碰撞检测问题

kle*_*opi 11 java collision-detection collision

我的游戏碰撞检测系统有点问题.在游戏中有几个相互连接的结构.但是,当它们之间存在另一个结构时,它们不应该连接.

由于一些奇怪的原因,当它们后面有直接线的结构时,它有时无法连接到直接相邻的结构.很少会产生其他奇怪的联系.

图片:

BUG

应该连接红色标记的节点.

码:

public void drawConnections(Graphics g) {
    ArrayList<EnergyContainer> structurecopy = (ArrayList<EnergyContainer>) Mainclass.structures.clone(); //all structures in a list
    structurecopy.remove(this); //as we are member of the list
    structurecopy.removeIf(t -> (!hasStructureInRangeWithoutObstaclesInBetween(t))); 
    structurecopy.removeIf(t -> !t.receivesEnergyfromNeighbors()); //unimportant check if it is allowed to connect (its working)
    structurecopy.forEach(t -> drawConnectionTo(t, g)); //also works fine 
}

public boolean hasStructureInRangeWithoutObstaclesInBetween(Structure structureWhichShouldBeInRange) {
    // if in Range
    if (getRange() >= Math.hypot(structureWhichShouldBeInRange.getX() - getX(),
            structureWhichShouldBeInRange.getY() - getY())){ //checks if structure is in range
        ArrayList<EnergyContainer> structureclone = (ArrayList<EnergyContainer>) Mainclass.structures.clone();
        structureclone.remove(this); //again removes itself from the list
        structureclone.remove(structureWhichShouldBeInRange); //also removes target - so it doesn't block itself
        structureclone.removeIf(t -> !t.collidesWithLine(this.getX(), structureWhichShouldBeInRange.getX(),
                this.getY(), structureWhichShouldBeInRange.getY())); //removes it when it does not collide
        return structureclone.size() == 0; //returns true when no collisions are found
    }
    return false;
}

public boolean collidesWithLine(int x1, int x2, int y1, int y2) {
    // Line Segment - Circle Collision Detection
    double dx = x2 - x1;
    double dy = y2 - y1;
    double a = dx * dx + dy * dy; //this is the distance
    double b = 2 * dx * (x1 - getX()) + 2 * dy * (y1 - getY());
    double c = getX() * getX() + getY() * getY() + x1 * x1 + y1 * y1 - 2 * (getX() * x1 + getY() * y1)
            - getCollisionRadius() * getCollisionRadius();
    double discriminant = b * b - 4 * a * c;
    return discriminant >= 0; // no intersection -> discriminant <0

}
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(我仅为此文本添加了注释,因此如果它们导致编译错误,请忽略它们).

有人能告诉我我做错了什么吗?

Uch*_*chi 3

这里可能存在几个问题:

第一:正如 Marat 所说:b可能会返回 0 值。如果您的getX()getY()返回x1和 ,就会发生这种情况y1。如果是这种情况,您实际上是在执行以下操作:(2dx * 0) + (2dy * 0)。如果是这种情况,可能会对您后面的方程产生负面影响。

其次:很可能,您总是true会从最终方程中返回:

double discriminant = b * b - 4 * a * c;
//This breaks down to discriminant = b^2 * 4ac
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即使b此时为 0,只要 或ac值大于 0,return discriminant >= 0;则为 true;

强烈建议在我提到的两个部分中放置一个断点,并在代码执行之前和之后检查您的值,以便您可以看到数学发生了什么。

此外,Unity API 还具有碰撞检测功能。你应该调查一下。 https://docs.unity3d.com/Manual/PhysicsSection.html

希望有帮助。