayList<Vector3> thisPositions = getTransformedPositions();
ArrayList<TriangleFace> thisTriangleFaces = getTriangleFaces(thisPositions);

ArrayList<Vector3> polyPositions = poly.getTransformedPositions();
ArrayList<TriangleFace> polyTriangleFaces = poly.getTriangleFaces(polyPositions);
//this
for(int i=0;i<thisTriangleFaces.size();i++)
{
TriangleFace& triangle = thisTriangleFaces[i];
Vector3 normal = triangle.getNormal();
normal*=(-1);
ArrayList<Vector3> supportingVectors = poly.getSupportingVertex(normal, polyPositions);
for(int k=0;k<supportingVectors.size();k++)
{
Vector3& supportingVector = supportingVectors[k];
for(int j=0;j<3;j++)
{
Vector3 toAdd = triangle[j] - supportingVector;

resultIndices.add(resultPositions.size());
resultPositions.add(toAdd);
}
}
}
//poly
for(int i=0;i<polyTriangleFaces.size();i++)
{
TriangleFace& triangle = polyTriangleFaces[i];
Vector3 normal = triangle.getNormal();
normal*=(-1);
ArrayList<Vector3> supportingVectors = getSupportingVertex(normal, thisPositions);
for(int k=0;k<supportingVectors.size();k++)
{
Vector3& supportingVector = supportingVectors[k];
for(int j=0;j<3;j++)
{
Vector3 toAdd = triangle[j] - supportingVector;

resultIndices.add(resultPositions.size());
resultPositions.add(toAdd);
}
}
}

return Polyhedron(resultPositions, resultIndices);
}

//OK
void TransformedPolyhedron::transform(const Matrix4& transformation)
{
this->transformation = transformation;
}

//ok
GLuint TransformedPolyhedron::loadToGPU(int* amount) const
{
ArrayList<int>& indices = getIndices();
ArrayList<Vector3> positions = getTransformedPositions();
ArrayList<float> textures(positions.size()*2);
ArrayList<float> positionsArray(positions.size()*3);
for(int i=0;i<positions.size();i++)
{
positionsArray[3*i] = positions[i].getX();
positionsArray[3*i + 1] = positions[i].getY();
positionsArray[3*i + 2] = positions[i].getZ();
}
Array<float> apos(positionsArray.toArray(), positionsArray.size());
Array<int> aind(indices.toArray(), indices.size());
Array<float> atex(textures.toArray(), textures.size());
*amount = indices.size();
return MeshLoader::loadIndexedVertices(apos, atex, aind);
}
}


Thanks for helping!










share|improve this question
















I do not know much about collision detection and I am trying to resolve 3D collisions exactly. To do so, I am using the Minkowski difference. The thing is, I am having problems calculating the difference between two shapes.



What I tried doing:
In 2D you can calculate the M. difference of 2 polygons (A and B) by looping in the edges of A finding the correct support vertex of B by using the reversed edge normal of A and then substrating the edge of A by the supporting vertex of B. And then do something similar by looping through the edges of B.



So basically, in 3D I tried doing the same thing by using triangles instead of edges. It seems to kinda work and kinda fail (here is M. difference of a cube with the same cube turned 45 degrees):
Click to view image.



As seen in the image, there is a weird hole in the middle. I don't think this is normal because we are supposed to end up with a closed shape.



Here below is my code (note that the code is very unoptimised because I'm not sure about how to choose the supporting vertices, so I don't choose, I take all of them).



