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Computer Science – Game DesignUC Santa Cruz Common Bounding Volumes Most introductory game programming texts call AABBs simply “bounding boxes” Circle/SphereAxis-Aligned.

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Presentation on theme: "Computer Science – Game DesignUC Santa Cruz Common Bounding Volumes Most introductory game programming texts call AABBs simply “bounding boxes” Circle/SphereAxis-Aligned."— Presentation transcript:

1 Computer Science – Game DesignUC Santa Cruz Common Bounding Volumes Most introductory game programming texts call AABBs simply “bounding boxes” Circle/SphereAxis-Aligned Bounding Box (AABB) Oriented Bounding Box (OBB) Convex Hull Better bounds, better culling Faster test, less memory

2 Computer Science – Game DesignUC Santa Cruz Circle Bounding Box Simple storage, easy intersection test Rotationally invariant struct Point { int x; int y; } struct circle { Point c; // center int r; // radius } r c bool circle_intersect(circle a, circle b) { Point d; // d = b.c – a.c d.x = a.c.x – b.c.x; d.y = a.c.y – b.c.y; int dist2 = d.x*d.x + d.y*d.y; // d dot d int radiusSum = a.r + b.r; if (dist2 < = radiusSum * radiusSum) { return true; } else { return false; } Compare Euclidean distance between circle centers against sum of circle radii.

3 Computer Science – Game DesignUC Santa Cruz Axis-Aligned Bounding Boxes (AABBs) Three common representations – Min-max – Min-widths – Center-radius // min.x < =x < =max.x // min.y < =y < =max.y struct AABB { Point min; Point max; } // min.x < =x < =min.x+dx // min.y < =y < =min.y+dy struct AABB { Point min; int dx; // x width int dy; // y width } // | c.x-x | < = rx | c.y-y | < = ry struct AABB { Point c; int rx; // x radius int ry; // y radius } min max min c dx dy ry rx Can easily be extended to 3D

4 Computer Science – Game DesignUC Santa Cruz Axis Aligned Bounding Box Intersection (min-max) Two AABBs intersect only if they overlap on both axes a.max.x<b.min.x a.min.x>b.max.xa.min.x=b.min.x a.max.y<b.min.y a.min.y>b.max.y a.min.y=b.min.y bool IntersectAABB(AABB a, AABB b) { { if (a.max.x < b.min.x || a.min.x < b.max.x) return false; if (a.max.y < b.min.y || a.min.y < b.max.y) return false; return true; }

5 Computer Science – Game DesignUC Santa Cruz Axis Aligned Bounding Box Intersection (min-width) Two AABBs intersect only if they overlap on both axes -(a.min.x- b.min.x)>a.dx (a.min.x- b.min.x)>b.dx a.min.x=b.min.x -(a.min.y- b.min.y)>a.dy (a.min.y- b.min.y)>b.dy a.min.y=b.min.y bool IntersectAABB(AABB a, AABB b) { { int t; t=a.min.x-b.min.x; if (t > b.dx || -t > a.dx) return false; t=a.min.y-b.min.y; if (t > b.dy || -t > a.dy) return false; return true; } // Note: requires more operations than // min-max case (2 more subtractions, 2 more negations)

6 Computer Science – Game DesignUC Santa Cruz AABB Intersection (center-radius) Two AABBs intersect only if they overlap on both axes b.c.x-a.c.x > a.rx+b.ry a.c.x-b.c.x > a.rx+b.rx a.c.x=b.c.x b.c.y-a.c.y > a.ry+b.ry a.c.y-b.c.y > a.ry+b.ry a.c.y=b.c.y bool IntersectAABB(AABB a, AABB b) { { if (Abs(a.c.x – b.c.x) > (a.r.dx + b.r.dx)) return false; if (Abs(a.c.y – b.c.y) > (a.r.dy + b.r.dy)) ) return false; return true; } // Note: Abs() typically single instruction on modern processors

