你好,我是SFML C++新手。我应该绘制一些矩形并在旋转时渲染它们的 AABB,我想检测为它们设置的尺寸是否与另一个旋转的 AABB 矩形相交。这是我用来检测它们的方法。如果它们在旋转,这样检查就足够了吗?我需要使用分离轴定理之类的东西吗?或者有没有办法不需要使用它,如果它只是一个 AABB 而不是一个 OBB
#define RECT 5
sf::RectangleShape Rect[RECT];
Rect[0].setSize(sf::Vector2f(50.0f, 50.0f));
Rect[1].setSize(sf::Vector2f(50.0f, 100.0f));
Rect[2].setSize(sf::Vector2f(60.0f, 80.0f));
Rect[3].setSize(sf::Vector2f(100.0f, 60.0f));
Rect[4].setSize(sf::Vector2f(30.0f, 250.0f));
sf::Vector2f MinPoint[RECT];
sf::Vector2f MaxPoint[RECT];
for (int x = 0; x < RECT; x++)
{
//Starting Position
Rect[x].setOrigin(Rect[x].getSize().x / 2, Rect[x].getSize().y / 2);
xpos += 150;
Rect[x].setPosition(xpos, ypos);
colcount++;
if (colcount == 3)
{
xpos = 0;
ypos += 200;
colcount = 0;
}
Rect[x].setFillColor(sf::Color::Red);
}
while (window.isOpen())
{
window.clear(sf::Color::Black);
//Drawing Shapes
for (int x = 0; x < RECT; x++)
{
window.draw(Rect[x]);
}
Rect[0].rotate(90*3.14/180);
Rect[1].rotate(12 * 3.14 / 180);
Rect[2].rotate(10 * 3.14 / 180);
Rect[3].rotate(180 * 3.14 / 180);
Rect[4].rotate(360 * 3.14 / 180);
for (int i = 0; i < RECT; i++)
{
MinPoint[i].x = Rect[i].getPosition().x - (Rect[i].getSize().x / 2);
MaxPoint[i].x = Rect[i].getPosition().x + (Rect[i].getSize().x / 2);
MinPoint[i].y = Rect[i].getPosition().y - (Rect[i].getSize().y / 2);
MaxPoint[i].y = Rect[i].getPosition().y + (Rect[i].getSize().y / 2);
}
//Collision Detection
for (int i = 0; i < RECT; i++)
{
for (int j = i + 1; j < RECT; j++)
{
if (i != j)
{
if (MaxPoint[i].x >= MinPoint[j].x && MaxPoint[j].x >= MinPoint[i].x && MaxPoint[i].y >= MinPoint[j].y && MaxPoint[j].y >= MinPoint[i].y)
{
Rect[i].setFillColor(sf::Color::Green);
Rect[j].setFillColor(sf::Color::Green);
}
}
}
}
显然,
我需要做的就是制作另一组透明矩形,其轮廓设置为与旋转矩形框相同的位置,然后将它们的大小设置为旋转矩形的 getGlobalBounds。 然后,碰撞检查将放在这些透明边界框下,而不是旋转矩形本身。
#define RECT 5
sf::RectangleShape Rect[RECT];
sf::RectangleShape AABB[RECT];
Rect[0].setSize(sf::Vector2f(50.0f, 50.0f));
Rect[1].setSize(sf::Vector2f(50.0f, 100.0f));
Rect[2].setSize(sf::Vector2f(60.0f, 80.0f));
Rect[3].setSize(sf::Vector2f(100.0f, 60.0f));
Rect[4].setSize(sf::Vector2f(30.0f, 250.0f));
sf::Vector2f MinPoint[RECT];
sf::Vector2f MaxPoint[RECT];
for (int x = 0; x < RECT; x++)
{
//Starting Position
Rect[x].setOrigin(Rect[x].getSize().x / 2, Rect[x].getSize().y / 2);
AABB[x].setOrigin(AABB[x].getSize().x / 2, AABB[x].getSize().y / 2);
xpos += 150;
Rect[x].setPosition(xpos, ypos);
AABB[x].setSize(sf::Vector2f(Rect[x].getGlobalBounds().width, Rect[x].getGlobalBounds().height));
AABB[x].setPosition(Rect[x].getPosition().x, Rect[x].getPosition().y);
colcount++;
if (colcount == 3)
{
xpos = 0;
ypos += 200;
colcount = 0;
}
Rect[x].setFillColor(sf::Color::Red);
AABB[x].setFillColor(sf::Color::Transparent);
AABB[x].setOutlineThickness(1);
AABB[x].setOutlineColor(sf::Color::White);
}
while (window.isOpen())
{
window.clear(sf::Color::Black);
//Drawing Shapes
for (int x = 0; x < RECT; x++)
{
window.draw(Rect[x]);
window.draw(AABB[x]);
}
//Rotation
Rect[0].rotate(1);
Rect[1].rotate(45);
Rect[2].rotate(11.25);
Rect[3].rotate(5.625);
Rect[4].rotate(22.5);
for (int i = 0; i < RECT; i++)
{
MinPoint[i].x = AABB[i].getPosition().x - (AABB[i].getSize().x / 2);
MaxPoint[i].x = AABB[i].getPosition().x + (AABB[i].getSize().x / 2);
MinPoint[i].y = AABB[i].getPosition().y - (AABB[i].getSize().y / 2);
MaxPoint[i].y = AABB[i].getPosition().y + (AABB[i].getSize().y / 2);
AABB[i].setOrigin(AABB[i].getSize().x / 2, AABB[i].getSize().y / 2);
AABB[i].setSize(sf::Vector2f(Rect[i].getGlobalBounds().width, Rect[i].getGlobalBounds().height));
AABB[i].setPosition(Rect[i].getPosition().x, Rect[i].getPosition().y);
}
//Collision Detection
for (int i = 0; i < RECT; i++)
{
for (int j = i + 1; j < RECT; j++)
{
if (i != j)
{
if (MaxPoint[i].x >= MinPoint[j].x && MaxPoint[j].x >= MinPoint[i].x && MaxPoint[i].y >= MinPoint[j].y && MaxPoint[j].y >= MinPoint[i].y)
{
Rect[i].setFillColor(sf::Color::Green);
Rect[j].setFillColor(sf::Color::Green);
AABB[i].setOutlineColor(sf::Color::Blue);
AABB[j].setOutlineColor(sf::Color::Blue);
}
}
}
}