Here is the class which takes care of the Minkowski stuff (if there is an //OK over the method, I'm pretty sure that it works):



#include "TransformedPolyhedron.h"
#include "Array.h"
#include "graphics/MeshLoader.h"
#include <iostream>

using namespace graphics;

namespace math
{
TransformedPolyhedron::TransformedPolyhedron(Polyhedron& polyhedron)
{
this->polyhedron = &polyhedron;
}

//OK
ArrayList<int>& TransformedPolyhedron::getIndices() const
{
return polyhedron->getIndices();
}

//OK
ArrayList<Vector3> TransformedPolyhedron::getTransformedPositions() const
{
ArrayList<Vector3>& positions = polyhedron->getPositions();
ArrayList<Vector3> result(positions.size());

for(int i=0;i<result.size();i++)
{
result[i] = transformation.transform(positions[i]);
}
return result;
}

//OK(?)
ArrayList<TriangleFace> TransformedPolyhedron::getTriangleFaces(const ArrayList<Vector3>& positions) const
{
ArrayList<int>& indices = getIndices();
ArrayList<TriangleFace> result;
for(int i=0;i<indices.size();i+=3)
{
Vector3& v1 = positions[indices[i]];
Vector3& v2 = positions[indices[i + 1]];
Vector3& v3 = positions[indices[i + 2]];
result.add(TriangleFace(v1, v2, v3));
}
return result;
}

ArrayList<Vector3> TransformedPolyhedron::getSupportingVertex(const Vector3& normal, const ArrayList<Vector3>& positions) const
{
double maxDot = normal.dot(positions[0]);
for(int i=0;i<positions.size();i++)
{
double dot = normal.dot(positions[i]);
if(dot > maxDot)
{
maxDot = dot;
}
}
ArrayList<Vector3> result;
for(int i=0;i<positions.size();i++)
{
Vector3& position = positions[i];
double dot = normal.dot(position);
if(dot >= maxDot)
{
result.add(position);
}
}
return result;
}

Polyhedron TransformedPolyhedron::minkowskiDifference(const TransformedPolyhedron& poly) const
{
ArrayList<int> resultIndices;
ArrayList<Vector3> resultPositions;

ArrayList<Vector3> thisPositions = getTransformedPositions();
ArrayList<TriangleFace> thisTriangleFaces = getTriangleFaces(thisPositions);

ArrayList<Vector3> polyPositions = poly.getTransformedPositions();
ArrayList<TriangleFace> polyTriangleFaces = poly.getTriangleFaces(polyPositions);
//this
for(int i=0;i<thisTriangleFaces.size();i++)
{
TriangleFace& triangle = thisTriangleFaces[i];
Vector3 normal = triangle.getNormal();
normal*=(-1);
ArrayList<Vector3> supportingVectors = poly.getSupportingVertex(normal, polyPositions);
for(int k=0;k<supportingVectors.size();k++)
{
Vector3& supportingVector = supportingVectors[k];
for(int j=0;j<3;j++)
{
Vector3 toAdd = triangle[j] - supportingVector;

resultIndices.add(resultPositions.size());
resultPositions.add(toAdd);
}
}
}
//poly
for(int i=0;i<polyTriangleFaces.size();i++)
{
TriangleFace& triangle = polyTriangleFaces[i];
Vector3 normal = triangle.getNormal();
normal*=(-1);
ArrayList<Vector3> supportingVectors = getSupportingVertex(normal, thisPositions);
for(int k=0;k<supportingVectors.size();k++)
{
Vector3& supportingVector = supportingVectors[k];
for(int j=0;j<3;j++)
{
Vector3 toAdd = triangle[j] - supportingVector;

resultIndices.add(resultPositions.size());
resultPositions.add(toAdd);
}
}
}

return Polyhedron(resultPositions, resultIndices);
}

//OK
void TransformedPolyhedron::transform(const Matrix4& transformation)
{
this->transformation = transformation;
}

//ok
GLuint TransformedPolyhedron::loadToGPU(int* amount) const
{
ArrayList<int>& indices = getIndices();
ArrayList<Vector3> positions = getTransformedPositions();
ArrayList<float> textures(positions.size()*2);
ArrayList<float> positionsArray(positions.size()*3);
for(int i=0;i<positions.size();i++)
{
positionsArray[3*i] = positions[i].getX();
positionsArray[3*i + 1] = positions[i].getY();
positionsArray[3*i + 2] = positions[i].getZ();
}
Array<float> apos(positionsArray.toArray(), positionsArray.size());
Array<int> aind(indices.toArray(), indices.size());
Array<float> atex(textures.toArray(), textures.size());
*amount = indices.size();
return MeshLoader::loadIndexedVertices(apos, atex, aind);
}
}


Thanks for helping!







c++ collision-detection






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 23 '18 at 22:34









Berthur

709212




709212










asked Nov 23 '18 at 20:17









ThatGuyAgainThatGuyAgain

46




46













  • Forgot to tag c++?

