游戏中的2D OBB碰撞模型的碰撞算法介绍和实践
前言
上一篇博文说道,射线与场景中模型上的所有三角形求交时,会大幅度影响效率且花费比较多的时间,因此会采取使用包围盒的形式,进行一个加速求交。在此文中介绍OBB碰撞模型的碰撞算法
OBB的碰撞模型
有没有想过为什么需要用到OBB模型呢,假设一个场景内两个人物相撞了,你怎么判断它们是否相撞呢,大概就是它们的碰撞体接触在了一起就相撞了。那怎么算碰撞在一起呢(此处只讨论2D规则的包围盒模型)?
方向包围盒OBB"("Oriented Bounding Box)是目前比较流行的一种包围盒,OBB最大的特点是其方向的任意性,这使得可以根据被包围的对象的形状特点尽可能紧密地包围对象,Unity中的BoxCollider的其实就是OBB模型,它不是轴对称模型,而是有方向的
OBB模型
与之相反的是AABB模型,是轴对称模型,即它的边一定与坐标轴平行,算法简单,但使用的局限性比较大,更多还是使用OBB模型碰撞算法分析
想要判断两个OBB模型碰撞,也就是两个矩形相交,我们分为几个步骤,首先先转换问题,什么时候两个矩形不相交,两个矩形相离可看成有多个直线可将它们之间分开。
当逐渐移动某个矩形,使得某个时刻,两个矩形只有一个交点,交点属于矩形的某条边上,此时为临界状态,当且仅当只有一条直线将他们两个分开,此时这条直线必定与某条边平行。
所以我们只需找两个矩形的四条边分别作为轴,两个矩形的xVt、yVt分别进行投影,看投影后的两个线段是否相离,如果相离则在这个轴上可以将这两个进行分开,故此时两个矩形不相交,反之若相交,则继续接着其他轴进行判断,若所有轴都不能分开,则这两个矩形相交
我们观察 AB proj 与 boxA、boxB 的 xVt proj 、yVt proj 之间的关系,可以得出结论:
AB proj > sum(Vt proj) ,则矩形相离
AB proj = sum(Vt proj) ,则矩形相切
AB proj < sum(Vt proj) ,则矩形相交
参考网上某大佬的代码
参考博文:https://www.cnblogs.com/hont/p/9501169.html
分别取两个矩形的两个边,总共进行四次投影对称,作为对称轴
axis1 = (P1 - P0).normalized;
axis2 = (P3 - P0).normalized;
axis3 = (other.P1 - other.P0).normalized;
axis4 = (other.P3 - other.P0).normalized;
mDebugInternalAxisIndex = 0;
bool isNotIntersect = false;
isNotIntersect |= ProjectionIsNotIntersect(this, other, axis1);
isNotIntersect |= ProjectionIsNotIntersect(this, other, axis2);
isNotIntersect |= ProjectionIsNotIntersect(this, other, axis3);
isNotIntersect |= ProjectionIsNotIntersect(this, other, axis4);
这里是取带符号的长度,用来比较投影后的线段是否相交
float x_p0 = xProject_P0.magnitude * Mathf.Sign(Vector3.Dot(xProject_P0, axis));
float x_p1 = xProject_P1.magnitude * Mathf.Sign(Vector3.Dot(xProject_P1, axis));
float x_p2 = xProject_P2.magnitude * Mathf.Sign(Vector3.Dot(xProject_P2, axis));
float x_p3 = xProject_P3.magnitude * Mathf.Sign(Vector3.Dot(xProject_P3, axis));
相交判断:
if (yMin >= xMin && yMin <= xMax) return false;
if (yMax >= xMin && yMax <= xMax) return false;
简约的示例图
using UnityEngine;
// OBB.cs
public class OBB : MonoBehaviour
{
public bool enableDebug;
public int debug_axisIndex;
int mDebugInternalAxisIndex;
public Vector2 size;
public Color gizmosColor = Color.white;
Vector2 P0 { get { return transform.localToWorldMatrix.MultiplyPoint3x4(-size * 0.5f); } }
Vector2 P1 { get { return transform.localToWorldMatrix.MultiplyPoint3x4(new Vector3(size.x * 0.5f, -size.y * 0.5f, 0)); } }
Vector2 P2 { get { return transform.localToWorldMatrix.MultiplyPoint3x4(size * 0.5f); } }
Vector2 P3 { get { return transform.localToWorldMatrix.MultiplyPoint3x4(new Vector3(-size.x * 0.5f, size.y * 0.5f, 0)); } }
Vector2 axis1, axis2, axis3, axis4;
// 较参考博文添加以下变量,用来缓存向量减少gc
Vector3 xProject_P0;
Vector3 xProject_P1;
Vector3 xProject_P2;
Vector3 xProject_P3;
Vector3 yProject_P0;
Vector3 yProject_P1;
Vector3 yProject_P2;
Vector3 yProject_P3;
public bool Intersects(OBB other)
{
axis1 = (P1 - P0).normalized;
axis2 = (P3 - P0).normalized;
axis3 = (other.P1 - other.P0).normalized;
axis4 = (other.P3 - other.P0).normalized;
mDebugInternalAxisIndex = 0;
bool isNotIntersect = false;
isNotIntersect |= ProjectionIsNotIntersect(this, other, axis1);
isNotIntersect |= ProjectionIsNotIntersect(this, other, axis2);
isNotIntersect |= ProjectionIsNotIntersect(this, other, axis3);
isNotIntersect |= ProjectionIsNotIntersect(this, other, axis4);
return isNotIntersect ? false : true;
}
bool ProjectionIsNotIntersect(OBB x, OBB y, Vector2 axis)
{
xProject_P0 = Vector3.Project(x.P0, axis);
