我正在用 C++ 编写一些代码来使用分离轴定理测试碰撞,并且在某些方向上它错误地触发了发生碰撞
我正在关注本教程,但是该教程仅是 2D 的,我正在尝试以 3D 实现它,尽管我认为它应该仍然是相同的。
我现在拥有的算法不会错过任何碰撞,但是对于两个框的某些方向,它认为它们实际上没有发生碰撞。可以在这里看到一个例子,根据下面的代码,这两个盒子显然是碰撞的。
代码是用 C++ 编写的
BoxCollider.h
class BoxCollider :
public Collider
{
public:
BoxCollider(Vector3 position, Vector3 rotation, Vector3 size);
~BoxCollider();
void Update();
public:
Vector3 rotation;
Vector3 size;
Matrix transformMatrix;
std::vector<Vector3> points;
Vector3 normals[3];
};
BoxCollider.cpp
BoxCollider::BoxCollider(Vector3 position, Vector3 rotation, Vector3 size) : rotation(rotation), size(size)
{
this->position = position;
points.resize(8);
}
BoxCollider::~BoxCollider()
{
}
void BoxCollider::Update()
{
Transform* eTransform = m_entity->GetComponent<Transform>();
transformMatrix.RotateYawPitchRoll(rotation + eTransform->rotation);
Vector3 ePos = eTransform->position;
points[0] = transformMatrix * (Vector3( 0.5, -0.5, -0.5) * size) + position + ePos;
points[1] = transformMatrix * (Vector3( 0.5, 0.5, -0.5) * size) + position + ePos;
points[2] = transformMatrix * (Vector3( 0.5, -0.5, 0.5) * size) + position + ePos;
points[3] = transformMatrix * (Vector3( 0.5, 0.5, 0.5) * size) + position + ePos;
points[4] = transformMatrix * (Vector3(-0.5, -0.5, -0.5) * size) + position + ePos;
points[5] = transformMatrix * (Vector3(-0.5, 0.5, -0.5) * size) + position + ePos;
points[6] = transformMatrix * (Vector3(-0.5, -0.5, 0.5) * size) + position + ePos;
points[7] = transformMatrix * (Vector3(-0.5, 0.5, 0.5) * size) + position + ePos;
normals[0] = transformMatrix * Vector3(1, 0, 0);
normals[1] = transformMatrix * Vector3(0, 1, 0);
normals[2] = transformMatrix * Vector3(0, 0, 1);
}
算法:
void EntityManager::CheckCollision(BoxCollider * col0, BoxCollider * col1)
{
for (int i = 0; i < 3; i++) //First cube
{
Vector3 axis = col0->normals[i];
axis = Vector3(axis.z, -axis.x, axis.y);
Projection proj1 = GetProjection(col0->points, axis);
Projection proj2 = GetProjection(col1->points, axis);
float overlap = GetOverlap(proj1, proj2);
if (overlap > 0.0) //The projections do not overlap
return;
}
for (int i = 0; i < 3; i++) //First cube
{
Vector3 axis = col1->normals[i];
axis = Vector3(axis.z, -axis.x, axis.y);
Projection proj1 = GetProjection(col0->points, axis);
Projection proj2 = GetProjection(col1->points, axis);
float overlap = GetOverlap(proj1, proj2);
if (overlap > 0.0) //The projections do not overlap
return;
}
}
float GetOverlap(Projection proj1, Projection proj2)
{
float a = proj2.left - proj1.right;
float b = proj1.left - proj2.right;
return a > b ? a : b;
}
Projection GetProjection(std::vector<Vector3> points, Vector3 axis)
{
float tmp = 0;
float left = D3D10_FLOAT32_MAX, right = -D3D10_FLOAT32_MAX;
for (int i = 0; i < points.size(); i++)
{
tmp = DotProduct(points[i], axis.Normalize());
if (tmp < left)
{
left = tmp;
}
if (tmp > right)
{
right = tmp;
}
}
return Projection(left, right, axis);
}