    – kabanus
    Nov 23 '18 at 20:20











  • Have you read this paper dtecta.com/papers/jgt98convex.pdf ?

    – bcperth
    Nov 23 '18 at 23:19



















  • Forgot to tag c++?

    – kabanus
    Nov 23 '18 at 20:20











  • Have you read this paper dtecta.com/papers/jgt98convex.pdf ?

    – bcperth
    Nov 23 '18 at 23:19

















Forgot to tag c++?

– kabanus
Nov 23 '18 at 20:20





Forgot to tag c++?

– kabanus
Nov 23 '18 at 20:20













Have you read this paper dtecta.com/papers/jgt98convex.pdf ?

– bcperth
Nov 23 '18 at 23:19





Have you read this paper dtecta.com/papers/jgt98convex.pdf ?

– bcperth
Nov 23 '18 at 23:19












1 Answer
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Ok i found what was wrong with the algorithm, basicly i was only calculating the "translated faces" and wasn't calculating the part done by sweeping the edges, here is a paper talking about the minkowski sum and how to compute it: liris.cnrs.fr/Documents/Liris-3813.pdf (look at the part about the CVMS algorithm)



In the end for collision detection this is very bad performence-wise, so as someone pointed out in the comments, i implemented the GJK algorithm for collision detection and the EPA algorithm for collision response, works petty well.



GJK + EPA: http://hacktank.net/blog/?p=93






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    Ok i found what was wrong with the algorithm, basicly i was only calculating the "translated faces" and wasn't calculating the part done by sweeping the edges, here is a paper talking about the minkowski sum and how to compute it: liris.cnrs.fr/Documents/Liris-3813.pdf (look at the part about the CVMS algorithm)



    In the end for collision detection this is very bad performence-wise, so as someone pointed out in the comments, i implemented the GJK algorithm for collision detection and the EPA algorithm for collision response, works petty well.



    GJK + EPA: http://hacktank.net/blog/?p=93






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      Ok i found what was wrong with the algorithm, basicly i was only calculating the "translated faces" and wasn't calculating the part done by sweeping the edges, here is a paper talking about the minkowski sum and how to compute it: liris.cnrs.fr/Documents/Liris-3813.pdf (look at the part about the CVMS algorithm)



      In the end for collision detection this is very bad performence-wise, so as someone pointed out in the comments, i implemented the GJK algorithm for collision detection and the EPA algorithm for collision response, works petty well.



      GJK + EPA: http://hacktank.net/blog/?p=93






      share|improve this answer


























        0












        0








        0







        Ok i found what was wrong with the algorithm, basicly i was only calculating the "translated faces" and wasn't calculating the part done by sweeping the edges, here is a paper talking about the minkowski sum and how to compute it: liris.cnrs.fr/Documents/Liris-3813.pdf (look at the part about the CVMS algorithm)



        In the end for collision detection this is very bad performence-wise, so as someone pointed out in the comments, i implemented the GJK algorithm for collision detection and the EPA algorithm for collision response, works petty well.



        GJK + EPA: http://hacktank.net/blog/?p=93






        share|improve this answer













        Ok i found what was wrong with the algorithm, basicly i was only calculating the "translated faces" and wasn't calculating the part done by sweeping the edges, here is a paper talking about the minkowski sum and how to compute it: liris.cnrs.fr/Documents/Liris-3813.pdf (look at the part about the CVMS algorithm)



        In the end for collision detection this is very bad performence-wise, so as someone pointed out in the comments, i implemented the GJK algorithm for collision detection and the EPA algorithm for collision response, works petty well.



        GJK + EPA: http://hacktank.net/blog/?p=93







        share|improve this answer












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        share|improve this answer










        answered Dec 13 '18 at 20:33









        ThatGuyAgainThatGuyAgain

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