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SATに基づくOBB2Dクラスがあります。

これがOBB法の私のポイントです。

public boolean pointInside(float x, float y)
{
    float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) *
            (x - center.x));
    float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * 
            (y - center.y));
    return (newy > center.y - (getHeight() / 2)) && 
            (newy < center.y + (getHeight() / 2)) 
            && (newx > center.x - (getWidth() / 2)) && 
            (newx < center.x + (getWidth() / 2));
}

public boolean pointInside(Vector2D v)
{
    return pointInside(v.x,v.y);
}

これがクラスの残りの部分です。関連する部分:

public class OBB2D
{
   private Vector2D projVec = new Vector2D();
   private static Vector2D projAVec = new Vector2D();
   private static Vector2D projBVec = new Vector2D();
   private static Vector2D tempNormal = new Vector2D();
   private Vector2D deltaVec = new Vector2D();
   private ArrayList<Vector2D> collisionPoints = new ArrayList<Vector2D>();


// Corners of the box, where 0 is the lower left.
   private  Vector2D corner[] = new Vector2D[4];

   private Vector2D center = new Vector2D();
   private Vector2D extents = new Vector2D();

   private RectF boundingRect = new RectF();
   private float angle;

    //Two edges of the box extended away from corner[0]. 
   private  Vector2D axis[] = new Vector2D[2];

   private double origin[] = new double[2];

   public OBB2D(float centerx, float centery, float w, float h, float angle)
    {
       for(int i = 0; i < corner.length; ++i)
       {
           corner[i] = new Vector2D();
       }
       for(int i = 0; i < axis.length; ++i)
       {
           axis[i] = new Vector2D();
       }
       set(centerx,centery,w,h,angle);
    }

   public OBB2D(float left, float top, float width, float height)
  {
       for(int i = 0; i < corner.length; ++i)
       {
           corner[i] = new Vector2D();
       }
       for(int i = 0; i < axis.length; ++i)
       {
           axis[i] = new Vector2D();
       }
       set(left + (width / 2), top + (height / 2),width,height,0.0f);
   }

   public void set(float centerx,float centery,float w, float h,float angle)
   {
       float vxx = (float)Math.cos(angle);
       float vxy = (float)Math.sin(angle);
       float vyx = (float)-Math.sin(angle);
       float vyy = (float)Math.cos(angle);

           vxx *= w / 2;
           vxy *= (w / 2);
           vyx *= (h / 2);
           vyy *= (h / 2);

           corner[0].x = centerx - vxx - vyx;
           corner[0].y = centery - vxy - vyy;
           corner[1].x = centerx + vxx - vyx;
           corner[1].y = centery + vxy - vyy;
           corner[2].x = centerx + vxx + vyx;
           corner[2].y = centery + vxy + vyy;
           corner[3].x = centerx - vxx + vyx;
           corner[3].y = centery - vxy + vyy;

           this.center.x = centerx;
           this.center.y = centery;
           this.angle = angle;
           computeAxes();
           extents.x = w / 2;
           extents.y = h / 2;

           computeBoundingRect();
   }


   //Updates the axes after the corners move.  Assumes the
   //corners actually form a rectangle.
   private void computeAxes()
   {
       axis[0].x = corner[1].x - corner[0].x;
       axis[0].y = corner[1].y - corner[0].y;
       axis[1].x = corner[3].x - corner[0].x;
       axis[1].y = corner[3].y - corner[0].y;


       // Make the length of each axis 1/edge length so we know any
       // dot product must be less than 1 to fall within the edge.

       for (int a = 0; a < axis.length; ++a) 
       {
        float l = axis[a].length();
        float ll = l * l;
        axis[a].x = axis[a].x / ll;
        axis[a].y = axis[a].y / ll;
           origin[a] = corner[0].dot(axis[a]);
       }
   }



   public void computeBoundingRect()
   {
       boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x));
       boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y));
       boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x));
       boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); 
   }

   public void set(RectF rect)
   {
       set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f);
   }

    // Returns true if other overlaps one dimension of this.
    private boolean overlaps1Way(OBB2D other)
    {
        for (int a = 0; a < axis.length; ++a) {

            double t = other.corner[0].dot(axis[a]);

            // Find the extent of box 2 on axis a
            double tMin = t;
            double tMax = t;

            for (int c = 1; c < corner.length; ++c) {
                t = other.corner[c].dot(axis[a]);

                if (t < tMin) {
                    tMin = t;
                } else if (t > tMax) {
                    tMax = t;
                }
            }

            // We have to subtract off the origin

            // See if [tMin, tMax] intersects [0, 1]
            if ((tMin > 1 + origin[a]) || (tMax < origin[a])) {
                // There was no intersection along this dimension;
                // the boxes cannot possibly overlap.
                return false;
            }
        }

        // There was no dimension along which there is no intersection.
        // Therefore the boxes overlap.
        return true;
    }



    public void moveTo(float centerx, float centery) 
    {
        float cx,cy;

        cx = center.x;
        cy = center.y;

        deltaVec.x = centerx - cx;
        deltaVec.y  = centery - cy;


        for (int c = 0; c < 4; ++c)
        {
            corner[c].x += deltaVec.x;
            corner[c].y += deltaVec.y;
        }

        boundingRect.left += deltaVec.x;
        boundingRect.top += deltaVec.y;
        boundingRect.right += deltaVec.x;
        boundingRect.bottom += deltaVec.y;


        this.center.x = centerx;
        this.center.y = centery;
        computeAxes();
    }

