多边形碰撞检测实现

Spa*_*ace 4 javascript algorithm polygons

我正在尝试编写我自己的分离轴定理的实现,但是我很难让它按照我的要求准确地工作.我不能肯定地说,但是当形状周围的假想盒子像第一个形状碰撞时,它看起来就像是在发生碰撞.但第二种形状完美无缺.

这是方形的顶点数据(精确坐标):

vertsx = [ 200, 220, 220, 200 ]
vertsy = [ 220, 220, 200, 200 ]
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这是测试形状1(相对于鼠标)的顶点数据:

vertsx = [ -10,   0,  10, 10, -10 ]
vertsy = [ -10, -50, -10, 10,  10 ]
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最后这里是测试形状2(相对于鼠标)的顶点数据:

vertsx = [ -10,   0,  10, 10, -10 ]
vertsy = [ -10, -20, -10, 10,  10 ]
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仅为了澄清,已翻译的坐标是经过测试的坐标,这些坐标的形状已按照所示的坐标进行测试.

在此输入图像描述

这是实际的功能.

function collisionConvexPolygon ( vertsax, vertsay, vertsbx, vertsby ) {
    var alen = vertsax.length;
    var blen = vertsbx.length;
    // Loop for axes in Shape A
    for ( var i = 0, j = alen - 1; i < alen; j = i++ ) {
        // Get the axis
        var vx =    vertsax[ j ] - vertsax[ i ];
        var vy = -( vertsay[ j ] - vertsay[ i ] );
        var len = Math.sqrt( vx * vx + vy * vy );

        vx /= len;
        vy /= len;

        // Project shape A
        var max0 = vertsax[ 0 ] * vx + vertsay[ 0 ] * vy, min0 = max0;
        for ( k = 1; k < alen; k++ ) {
            var proja = vertsax[ k ] * vx + vertsay[ k ] * vy;

            if ( proja > max0 ) {
                max0 = proja;
            }
            else if ( proja < min0 ) {
                min0 = proja;
            }
        }
        // Project shape B
        var max1 = vertsbx[ 0 ] * vx + vertsby[ 0 ] * vy, min1 = max1;
        for ( var k = 1; k < blen; k++ ) {
            var projb = vertsbx[ k ] * vx + vertsby[ k ] * vy;

            if ( projb > max1 ) {
                max1 = projb;
            }
            else if ( projb < min1 ) {
                min1 = projb;
            }
        }
        // Test for gaps
        if ( !axisOverlap( min0, max0, min1, max1 ) ) {
            return false;
        }
    }
    // Loop for axes in Shape B (same as above)
    for ( var i = 0, j = blen - 1; i < blen; j = i++ ) {
        var vx =    vertsbx[ j ] - vertsbx[ i ];
        var vy = -( vertsby[ j ] - vertsby[ i ] );
        var len = Math.sqrt( vx * vx + vy * vy );

        vx /= len;
        vy /= len;

        var max0 = vertsax[ 0 ] * vx + vertsay[ 0 ] * vy, min0 = max0;
        for ( k = 1; k < alen; k++ ) {
            var proja = vertsax[ k ] * vx + vertsay[ k ] * vy;

            if ( proja > max0 ) {
                max0 = proja;
            }
            else if ( proja < min0 ) {
                min0 = proja;
            }
        }
        var max1 = vertsbx[ 0 ] * vx + vertsby[ 0 ] * vy, min1 = max1;
        for ( var k = 1; k < blen; k++ ) {
            var projb = vertsbx[ k ] * vx + vertsby[ k ] * vy;

            if ( projb > max1 ) {
                max1 = projb;
            }
            else if ( projb < min1 ) {
                min1 = projb;
            }
        }
        if ( !axisOverlap( min0, max0, min1, max1 ) ) {
            return false;
        }
    }
    return true;
}
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如果你需要我,我会尝试其他形状.

这是我的axisOverlap功能.

function axisOverlap ( a0, a1, b0, b1 ) {
    return !( a0 > b1 || b0 > a1 );
}
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Spa*_*ace 6

我想到了!

我开始在纸上绘制数字线,并意识到问题是我的轴没有正确计算.要计算垂直向量,你需要交换x和y坐标,然后THEN反转一个,我完全忘记交换坐标.

新代码

var vx =    vertsay[ i ] - vertsay[ j ];
var vy = -( vertsax[ i ] - vertsax[ j ] );
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  • @ A.Webb不能连续2天. (3认同)