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过去几天我一直在四处寻找,研究向量,但仍然无法完全理解数学..

我有两个AABB 的。在碰撞时,我希望我的方法返回一个 Vector,然后我可以将其添加到位置 Vector 以使我的对象回到边界。

这是我当前的代码:

(位置向量是AABB的中心)

public Vector2f collide(Sprite other) {
    if(!collideBoolean(other)) return null; //no collision

    float xAxis = Math.abs(this.position.x - other.getX()); //distance between centers on x axis
    float yAxis = Math.abs(this.position.y - other.getY()); //distance between centers on y axis

    //these combined values show the minimum distance apart the objects need to be to not collide
    int cw = this.getHalfWidth() + other.getHalfWidth(); //combined width
    int ch = this.getHalfHeight() + other.getHalfHeight(); //combined height

    float ox = Math.abs(xAxis - cw); //overlap on x
    float oy = Math.abs(yAxis - ch); //overlap on y

    //direction
    Vector2f dir = new Vector2f(this.position); 
    dir.sub(other.getPosition()); //subtract other.position from this.position
    dir.normalise();

    return new Vector2f(dir.x * ox, dir.y * oy);
}

(不言自明,但这里也是 collideBoolean(Sprite other) 的代码)

public boolean collideBoolean(Sprite other) {
    //code using halfwidths and centers
    if(Math.abs(this.position.x - other.getX()) > (this.getHalfWidth() + other.getHalfWidth())) return false;
    if(Math.abs(this.position.y - other.getY()) > (this.getHalfHeight() + other.getHalfHeight())) return false;

    return true;
}

我当前的代码或多或少有效。但是与“其他”碰撞的(这个)对象被推向“其他”最近的角落。

我想我真的很接近了。当然,对于另一双眼睛来说,这将是非常明显的事情,但我无法完全解决。任何帮助将不胜感激!

谢谢,

编辑:

将其添加到 collide(Sprite other) 方法的末尾是可行的,只是不像我想要的那样整洁。此外,当仅沿一个轴进入“另一个”身体时,它工作正常,但如果你以一定角度推入身体,你会进入形状内部,它会随机将你抛出。

这可能只是因为我每一步移动了太多像素,尽管我应该扫描测试我的碰撞

(此代码查看投影向量以查看哪个分量更大,然后 0 表示最大分量​​。这意味着我只是沿着最短路径投影出形状)

    ....
    //direction
    ....

    Vector2f projection = new Vector2f(dir.x * (ox+1), dir.y * (oy+1));
    if(Math.abs(projection.x) > Math.abs(projection.y)) projection.x = 0;
    else if(Math.abs(projection.y) > Math.abs(projection.x)) projection.y = 0;

    return projection;
}

编辑两个

随着伊什塔尔回答的实施,事情看起来不错。但是我发现如果我将一个小物体与一个宽物体碰撞,它会准确地修复中心附近的碰撞,但是当你靠近角落时,你会陷入形状。

像这样:

         _
 _______l_l_________
|                   |
|______OK___________|


 _--________________
| --                |
|_____SINKS IN______|

编辑三

当前碰撞代码:

public class Collision {

/** fix collision based on mass */
public static void collide(Sprite s1, Sprite s2) {
    float xAxis = Math.abs(s1.getX() - s2.getX()); //distance between centers
    float yAxis = Math.abs(s1.getY() - s2.getY()); //distance between centers

    int cw = s1.getHalfWidth() + s2.getHalfWidth(); //combined width
    int ch = s1.getHalfHeight() + s2.getHalfHeight(); //combined height

    //early exit
    if(xAxis > cw) return;
    if(yAxis > ch) return;

    float ox = Math.abs(xAxis - cw); //overlap on x
    float oy = Math.abs(yAxis - ch); //overlap on y

    if(s1.getMass() <= s2.getMass())
        fixCollision(s1, s2, ox+1, oy+1);    //the +1's make you get out of the shape instead of 
    else //if(s1.getMass() > s2.getMass())    //correcting you onto the edge where you'll be in constant collision
        fixCollision(s2, s1, ox+1, oy+1);
}

/**
 * Fixes the collision
 * @param s1 : this gets pushed out (should be lower mass)
 * @param s2 : this stays where it is
 * @param ox : the overlap along the x axis
 * @param oy : the overlap along the y axis
 */
private static void fixCollision(Sprite s1, Sprite s2, float ox, float oy) {
    //direction
    Vector2f dir = new Vector2f(s1.getPosition()); 
    dir.sub(s2.getPosition());
    dir.normalise();

    Vector2f projection = new Vector2f(dir.x * (ox), dir.y * (oy));
    if(Math.abs(projection.x) > Math.abs(projection.y)) projection.x = 0;
    else if(Math.abs(projection.y) > Math.abs(projection.x)) projection.y = 0;

    if(ox > oy) s1.getPosition().add( new Vector2f(0, dir.y * oy) ); //overlap is bigger on x so project on y
    else if(ox < oy) s1.getPosition().add( new Vector2f(dir.x * ox, 0)); //overlap is bigger on x so project on x
    else s1.getPosition().add( new Vector2f(dir.x * ox, dir.y * oy)); //corner to corner
}
4

2 回答 2

1
float ox = Math.abs(xAxis - cw); //overlap on x
float oy = Math.abs(yAxis - ch); //overlap on y

//direction
Vector2f dir = new Vector2f(this.position); 
dir.sub(other.getPosition()); //subtract other.position from this.position
dir.normalise();

return new Vector2f(dir.x * ox, dir.y * oy);

返回的平移向量将使 ox(x 中的重叠)和 oy(y 中的重叠)都为零。但这不是你需要的。如果 ox 为 0,则在 x 方向上没有重叠,因此根本没有重叠。如果 oy 为 0,同上。因此,您需要找到仅使 oxoy 为零的向量。

if (ox > oy )
  return new Vector3f(0,dir.y*oy);//top-bottom collision
else if (ox < oy )
  return new Vector3f(dir.x*ox,0);//left-right collision
else //if(ox == oy)
  return new Vector3f(dir.x*ox,dir.y*oy); //corner-corner collision, 
                                          //unlikely with float's.
于 2011-12-15T10:30:55.657 回答
1

要解决“滑动问题”,请执行以下操作:(但是 C# XNA 代码)

Vector2 direction = (this.Center - other.Center);
direction.Normalize();

direction.X = (int)Math.Round(direction.X);
direction.Y = (int)Math.Round(direction.Y);

首先,您得到一个单位向量,其中包含您应该退出的方向。但是,当您靠近拐角时,按原样使用它是不可靠的。四舍五入使最强的值为 1,而另一个为 0。

解释为什么需要四舍五入:

例如,假设 Y 轴上的两个对象中心相等,我们从左侧退出。方向单位向量是 (-1, 0) 给我们一个可靠的数字来乘以重叠。但是当你越来越接近形状的角落时,这个数字会变成 (-0.88, * ) 这个非整数,当相乘时会导致像素丢失并且你会陷入形状中。

我希望从那以后做出的解释,在这些事情上不太擅长。

顺便说一句,我是OP ^_^ ..谢谢大家的帮助

于 2012-02-07T16:39:45.787 回答