我有一个网格,用户可以在上面绘制矩形(实际上是房子里的房间)。因为房间不能相互交叉,所以我尝试在绘制第二个房间之前检查是否存在冲突。到目前为止,我设法检查了第二个矩形的“到点”是否在第一个矩形内(=> return false)。但是当房间的边界穿过另一个房间时,代码也必须“返回:false” 。
要尝试它,请单击网格中的任意位置,然后单击其他位置以创建第一个房间。然后在此框外单击并移动光标以查看问题...
在源代码中,我标记了相关代码(从第 175 行开始)。
提前致谢!
我有一个网格,用户可以在上面绘制矩形(实际上是房子里的房间)。因为房间不能相互交叉,所以我尝试在绘制第二个房间之前检查是否存在冲突。到目前为止,我设法检查了第二个矩形的“到点”是否在第一个矩形内(=> return false)。但是当房间的边界穿过另一个房间时,代码也必须“返回:false” 。
要尝试它,请单击网格中的任意位置,然后单击其他位置以创建第一个房间。然后在此框外单击并移动光标以查看问题...
在源代码中,我标记了相关代码(从第 175 行开始)。
提前致谢!
这个http://www.gamedev.net/page/resources/_/technical/game-programming/collision-detection-r735算法看起来相当容易被窃取。
您在每个语句调用的匿名函数中返回 false :-) checkConflict 函数始终返回 true !看 :
function checkConflict(fromx, fromy, tox, toy) {
$.each(rooms, function() {
var left1 = fromx;
var left2 = $(this)[0];
var right1 = tox;
var right2 = $(this)[2];
var top1 = fromy;
var top2 = $(this)[1];
var bottom1 = toy;
var bottom2 = $(this)[3];
if (bottom1 < top2) { return false; }
if (top1 > bottom2) { return false; }
if (right1 < left2) { return false; }
if (left1 > right2) { return false; }
});
return true;
}
这很容易解决,但我给你更新的代码,因为你的测试也不正确(你想测试你是否在盒子里面,你以前的代码总是返回 false )所以这可能是这样的(你必须改进此代码,因为它也不能完美运行):
function checkConflict(fromx, fromy, tox, toy) {
var returnValue = true;
$.each(rooms, function() {
if (tox > this[0] &&
tox < this[2] &&
toy > this[1] &&
toy < this[3])
{ returnValue = false; return false; }
if (fromx > this[0] &&
fromx < this[2] &&
fromy > this[1] &&
fromy < this[3])
{ returnValue = false; return false; }
});
return returnValue;
}
编辑: 我写了正确的代码。我认为这会更容易,但是,承诺就是承诺......可能有重构代码的方法,但现在头痛已经足够了:-D
我做了一个 JSFiddle,所以你可以看到结果:http: //jsfiddle.net/T4ta9/2/
function checkConflict(fromx, fromy, tox, toy) {
var returnValue = true;
$.each(rooms, function() {
var squareLeft = Math.min( parseInt(this[0]) ,parseInt(this[2])) ,
squareRight = Math.max(parseInt(this[0]) ,parseInt(this[2])) ,
squareTop = Math.min(parseInt(this[1]) ,parseInt(this[3])) ,
squareBot = Math.max(parseInt(this[1]) ,parseInt(this[3])) ;
//drawing inside a shape
if ((fromx > squareLeft && fromx < squareRight && fromy > squareTop && fromy < squareBot)
&& (tox > squareRight || tox < squareLeft || toy > squareBot || toy < squareTop)) {
returnValue = false;
return false;
}
// meet the bottom of the current square ?
if (fromy >= squareBot && // we are below this square
(
(toy < squareBot) && // and our destination is above the bottom of this square
(
(
fromx < squareRight && // we are drawing on the inner left side of this square
(tox > squareLeft || fromx > squareLeft) // and our destination is on the left of this square, or we started to draw on the right part of this square
)
||
(
fromx > squareLeft && // we are drawing on the inner right side of this square
(tox < squareRight || fromx < squareRight) // and our destination is on
)
)
)
)
{
returnValue = false;
return false;
}
// meet the top of a square ?
if (fromy <= squareTop &&
(
(toy > squareTop) &&
(
(
fromx < squareRight &&
(tox > squareLeft || fromx > squareLeft)
)
||
(
fromx > squareLeft &&
(tox < squareRight || fromx < squareRight)
)
)
)
)
{
returnValue = false;
return false;
}
// meet the left of a square ?
if (fromx <= squareLeft &&
(
(tox > squareLeft) &&
(
(
fromy < squareBot &&
(toy > squareTop || fromy > squareTop)
)
||
(
fromy > squareTop &&
(toy < squareBot || fromy < squareBot)
)
)
)
)
{
returnValue = false;
return false;
}
// meet the right of a square ?
if (fromx >= squareRight &&
(
(tox < squareRight) &&
(
(
fromy < squareBot &&
(toy > squareTop || fromy > squareTop)
)
||
(
fromy > squareTop &&
(toy < squareBot || fromy < squareBot)
)
)
)
)
{
returnValue = false;
return false;
}
});
return returnValue;
}