xProject_P1 = Vector3.Project(x.P1, axis);
xProject_P2 = Vector3.Project(x.P2, axis);
xProject_P3 = Vector3.Project(x.P3, axis);
float x_p0 = xProject_P0.magnitude * Mathf.Sign(Vector3.Dot(xProject_P0, axis));
float x_p1 = xProject_P1.magnitude * Mathf.Sign(Vector3.Dot(xProject_P1, axis));
float x_p2 = xProject_P2.magnitude * Mathf.Sign(Vector3.Dot(xProject_P2, axis));
float x_p3 = xProject_P3.magnitude * Mathf.Sign(Vector3.Dot(xProject_P3, axis));
yProject_P0 = Vector3.Project(y.P0, axis);
yProject_P1 = Vector3.Project(y.P1, axis);
yProject_P2 = Vector3.Project(y.P2, axis);
yProject_P3 = Vector3.Project(y.P3, axis);
float y_p0 = yProject_P0.magnitude * Mathf.Sign(Vector3.Dot(yProject_P0, axis));
float y_p1 = yProject_P1.magnitude * Mathf.Sign(Vector3.Dot(yProject_P1, axis));
float y_p2 = yProject_P2.magnitude * Mathf.Sign(Vector3.Dot(yProject_P2, axis));
float y_p3 = yProject_P3.magnitude * Mathf.Sign(Vector3.Dot(yProject_P3, axis));
float xMin = Mathf.Min(x_p0, x_p1, x_p2, x_p3);
float xMax = Mathf.Max(x_p0, x_p1, x_p2, x_p3);
float yMin = Mathf.Min(y_p0, y_p1, y_p2, y_p3);
float yMax = Mathf.Max(y_p0, y_p1, y_p2, y_p3);
if (enableDebug)
{
if (debug_axisIndex == mDebugInternalAxisIndex)
{
Debug.DrawRay(Vector3.Project(x.P0, axis), Vector3.one * 0.1f);
Debug.DrawRay(Vector3.Project(x.P2, axis), Vector3.one * 0.1f);
Debug.DrawRay(Vector3.Project(y.P0, axis), Vector3.one * 0.1f, Color.white * 0.9f);
Debug.DrawRay(Vector3.Project(y.P2, axis), Vector3.one * 0.1f, Color.white * 0.9f);
Debug.DrawRay(Vector3.zero, Vector3.one * 0.1f, Color.black);
Debug.DrawRay(Vector3.zero, axis, Color.yellow);
Debug.DrawRay(xMin * Vector3.right, Vector3.one * 0.1f, Color.blue);
Debug.DrawRay(xMax * Vector3.right, Vector3.one * 0.1f, Color.cyan);
Debug.DrawRay(yMin * Vector3.right, Vector3.one * 0.1f, Color.red * 0.5f);
Debug.DrawRay(yMax * Vector3.right, Vector3.one * 0.1f, Color.red * 0.5f);
Debug.Log("(yMin >= xMin && yMin <= xMax): " + (yMin >= xMin && yMin <= xMax) + " frame count: " + Time.frameCount);
Debug.Log("(yMax >= xMin && yMax <= xMax): " + (yMax >= xMin && yMax <= xMax) + " frame count: " + Time.frameCount);
Debug.Log("(xMin >= yMin && xMin <= yMax): " + (xMin >= yMin && xMin <= yMax) + " frame count: " + Time.frameCount);
Debug.Log("(xMax >= yMin && xMax <= yMax): " + (xMax >= yMin && xMax <= yMax) + " frame count: " + Time.frameCount);
}
mDebugInternalAxisIndex++;
}
if (yMin >= xMin && yMin <= xMax) return false;
if (yMax >= xMin && yMax <= xMax) return false;
// 此处只需做两次判断即可,参考博文做了四次判断
// if (xMin >= yMin && xMin <= yMax) return false;
// if (xMax >= yMin && xMax <= yMax) return false;
return true;
}
void OnDrawGizmos()
{
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = gizmosColor;
Gizmos.DrawWireCube(Vector3.zero, new Vector3(size.x, size.y, 1f));
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// OBBTest.cs
public class OBBTest : MonoBehaviour
{
public OBB a;
public OBB b;
void Update()
{
var isIntersects = a.Intersects(b);
if (isIntersects)
{
a.gizmosColor = Color.red;
b.gizmosColor = Color.red;
}
else
{
a.gizmosColor = Color.white;
b.gizmosColor = Color.white;
}
}
}
效果
本文作者:shadow_lr
本文链接:https://www.cnblogs.com/shadow-lr/p/OBBCollisionIntroduceAndAchieve.html
版权声明:本作品采用shadow-lr许可协议进行许可。
【推荐】国内首个AI IDE,深度理解中文开发场景,立即下载体验Trae
【推荐】编程新体验,更懂你的AI,立即体验豆包MarsCode编程助手
【推荐】抖音旗下AI助手豆包,你的智能百科全书,全免费不限次数
【推荐】轻量又高性能的 SSH 工具 IShell:AI 加持,快人一步