    // Returns true if the intersection of the boxes is non-empty.
    public boolean overlaps(OBB2D other)
    {
        if(right() < other.left())
        {
            return false;
        }

        if(bottom() < other.top())
        {
            return false;
        }

        if(left() > other.right())
        {
            return false;
        }

        if(top() > other.bottom())
        {
            return false;
        }


        if(other.getAngle() == 0.0f && getAngle() == 0.0f)
        {
            return true;
        }

        return overlaps1Way(other) && other.overlaps1Way(this);
    }

    public Vector2D getCenter()
    {
        return center;
    }

    public float getWidth()
    {
        return extents.x * 2;
    }

    public float getHeight() 
    {
        return extents.y * 2;
    }

    public void setAngle(float angle)
    {
        set(center.x,center.y,getWidth(),getHeight(),angle);
    }

    public float getAngle()
    {
        return angle;
    }

    public void setSize(float w,float h)
    {
        set(center.x,center.y,w,h,angle);
    }

    public float left()
    {
        return boundingRect.left;
    }

    public float right()
    {
        return boundingRect.right;
    }

    public float bottom()
    {
        return boundingRect.bottom;
    }

    public float top()
    {
        return boundingRect.top;
    }

    public RectF getBoundingRect()
    {
        return boundingRect;
    }

    public boolean overlaps(float left, float top, float right, float bottom)
    {
        if(right() < left)
        {
            return false;
        }

        if(bottom() < top)
        {
            return false;
        }

        if(left() > right)
        {
            return false;
        }

        if(top() > bottom)
        {
            return false;
        }

        return true;
    }

    public static float distance(float ax, float ay,float bx, float by)
    {
      if (ax < bx)
        return bx - ay;
      else
        return ax - by;
    }


    public Vector2D project(float ax, float ay)
    {
        projVec.x = Float.MAX_VALUE;
        projVec.y = Float.MIN_VALUE;

      for (int i = 0; i < corner.length; ++i)
      {
        float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay);

        projVec.x = JMath.min(dot, projVec.x);
        projVec.y = JMath.max(dot, projVec.y);
      }

      return projVec;
    }

    public Vector2D getCorner(int c)
    {
        return corner[c];
    }

    public int getNumCorners()
    {
        return corner.length;
    }


    public boolean pointInside(float x, float y)
    {
        float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) *
                (x - center.x));
        float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * 
                (y - center.y));
        return (newy > center.y - (getHeight() / 2)) && 
                (newy < center.y + (getHeight() / 2)) 
                && (newx > center.x - (getWidth() / 2)) && 
                (newx < center.x + (getWidth() / 2));
    }

    public boolean pointInside(Vector2D v)
    {
        return pointInside(v.x,v.y);
    }

    public ArrayList<Vector2D> getCollsionPoints(OBB2D b)
    {

        collisionPoints.clear();
        for(int i = 0; i < corner.length; ++i)
        {
            if(b.pointInside(corner[i]))
            {
                collisionPoints.add(corner[i]);
            }
        }

        for(int i = 0; i < b.corner.length; ++i)
        {
            if(pointInside(b.corner[i]))
            {
                collisionPoints.add(b.corner[i]);
            }
        }
        return collisionPoints;
    }
};

何が間違っている可能性がありますか?貫通していることがわかっている2つのOBBのCollisionPointsを取得しても、ポイントは返されません。

ありがとう

私も試しました:

public boolean pointInside(float x, float y)
{
    float xx = (x - center.x);
    float yy =  (y - center.y);
    float newx = (float) (xx * Math.cos(angle) - yy * Math.sin(angle));
    float newy = (float) (xx * Math.sin(angle) + yy * Math.cos(angle));
    return (newy > center.y - (getHeight() / 2)) && 
            (newy < center.y + (getHeight() / 2)) 
            && (newx > center.x - (getWidth() / 2)) && 
            (newx < center.x + (getWidth() / 2));
}

運がない。

4

1 に答える 1

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私はあなたのクラスのすべてを読んだわけではありませんがangle、長方形を軸に揃えるために時計回りに回転させる必要がある角度であると想定しています。

sin(angle) * (y-center.y)との両方cos(angle) * (x-center.x)が、中心点とテストしている点の間の距離に等しいと思います。したがってnewy、常にその距離の 2 倍に等しく、newx常に 0 に等しくなります。

これは、別のポイントを中心にポイントを回転させる方法です。2 つのポイント間の角度と距離を取得し、角度に回転を適用し、角度と距離から新しい位置を計算します。擬似コード:

//takes a point and rotates it `theta` angles 
//counterclockwise around the given center point
function rotateAboutPoint(x,y, centerX, centerY, theta){
    radius = sqrt((centerX-x)**2 + (centerY-y)**2)  //`**` is the exponentiation operator
    currentAngle = atan2(y-centerY, x-centerX)      //prefer `atan2` over ordinary `atan` if you can get it
    newAngle = currentAngle + theta
    newX = centerX + radius*cos(newAngle)
    newY = centerY + radius*sin(newAngle)
    return (newX, newY)
}

function pointInside(x,y){
    //point must be rotated clockwise, so we provide a negative angle
    newX, newY = rotateAboutPoint(x,y,center.x, center.y, -angle) 
    return (
        newY  > center.y - (getHeight() / 2) &&
        newY  < center.y + (getHeight() / 2) &&
        newX  > center.x - (getHeight() / 2) &&
        newX  < center.x + (getHeight() / 2) &&
    )
}
于 2012-11-21T13:08:20.687 に答える