碰撞检测是游戏开发中的一个重要技术,用于检测两个矩形之间是否发生了碰撞。在这个问题中,我们需要对旋转的矩形执行碰撞检测。以下是一个简单的算法,用于检测两个旋转的矩形之间的碰撞。
以下是一个使用Python实现的简单示例:
import math
def rotate_point(x, y, angle):
"""
将点绕原点旋转一定角度
"""
return x * math.cos(angle) - y * math.sin(angle), y * math.cos(angle) + x * math.sin(angle)
def get_rect_vertices(x, y, width, height, angle):
"""
获取旋转矩形的顶点坐标
"""
x1, y1 = -width/2, -height/2
x2, y2 = x1, height/2
x3, y3 = width/2, height/2
x4, y4 = width/2, y1
x1, y1 = rotate_point(x1, y1, angle)
x2, y2 = rotate_point(x2, y2, angle)
x3, y3 = rotate_point(x3, y3, angle)
x4, y4 = rotate_point(x4, y4, angle)
return [(x+x_, y+y_) for x_, y_ in zip([x1, x2, x3, x4], [y1, y2, y3, y4])]
def get_aabb(vertices):
"""
获取矩形的边界盒
"""
x_min = min(vertices, key=lambda v: v[0])[0]
x_max = max(vertices, key=lambda v: v[0])[0]
y_min = min(vertices, key=lambda v: v[1])[1]
y_max = max(vertices, key=lambda v: v[1])[1]
return x_min, y_min, x_max, y_max
def check_collision(rect1, rect2):
"""
检测两个旋转矩形是否发生碰撞
"""
vertices1 = get_rect_vertices(*rect1)
vertices2 = get_rect_vertices(*rect2)
aabb1 = get_aabb(vertices1)
aabb2 = get_aabb(vertices2)
if aabb1[2] < aabb2[0] or aabb1[0] > aabb2[2] or aabb1[3] < aabb2[1] or aabb1[1] > aabb2[3]:
return False
for i in range(4):
edge1 = (vertices1[i], vertices1[(i+1)%4])
for j in range(4):
edge2 = (vertices2[j], vertices2[(j+1)%4])
if check_edge_collision(edge1, edge2):
return True
return False
def check_edge_collision(edge1, edge2):
"""
检测两条边是否发生碰撞
"""
x1, y1 = edge1[0]
x2, y2 = edge1[1]
x3, y3 = edge2[0]
x4, y4 = edge2[1]
denom = (x1-x2)*(y3-y4)-(y1-y2)*(x3-x4)
if denom == 0:
return False
t = ((x1-x3)*(y3-y4)-(y1-y3)*(x3-x4))/denom
u = -((x1-x2)*(y1-y3)-(y1-y2)*(x1-x3))/denom
return 0 <= t <= 1 and 0 <= u <= 1
这个算法可以用于检测两个旋转矩形之间的碰撞。但是,在实际应用中,可能需要进一步优化和改进,以提高性能和准确性。
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