【OBB碰撞】

<1>2D OBB碰撞算法(AABB算法对比最高 最低 最左 最右就完了)

<2>思路

构造OBB盒子的时候,设置角度,半宽,半高以及中心位置

每次更改盒子旋转角度计算矩形2个单位检测轴(每条轴与矩形2条边平行2条边垂直,即2条轴把矩形划分成4个等大小矩形)

方法提供:

updateAngle函数:根据旋转角度计算单位检测轴

dot函数:计算A在B上面的投影,并取绝对值

isCollision函数:计算2个OBB盒子是否发生碰撞

<3>代码

isCollision函数解释:

首先获得2个OBB中心点的向量:centerVec

接下来分别在2个OBB的X,Y2条单位检测轴上做投影,一共4中情况,至多检测4次

例如:有A和B2个OBB盒子,

           AW=A半宽,AH=A半高,AX=A检测轴X,AY=A检测轴Y

           BW=B半宽,BH=B半高,BX=B检测轴X,BY=B检测轴Y

           例:AX检测轴 centerVec在AX检测轴上的投影长度 > AW在AX上的投影 + AH在AX上的投影 + (BX在AX上的投影*BW)+ (BY在AX上的投影*BH)

           因为AW在AX上的投影 = AW ;AH在AX上的投影 = 0

           即:dot(centerVec,AX)> AW + (BX在AX上的投影*BW)+ (BY在AX上的投影*BH)

           即:dot(centerVec,AX)> AW + dot( BX*BW , AX )+ dot(BY*BH , AX)

           剩下3个轴同理

其他:1.Vector2.x读取比Vector2[0]读取速度更快

           2.可以不用Vector2缓存,全部用float[]缓存

 新代码:

    public class OBB
    {
        //public Vector2 axisX = Vector2.zero;
        //public Vector2 axisY = Vector2.zero;

        public float[] axisX = new float[2];
        public float[] axisY = new float[2];

        public float halfWidth;
        public float halfHeight;

        public float[] center = new float[2];

        public OBB(float angle)
        {
            updateAngle(angle);
        }

        public void updateAngle(float angle)
        {
            //通过矩形旋转计算当前矩形的2个单位检测轴
            float radian = Mathf.PI / 180 * angle;
            axisX[0] = Mathf.Cos(radian); // Vector2.right.x * Mathf.Cos(radian) - Vector2.right.y * Mathf.Sin(radian);
            axisX[1] = Mathf.Sin(radian);  //Vector2.right.x * Mathf.Sin(radian) + Vector2.right.y * Mathf.Cos(radian);

            axisY[0] = -Mathf.Sin(radian);// //Vector2.up.x * Mathf.Cos(radian) - Vector2.up.y * Mathf.Sin(radian);
            axisY[1] = Mathf.Cos(radian);// Vector2.up.x * Mathf.Cos(radian) - Vector2.up.y * Mathf.Sin(radian);
        }

        //dot
        float dot(float[] axisA, float[] axisB)
        {
            return Mathf.Abs(axisA[0] * axisB[0] + axisA[1] * axisB[1]);
        }
        float dot(float[] axisA, Vector2 axisB)
        {
            return Mathf.Abs(axisA[0] * axisB.x + axisA[1] * axisB.y);
        }
        float dot(Vector2 axisA, float[] axisB)
        {
            return Mathf.Abs(axisA.x * axisB[0] + axisA.y * axisB[1]);
        }
        float dot(Vector2 axisA, Vector2 axisB)
        {
            return Mathf.Abs(axisA.x * axisB.x + axisA.y * axisB.y);
        }

        public bool isCollision(OBB obb)
        {
            float[] centerVec = new float[] {
                this.center[0] - obb.center[0],
                this.center[1] - obb.center[1],
            };
            if (dot(centerVec, this.axisX) > this.halfWidth + obb.halfWidth * dot( obb.axisX, this.axisX) + obb.halfHeight * dot( obb.axisY, this.axisX))
            {
                return false;
            }
            if (dot(centerVec, this.axisY) > this.halfHeight + obb.halfWidth * dot( obb.axisX, this.axisY) + obb.halfHeight * dot( obb.axisY, this.axisY))
            {
                return false;
            }
            if (dot(centerVec, obb.axisX) > obb.halfWidth + this.halfWidth * dot( this.axisX, obb.axisX) + this.halfHeight * dot( this.axisY, obb.axisX))
            {
                return false;
            }
            if (dot(centerVec, obb.axisY) > obb.halfHeight + this.halfWidth * dot( this.axisX, obb.axisY) + this.halfHeight * dot(this.axisY, obb.axisY))
            {
                return false;
            }
            return true;
        }
    }

  

旧代码:

    public class OBB
    {
        public Vector2 axisX = Vector2.zero;
        public Vector2 axisY = Vector2.zero;

        public float halfWidth;
        public float halfHeight;

        public float[] center = new float[2];

        public OBB(float angle)
        {
            updateAngle(angle);
        }

        public void updateAngle(float angle) {
            //通过矩形旋转计算当前矩形的2个单位检测轴
            float radian = Mathf.PI / 180 * angle;
            axisX[0] = Mathf.Cos(radian); // Vector2.right.x * Mathf.Cos(radian) - Vector2.right.y * Mathf.Sin(radian);
            axisX[1] = Mathf.Sin(radian);  //Vector2.right.x * Mathf.Sin(radian) + Vector2.right.y * Mathf.Cos(radian);

            axisY[0] = -Mathf.Sin(radian);// //Vector2.up.x * Mathf.Cos(radian) - Vector2.up.y * Mathf.Sin(radian);
            axisY[1] = Mathf.Cos(radian);// Vector2.up.x * Mathf.Cos(radian) - Vector2.up.y * Mathf.Sin(radian);
        }

        //dot
        float dot(float[] axisA, float[] axisB)
        {
            return Mathf.Abs(axisA[0] * axisB[0] + axisA[1] * axisB[1]);
        }
        float dot(float[] axisA, Vector2 axisB)
        {
            return Mathf.Abs(axisA[0] * axisB[0] + axisA[1] * axisB[1]);
        }
        float dot(Vector2 axisA, float[] axisB)
        {
            return Mathf.Abs(axisA[0] * axisB[0] + axisA[1] * axisB[1]);
        }
        float dot(Vector2 axisA, Vector2 axisB)
        {
            return Mathf.Abs(axisA[0] * axisB[0] + axisA[1] * axisB[1]);
        }

        public bool isCollision(OBB obb)
        {
            float[] centerVec = new float[] {
                this.center[0] - obb.center[0],
                this.center[1] - obb.center[1],
            };
            if (dot(centerVec, this.axisX) > this.halfWidth + dot(obb.halfWidth * obb.axisX, this.axisX) + dot(obb.halfHeight * obb.axisY, this.axisX)) {
                return false;
            }
            if (dot(centerVec, this.axisY) > this.halfHeight + dot(obb.halfWidth * obb.axisX, this.axisY) + dot(obb.halfHeight * obb.axisY, this.axisY))
            {
                return false;
            }
            if (dot(centerVec, obb.axisX) > obb.halfWidth + dot(this.halfWidth * this.axisX, obb.axisX) + dot(this.halfHeight * this.axisY, obb.axisX))
            {
                return false;
            }
            if (dot(centerVec, obb.axisY) > obb.halfHeight + dot(this.halfWidth * this.axisX, obb.axisY) + dot(this.halfHeight * this.axisY, obb.axisY))
            {
                return false;
            }
            return true;
        }
    }
posted on 2019-05-08 10:33  tianjiuwan  阅读(506)  评论(0编辑  收藏  举报