OpenGL 2D 圆 - 旋转 AABB 碰撞
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【中文标题】OpenGL 2D 圆 - 旋转 AABB 碰撞【英文标题】:OpenGL 2D Circle - Rotated AABB Collision 【发布时间】:2021-11-12 21:20:50 【问题描述】:我无法找到一种方法来检测圆形和旋转矩形之间的碰撞。我的方法是先将圆和矩形旋转-angle
,其中angle
是矩形旋转的弧度数。因此,矩形和圆形与轴对齐,所以我可以执行基本的圆形 - AABB 碰撞检测。
bool CheckCollision(float circleX, float circleY, float radius, float left, float bottom, float width, float height, float angle)
// Rotating the circle and the rectangle with -angle
circleX = circleX * cos(-angle) - circleY * sin(-angle);
circleY = circleX * sin(-angle) + circleY * cos(-angle);
left = left * cos(-angle) - bottom* sin(-angle);
bottom = left * sin(-angle) + bottom * cos(-angle);
glm::vec2 center(circleX, circleY);
// calculate AABB info (center, half-extents)
glm::vec2 aabb_half_extents(width / 2.0f, height / 2.0f);
glm::vec2 aabb_center(
left + aabb_half_extents.x,
bottom + aabb_half_extents.y
);
// get difference vector between both centers
glm::vec2 difference = center - aabb_center;
glm::vec2 clamped = glm::clamp(difference, -aabb_half_extents, aabb_half_extents);
// add clamped value to AABB_center and we get the value of box closest to circle
glm::vec2 closest = aabb_center + clamped;
// retrieve vector between center circle and closest point AABB and check if length <= radius
difference = closest - center;
return glm::length(difference) < radius;
【问题讨论】:
【参考方案1】:设矩形中心为rcx, rcy
。在该点设置坐标原点,围绕该点旋转圆心(cx, cy
是相对于矩形中心的坐标):
cx = (circleX - rcx) * cos(-angle) - (circleY - rcy) * sin(-angle);
cy = (circleX - rcx) * sin(-angle) + (circleY - rcy) * cos(-angle);
现在得到圆心到矩形最近点的平方距离(零表示圆心在矩形内):
dx = max(Abs(cx) - rect_width / 2, 0)
dy = max(Abs(cy) - rect_height / 2, 0)
SquaredDistance = dx * dx + dy * dy
然后将其与平方半径进行比较
【讨论】:
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