7 Computer Science – Game DesignUC Santa Cruz Trees A tree is a data structure – Places contents into nodes – Each node has Contents Pointers to 0 or more other levels – Children are represented as references root ab c d 4575 56 2451 A tree with 5 nodes (root, a, b, c, d). Root node has contents 56. Node a has contents 45, and two children, c and d. Node b has contents 75, and no children. Node c has contents 24, and no children. Node d has contents 51, and no children. // A simple tree node class Class Node { List children; // List of references to Nodes int contents; }

8 Computer Science – Game DesignUC Santa Cruz Tree Operations Adding a child – Create new node n = new Node(); – Add it to list of children of parent parentNode.children.Add(n); Removing a child – Find and remove child node from list of children parentNode.children.Remove(childToRemove); (childToRemove is reference to Node of child to be deleted)

9 Computer Science – Game DesignUC Santa Cruz Point Quadtree A tree where each node has four children – Each level represents subdividing space into 4 quadrants – Each node holds information about one quadrant – A deeper tree indicates more subdivisions MX Quadtree Demo http://donar.umiacs.umd.edu/quadtree/ points/mxquad.html Demo both points and rectangles 01 23 root 0 12 3 01 23 1.0 1.1 1.21.3 root 12 30 1.01.11.21.3

10 Computer Science – Game DesignUC Santa Cruz C# Node Representation quads is an array with four elements – Each element is a reference to a Node Quad[0] – upper left, etc. – A recursive data structure Nodes hold pointers to Nodes Min[] is an array with four elements – Each element is upper left point of quadrant Max[] holds lower right point of each quadrant Level indicates how many levels down in the tree – Useful for bounding the depth of the tree class Node { Point min[4]; Point max[4]; int level; Node Quad[4]; // holds 4 quadrants List objectList; // list of game objects in a Node } Quad[0]Quad[1] Quad[2]Quad[3]

11 Computer Science – Game DesignUC Santa Cruz Adding object to tree Insert(Node n, IGameObject g) Iterate through all 4 quadrants of current node (n) – If at maximum depth of the tree Add IGameObject to objectList and return – If AABB (bounding box) of IGameObject lies fully within a quadrant Create child node for that quadrant, if necessary Then call insert on that node (recursion) – Otherwise, AABB does not lie in just one quadrant Add to contents list at this level First call is Insert(root, g) – That is, start at root node for insertions

12 Computer Science – Game DesignUC Santa Cruz Finding, removing object in tree Find(Node n, IGameObject g) Iterate through all 4 quadrants of current node (n) – Check if AABB (bounding box) of IGameObject spans multiple quadrants Yes: IGameObject is in this node. Return node. – At maximum level of tree? Yes: IGameObject is at this level – If AABB (bounding box) of IGameObject lies fully within a quadrant Call find on that node (recursion) Removing object from tree – Found_node = Find(root, g) – Found_node.objectList.Remove(g)

13 Computer Science – Game DesignUC Santa Cruz Design Patterns

14 Computer Science – Game DesignUC Santa Cruz Publish/Subscribe Example Consider this: – What if you could automatically find out when your out-of-town friend is in Santa Cruz? – One could imagine your friend having a cell phone that roughly knows its position – You could subscribe to a location service on your friend’s phone In fact, many people could subscribe to this service Your friend wouldn’t need to know in advance how many people this would be – When your friend came into Santa Cruz, the phone would publish a message to you This is an example of a publish/subscribe (pub/sub) service

15 Computer Science – Game DesignUC Santa Cruz Publish/Subscribe In a pub/sub service: – A client subscribes to a service – The service provider stores a list of subscribers – When a particular event occurs, a notification message is published to all subscribers An event – (in the general sense – C# events are in a few slides) – A noteworthy change in state – “A timely difference that makes a difference” A notification – A message carrying the information that an event has occurred In-class acting out of pub/sub information flow

16 Computer Science – Game DesignUC Santa Cruz Publish/Subscribe Advantages Scalable – Can easily add more subscribers – Just add another subscriber to the list in the service provider Loose coupling – When writing the service provider, do not need to know the complete set of potential future clients – Only need to adhere to a specific interface (data passed with the notification) – Service provider is completely decoupled from the clients – In network-based pub/sub, clients and servers live on separate machines

17 Computer Science – Game DesignUC Santa Cruz Publish/Subscribe Disadvantages Transactional processing – Client may want to treat a series of events as a conceptual whole (a transaction), but doesn’t know how many events it will receive in a row – If events are being used to update a user interface, many events can lead to lots of small, jittery changes to the UI Complicates information flow – The information a client needs is not always found in the notification message. The client then needs to make further calls to get this information.

