计算具有已知大小和位置的2个对象之间的碰撞

时间:2012-05-31 10:00:11

标签: c++ graphics collision

  

可能重复:
  Determine if two rectangles overlap each other?

考虑到我有2个方格,我知道x和y位置,我也知道大小,如果我想看看物体是否相互碰撞,那么使用的公式是什么。

if(   ((shapeA->getX() - shapeA->getSize()) > (player->getX() - player->getSize())
    && (shapeA->getX() + shapeA->getSize()) < (player->getX() + player->getSize()))
    && (shapeA->getY() - shapeA->getSize()  > player->getY() - player->getSize()
    && (shapeA->getY() + shapeA->getSize()) < (player->getY() + player->getSize()))
                )

这很有效,但它很奇怪(并不是所有时间)。我一定错过了什么

4 个答案:

答案 0 :(得分:4)

检查矩形是否与另一个矩形相交或接触是非常容易的。看看下面的图片:

Rectangular intersection

如您所见,如果([x,x + a]和[X,X + A])和([y,y + b]和[Y,Y + B])之间的交点,则两个矩形相交两者都不是空的。

struct Rectangle{
    bool intersects(const Rectangle&);

    unsigned int a; //!< width of the rectangle
    unsigned int b; //!< height of the rectangle
    unsigned int x; //!< x position
    unsigned int y; //!< y position
};

bool Rectangle::intersects(const Rectangle& oRectangle){        
    return  (x < oRectangle.x + oRectangle.a) && // [x,x+a], [X,X+A] intersection
            (oRectangle.x < x + a)            && // [x,x+a], [X,X+A] intersection
            (y < oRectangle.y + oRectangle.b) && // [y,y+b], [Y,Y+B] intersection
            (oRectangle.y < y + b);              // [y,y+b], [Y,Y+B] intersection
}

所以你的代码应该是

if(((shapeA->getX() + shapeA->getSize()) > (player->getX()) // x intersection
    && (shapeA->getX() < (player->getX() + player->getSize())) // x intersection
    && (shapeA->getY() < player->getY() + player->getSize()  // y intersection
    && (shapeA->getY() + shapeA->getSize()) > player->getY())  // y intersection
)

答案 1 :(得分:2)

假设getX / Y给出方块的左下角,

shapeMinX = shapeA; shapeMaxX = shapeB;
if (shapeA()->getX() > shapeB()->getX())
  swap (shapeMinX, shapeMaxX);
shapeMinY = shapeA; shapeMaxY = shapeB;
if (shapeA()->getY() > shapeB()->getY())
  swap (shapeMinY, shapeMaxY);

collision = (shapeMinX->getX()+shapeMinX->size() >= shapeMaxX()->getX) || (shapeMinX->getY()+shapeMinY->size() >= shapeMaxY()->getY);

答案 2 :(得分:2)

你做错了测试,试试这个:

int left_bound_A=  shapeA->getX()-shapeA->getSize();
int right_bound_A= shapeA->getX()+shapeA->getSize();
int top_bound_A= shapeA->getY()-shapeA->getSize();
int bottom_bound_A= shapeA->getY()+shapeA->getSize();

int left_bound_B=  shapeB->getX()-shapeB->getSize();
int right_bound_B= shapeB->getX()+shapeB->getSize();
int top_bound_B= shapeB->getY()-shapeB->getSize();
int bottom_bound_B= shapeB->getY()+shapeB->getSize();

if( left_bound_A < right_bound_B &&
    right_bound_A > left_bound_B &&
    top_bound_A > bottom_bound_B &&
    bottom_bound_A < top_bound_B ) colide(shapeA,shapeB);

一般方法是测试形状交叉。如果实现Box或Rectangle类,代码将简化为:

 Box colision= intersect( shapeA->getBoundBox(), shapeB->getBoundBox() );
 if( colision.have_positive_area() )
     colide(shapeA,shapeB,colision);

答案 3 :(得分:0)

是的,检查两个矩形是否简单的方法。 正如一个建议,如果你想要计算矩形列表中矩形之间的所有可能的交集,通过增加它们的边界的x来预先排序它们然后开始利用这种关系的比较。这个问题可能会有所帮助

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