线段与矩形 碰撞

线段和矩形进行碰撞检测,查看是否相交

 private static bool LineRectIntersection(Vector2 lineStartPoint, Vector2 lineEndPoint, Rect rectangle, ref Vector2 result)
    {
        //针对四种不同的情况,进行碰撞检测
        Vector2 minXLinePoint = lineStartPoint.x <= lineEndPoint.x ? lineStartPoint : lineEndPoint;
        Vector2 maxXLinePoint = lineStartPoint.x <= lineEndPoint.x ? lineEndPoint : lineStartPoint;
        Vector2 minYLinePoint = lineStartPoint.y <= lineEndPoint.y ? lineStartPoint : lineEndPoint;
        Vector2 maxYLinePoint = lineStartPoint.y <= lineEndPoint.y ? lineEndPoint : lineStartPoint;

        float rectMaxX = rectangle.xMax;
        float rectMinX = rectangle.xMin;
        float rectMaxY = rectangle.yMax;
        float rectMinY = rectangle.yMin;

        if (minXLinePoint.x <= rectMaxX && rectMaxX <= maxXLinePoint.x)
        {
            float m = (maxXLinePoint.y - minXLinePoint.y) / (maxXLinePoint.x - minXLinePoint.x);

            float intersectionY = ((rectMaxX - minXLinePoint.x) * m) + minXLinePoint.y;

            if (minYLinePoint.y <= intersectionY && intersectionY <= maxYLinePoint.y
                && rectMinY <= intersectionY && intersectionY <= rectMaxY)
            {
                result = new Vector2(rectMaxX, intersectionY);

                return true;
            }
        }

        if (minXLinePoint.x <= rectMinX && rectMinX <= maxXLinePoint.x)
        {
            float m = (maxXLinePoint.y - minXLinePoint.y) / (maxXLinePoint.x - minXLinePoint.x);

            float intersectionY = ((rectMinX - minXLinePoint.x) * m) + minXLinePoint.y;

            if (minYLinePoint.y <= intersectionY && intersectionY <= maxYLinePoint.y
                && rectMinY <= intersectionY && intersectionY <= rectMaxY)
            {
                result = new Vector2(rectMinX, intersectionY);

                return true;
            }
        }

        if (minYLinePoint.y <= rectMaxY && rectMaxY <= maxYLinePoint.y)
        {
            float rm = (maxYLinePoint.x - minYLinePoint.x) / (maxYLinePoint.y - minYLinePoint.y);

            float intersectionX = ((rectMaxY - minYLinePoint.y) * rm) + minYLinePoint.x;

            if (minXLinePoint.x <= intersectionX && intersectionX <= maxXLinePoint.x
                && rectMinX <= intersectionX && intersectionX <= rectMaxX)
            {
                result = new Vector2(intersectionX, rectMaxY);

                return true;
            }
        }

        if (minYLinePoint.y <= rectMinY && rectMinY <= maxYLinePoint.y)
        {
            float rm = (maxYLinePoint.x - minYLinePoint.x) / (maxYLinePoint.y - minYLinePoint.y);

            float intersectionX = ((rectMinY - minYLinePoint.y) * rm) + minYLinePoint.x;

            if (minXLinePoint.x <= intersectionX && intersectionX <= maxXLinePoint.x
                && rectMinX <= intersectionX && intersectionX <= rectMaxX)
            {
                result = new Vector2(intersectionX, rectMinY);

                return true;
            }
        }

        return false;
    }
  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值