<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;
}
}