N游戏教程 碰撞检测凸/凹
我正在遵循 N 游戏教程来处理我的一款游戏的碰撞检测,这种方法中不清楚的一件事是他们在本页上讨论分离轴定理,但如果您在实现(教程 A)中看到我在哪里看不到处理单独的轴。在下面的 URL 中,--= 圆形 =--
部分讨论了如何处理 AABB 与凸/凹形状之间的碰撞。 http://www.metanetsoftware.com/technique/tutorialA.html#section2
我有向量和单独轴实现的基本思想,但不是这种方法,我从本教程中了解到的是整个 N 游戏世界由 5 - 8 个不同的形状(图块)组成,每个图块依次水平/垂直旋转给出 4 个面向左、右、上和左的组合底部。这些朝向信息存储在每个图块中,即符号x,y。
obj - 是玩家(矩形) T 形瓷砖 x,y - 边界框投影
实现:有人可以解释一下这段代码到底在做什么吗?
function ProjAABB_Concave(x,y,obj,t)
{
//if distance from "innermost" corner of AABB is further than tile radius,
//collision is occuring and we need to project
var signx = t.signx;
var signy = t.signy;
var ox = (t.pos.x + (signx*t.xw)) - (obj.pos.x - (signx*obj.xw));//(ox,oy) is the vector form the innermost AABB corner to the
var oy = (t.pos.y + (signy*t.yw))- (obj.pos.y - (signy*obj.yw));//circle's center
var twid = t.xw*2;
var rad = Math.sqrt(twid*twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox*ox + oy*oy);
var pen = len - rad;
if(0 < pen)
{
//collision; we need to either project along the axes, or project along corner->circlecenter vector
var lenP = Math.sqrt(x*x + y*y);
if(lenP < pen)
{
//it's shorter to move along axis directions
obj.ReportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
return COL_AXIS;
}
else
{
//project along corner->circle vector
ox /= len;//len should never be 0, since if it IS 0, rad should be > than len
oy /= len;//and we should never reach here
obj.ReportCollisionVsWorld(ox*pen, oy*pen, ox, oy, t);
return COL_OTHER;
}
}
return COL_NONE;
}
Am following N game tutorial for handling collision detection for one of my game , one thing which is unclear in this approach is they were talking about separate axis theorem on this page but if you see in the implementation(Tutorial A) no where I could see separate axis was handled. From the below URL, section --= round shapes =--
talks about how to handle collision between AABB vs convex/concave shapes.
http://www.metanetsoftware.com/technique/tutorialA.html#section2
I have the basic idea of vectors and separate axis implementation but not this approach , what I understood from this tutorial is the whole N game world is made of 5 - 8 different shapes (tile) each tile in turn rotated horizontally/vertically which gives 4 combination facing left,right,top & bottom. These facing info is stored in each tile which is signx,y.
obj - is the player (rectangle)
t - tile
x,y - bounding box projection
Implementation : Could someone explain what exactly this code is doing?
function ProjAABB_Concave(x,y,obj,t)
{
//if distance from "innermost" corner of AABB is further than tile radius,
//collision is occuring and we need to project
var signx = t.signx;
var signy = t.signy;
var ox = (t.pos.x + (signx*t.xw)) - (obj.pos.x - (signx*obj.xw));//(ox,oy) is the vector form the innermost AABB corner to the
var oy = (t.pos.y + (signy*t.yw))- (obj.pos.y - (signy*obj.yw));//circle's center
var twid = t.xw*2;
var rad = Math.sqrt(twid*twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox*ox + oy*oy);
var pen = len - rad;
if(0 < pen)
{
//collision; we need to either project along the axes, or project along corner->circlecenter vector
var lenP = Math.sqrt(x*x + y*y);
if(lenP < pen)
{
//it's shorter to move along axis directions
obj.ReportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
return COL_AXIS;
}
else
{
//project along corner->circle vector
ox /= len;//len should never be 0, since if it IS 0, rad should be > than len
oy /= len;//and we should never reach here
obj.ReportCollisionVsWorld(ox*pen, oy*pen, ox, oy, t);
return COL_OTHER;
}
}
return COL_NONE;
}
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我认为展示底层物理算法会更好,这样你就可以更快地理解代码
I think it would be much better to show the underlying physical algorithm, then you can understand code faster
这是一个简单的球体与球体的碰撞。查看他们所做的部分
他们只是检查“t”对象半径减去当前对象半径是否接触(=0)或交叉(<0)。
他们所做的部分
是将“t”对象移动到“obj”参考系。
That's a simple sphere-vs-sphere collision. See the part where they do
They are just checking that the "t" object radius minus the current object radius are touching (=0) or crossing (<0).
The part where they do
They are moving the "t" object to "obj" frame of reference.