Java 2d多边形碰撞响应
我做了一个使用凸多边形的游戏。我的计划是让这些多边形根据它们的质量和速度碰撞和反弹。但首先我需要确保它们没有重叠。此代码检查多边形A的每条边,以查看多边形B的任何顶点是否在垂直于边的轴上重叠。整个方法返回修复多边形A所需的结果向量:Java 2d多边形碰撞响应,java,2d,physics,collision,Java,2d,Physics,Collision,我做了一个使用凸多边形的游戏。我的计划是让这些多边形根据它们的质量和速度碰撞和反弹。但首先我需要确保它们没有重叠。此代码检查多边形A的每条边,以查看多边形B的任何顶点是否在垂直于边的轴上重叠。整个方法返回修复多边形A所需的结果向量: /**Calculates adjustment vector for EntityPolygon A*/ public Vector calculateCollision(EntityPolygon A, EntityPolygon B) { /
/**Calculates adjustment vector for EntityPolygon A*/
public Vector calculateCollision(EntityPolygon A, EntityPolygon B) {
//this is a large number so the first comparison of overlap is true
double overlap = 10000;
//this is the angle of the axis to apply the overlap vector
double angle = 0;
//I ran a for loop for every edge of the polygon
for(int x = 0; x <= A.numPoint - 1; x++) {
//create variables
Vector edge;
Vector axis;
double centerA;
double centerB;
double maxA;
double maxB;
double minA;
double minB;
//this if statement finds this point and the next point
//to make a Vector of the edge
if(x != A.numPoint - 1) {
edge = new Vector(A.point[x], A.point[x + 1]);
} else {
edge = new Vector(A.point[x], A.point[0]);
}
//this finds the axis perpendicular axis of the edge
axis = edge.getRightNormal();
//finds the location of both polygon's centers when projected onto
//the velocity(projectionOnVelocity() projects the point on the
//new axis)
centerA = A.getLocation().getProjectionOnVelocity(axis);
centerB = B.getLocation().getProjectionOnVelocity(axis);
//finds the location of polygons A and B on the axis by
//setting the min and max of their highest and lowest points
maxA = findMax(A, axis);
maxB = findMax(B, axis);
minA = findMin(A, axis);
minB = findMin(B,axis);
//final comparison to find overlapping vector.
if(centerA > centerB) {//if A is above B on the axis
if(maxB > minA) {//if the max point on B is above min on A
double m = maxB - minA;
if(m < overlap) {
overlap = m;
angle = axis.angle;
}
} else {
//(0,0) vector
return Vector.getDefault();
}
} else if(centerB > centerA) {//if B is above A on axis
if(maxA > minB) {//if the max point on A is above min on B
double m = maxA - minB;
if(m < overlap) {
overlap = m;
angle = axis.angle + Math.PI;
}
} else {
//(0,0) vector
return Vector.getDefault();
}
}
}
//if the overlap value has been set by the edges of Polygon A
if(overlap != 10000) {
//returns the adjustment vector along overlap edge axis
return new Vector(angle, overlap, true);
} else {
(0,0) vector
return Vector.getDefault();
}
}
/**计算整个多边形A的调整向量*/
公共向量计算冲突(实体多边形A、实体多边形B){
//这是一个很大的数字,因此重叠的第一次比较是正确的
双重叠=10000;
//这是应用重叠向量的轴的角度
双角度=0;
//我为多边形的每一条边运行了一个for循环
对于(int x=0;x我同意Beta,您的算法看起来不正确(主要是因为我非常确定多边形相交不会那么容易。仅用于检查两个形状的相交(没有任何智能),则必须检查是否有任何边与其他形状的任何边相交,但即使是中等简单的形状,速度也很慢
矩形相交很容易,三角形相交应该不会太难,如果你能把你的形状分割成其中一个(或者任何一组有一个合理简单公式的形状),事情就会简单得多
你也可以退房
多边形相交是一个研究得很好的问题,只要用谷歌搜索一下,你就会得到很多选项。看起来你的算法好像是错的。如果你给我们一些数字作为例子,解释起来会更容易。你提到了游戏中的图片,但我没有看到。