与SAT的冲突实现(canvas,javascript)



所以,我有了这个简单的2d火车模拟,我已经实现了一个非常好的SAT,它可以毫无错误地工作(至少我没有偶然发现任何错误):

function calcCollision(self){
    var dist = self.distanceCheck();
    var possible = [], collision = [];
    var myBox, otherBox, myMin, myMax, otherMin, otherMax, myBoxRecalc = [], otherBoxRecalc = [];
    for (var i=0;i<trainCount;i++){
        if (dist[i]!="SELF"&&dist[i]<=(dTrain+10)){
            possible.push(i);
        }
    }
    if (possible.length!==0){
        myBox = self.box();
        self.hit = false;
        for (i=0;i<possible.length;i++){
            otherBox = window["train_"+possible[i]].box();
            //для self координат
            for (var j=0;j<4;j++){
                myBoxRecalc[j] = XYtoBoxCoordinates(self,myBox[j][0],myBox[j][1]);
                otherBoxRecalc[j] = XYtoBoxCoordinates(self,otherBox[j][0],otherBox[j][1]);
            }
            //для self координат, проекция на X
            myMin = myBoxRecalc[0][0];
            myMax = myBoxRecalc[0][0];
            otherMin = otherBoxRecalc[0][0];
            otherMax = otherBoxRecalc[0][0];
            for (j=0;j<4;j++){
                if (myBoxRecalc[j][0]<myMin) myMin=myBoxRecalc[j][0];
                if (myBoxRecalc[j][0]>myMax) myMax=myBoxRecalc[j][0];
                if (otherBoxRecalc[j][0]<otherMin) otherMin=otherBoxRecalc[j][0];
                if (otherBoxRecalc[j][0]>otherMax) otherMax=otherBoxRecalc[j][0];
            }
            //console.log(myMin + " " + myMax + " " + otherMin + " " + otherMax);
            if (otherMax<myMin||otherMin>myMax) break;
            //для self координат, проекция на Y
            myMin = myBoxRecalc[0][1];
            myMax = myBoxRecalc[0][1];
            otherMin = otherBoxRecalc[0][1];
            otherMax = otherBoxRecalc[0][1];
            for (j=0;j<4;j++){
                if (myBoxRecalc[j][1]<myMin) myMin=myBoxRecalc[j][1];
                if (myBoxRecalc[j][1]>myMax) myMax=myBoxRecalc[j][1];
                if (otherBoxRecalc[j][1]<otherMin) otherMin=otherBoxRecalc[j][1];
                if (otherBoxRecalc[j][1]>otherMax) otherMax=otherBoxRecalc[j][1];
            }
            //console.log(myMin + " " + myMax + " " + otherMin + " " + otherMax);
            if (otherMax<myMin||otherMin>myMax) break;
            //для other координат
            for (j=0;j<4;j++){
                myBoxRecalc[j] = XYtoBoxCoordinates(window["train_"+possible[i]],myBox[j][0],myBox[j][1]);
                otherBoxRecalc[j] = XYtoBoxCoordinates(window["train_"+possible[i]],otherBox[j][0],otherBox[j][1]);
            }
            //для other координат, проекция на X
            myMin = myBoxRecalc[0][0];
            myMax = myBoxRecalc[0][0];
            otherMin = otherBoxRecalc[0][0];
            otherMax = otherBoxRecalc[0][0];
            for (j=0;j<4;j++){
                if (myBoxRecalc[j][0]<myMin) myMin=myBoxRecalc[j][0];
                if (myBoxRecalc[j][0]>myMax) myMax=myBoxRecalc[j][0];
                if (otherBoxRecalc[j][0]<otherMin) otherMin=otherBoxRecalc[j][0];
                if (otherBoxRecalc[j][0]>otherMax) otherMax=otherBoxRecalc[j][0];
            }
            //console.log(myMin + " " + myMax + " " + otherMin + " " + otherMax);
            if (otherMax<myMin||otherMin>myMax) break;
            //для other координат, проекция на Y
            myMin = myBoxRecalc[0][1];
            myMax = myBoxRecalc[0][1];
            otherMin = otherBoxRecalc[0][1];
            otherMax = otherBoxRecalc[0][1];
            for (j=0;j<4;j++){
                if (myBoxRecalc[j][1]<myMin) myMin=myBoxRecalc[j][1];
                if (myBoxRecalc[j][1]>myMax) myMax=myBoxRecalc[j][1];
                if (otherBoxRecalc[j][1]<otherMin) otherMin=otherBoxRecalc[j][1];
                if (otherBoxRecalc[j][1]>otherMax) otherMax=otherBoxRecalc[j][1];
            }
            //console.log(myMin + " " + myMax + " " + otherMin + " " + otherMax);
            if (otherMax<myMin||otherMin>myMax) break;
            collision.push(possible[i]);
        }
    } else return false;
    if (collision.length!==0){
        self.hit = true;
        return collision;
    } else return false;
}

它检测self可能的冲突对象,并在发生冲突时返回它们的ID。正如我已经说过的,它运行得很好。在那之后,当我试图对碰撞产生反应时,问题就出现了。我已经在算法上挣扎了将近一周,这是我想出的最好的解决方案:

function moveCollided(){
    for (var i = 0; i < trainCount; i++) {
        var banged = calcCollision(window["train_"+i]);
        //console.log(banged);
        if (window["train_"+i].hit){
            window["train_"+i].speed -= (window["train_"+i].speed/3);
            for (var j = 0; j < banged.length; j++) {
                window["train_"+banged[j]].speed += calcSpeedIncrement(window["train_"+i],window["train_"+banged[j]]);
            }
        }
    }
    setTimeout(moveCollided, 15);
}

此功能降低列车的速度,并为撞上的列车增加一些速度(calcSpeedIncrement(self,other))。我在直线轨道上得到了很好的碰撞效果,但如果你继续向前推,一列火车就会滑过另一列。同样的"滑行"的另一个问题是其中一列火车站在转弯处时发生碰撞。

有人对如何解决这些问题有什么想法吗?

我不会尝试重新发明轮子,而是选择现有的解决方案。你看过非常流行的2D物理引擎Box2D吗?这里有一个很好的JavaScript实现。

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