18 Computer Science – Game DesignUC Santa Cruz Publish/Subscribe Implementations Pub/Sub is a general information flow pattern Can be implemented in many ways Direct connection – Subscribers directly subscribe to information sources Event message bus – Notifications are sent to a third party, the message bus – Clients subscribe to the message bus – Service providers can come and go, but the clients don’t have to keep re-subscribing Local/Distributed – Pub/sub can take place inside a local program, or across a network among several distributed programs – In local programs, pub/sub frequently implemented using the Observer design pattern – C# has a special language feature designed specifically for local pub/sub: delegates (and events)

19 Computer Science – Game DesignUC Santa Cruz Delegates A delegate contains a list of references to a method – Must state the return type and parameters of the method – List can contain 0, 1, or many method references – Can think of a delegate as a typed function pointer Once a delegate is assigned a method, it behaves exactly like that method – That is, you can perform method calls, via the delegate In the context of pub/sub systems, a delegate holds the list of subscribers – That is, the list of methods to call when an event occurs

20 Computer Science – Game DesignUC Santa Cruz Defining and Using Delegates // Define delegate type [visibility] delegate [return type] delegate_name ([params]); // Use example class Subject { // Create delegate type "notifier" public delegate void notifier(string message); // Create instance of "notifier" type, called myNotifier public notifier myNotifier; public void update(string message) { // Check if delegate instance is null // Then call delegate (calls all methods currently // referenced by the delegate) if (myNotifier != null) { // might be calling more than one method! myNotifier(message); } Using delegates 1.Define delegate type Specifies return type, parameters and their types 2.Create instance of delegate type 3.Assign method to instance Use = or += operators 4.Use delegate to perform method calls on stored method references Might call more than one method!

21 Computer Science – Game DesignUC Santa Cruz Observer Pattern The name given to an object-oriented, local implementation of publish-subscribe – Subject Holds list of subscribed observers in a delegate Change of state in Subject leads to call on delegate – Acts as a notification to observers of change of state – Observer Subscribes to subject instances it is interested in Supplies method to be called upon notification

22 Computer Science – Game DesignUC Santa Cruz Problem: Changing AI Behavior Consider: – AI behavior of an opponent often changes while the game is running If it gets close to the player, or some other game event occurs How can this be accomplished in code? – Do not want to destroy opponent object, and create new one with changed AI behavior I.e., creating a separate subtype of Opponent for each separate opponent behavior isn’t dynamic enough – However, also do not want to encode all possible behaviors inside each type of opponent Ideally want to re-use AI behaviors across many types of opponent I.e., putting a big switch/case statement inside each Opponent type won’t work either – “Switch statement” and “duplicate code” bad code smells

23 Computer Science – Game DesignUC Santa Cruz Strategy Pattern Client creates instance of IStrategy subclass – myStrategy = new IStrategySubclass(); – Or, can be given subclass instance in constructor Inside the client, write code that relates only to IStrategy – myStrategy.Algorithm(); – Will call the Algorithm method on subclass currently assigned to myStrategy Client > IStrategy + Algorithm() StrategyAStrategyB IStrategy myStrategy;

24 Computer Science – Game DesignUC Santa Cruz Design Principles Two design principles at play here – Favor composition over inheritance More flexible to compose IStrategy subclass with Client than to make lots of Client subclasses – Program to Interfaces, not implementations If you program to an interface, are not tied to a specific class that implements the interface Can easily create another implementation of the interface, and use that instead – If you program to an interface, substituting a new subclass of that interface is a small change

25 Computer Science – Game DesignUC Santa Cruz Homework Read: Chapter 12 (Delegates and Events) from pp. 255-270 in Programming C# 3.0 Read: pages 139-148 (Strategy pattern) of C# 3.0 Design Patterns Read: pages 210-217 (Observer Pattern) of C# 3.0 Design Patterns


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