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在一般條款和僞代碼,這將是有沿牆壁滑動的碰撞響應的最好方式,如果牆面實際上只是一個整個廣場的那一個點的一部分正在碰撞?所使用的碰撞測試方法是測試以確定點是否位於正方形中。滑動響應指向 - 廣場碰撞
我應該把正方形分成四條線,只計算最短的距離,然後將點移回距離?如果是,那我怎樣才能確定點後最接近的平方的邊緣?
在一般條款和僞代碼,這將是有沿牆壁滑動的碰撞響應的最好方式,如果牆面實際上只是一個整個廣場的那一個點的一部分正在碰撞?所使用的碰撞測試方法是測試以確定點是否位於正方形中。滑動響應指向 - 廣場碰撞
我應該把正方形分成四條線,只計算最短的距離,然後將點移回距離?如果是,那我怎樣才能確定點後最接近的平方的邊緣?
由靠牆測試的移動矢量檢測碰撞點。如果你知道你的事情的表面(例如,你說這是一個框部分)你也許可以同時測試多個牆壁。
該溶液可以是2D和3D之間略有不同。因爲你說的是「正方形」而不是「立方體」或「盒子」,所以我會使用2D。
一旦你知道你的點擊中的位置,就可以將剩餘的運動矢量與牆壁方向對齊(從另一個點減去牆上的一個點然後標準化),然後按照該方向縮放牆的方向。假設沒有摩擦,這是平行於牆的運動量。
編輯添加以下代碼:
樣板:
import math
class Vector2d:
def __init__(self, x, y):
self.x = x
self.y = y
def __add__(self, rhs):
return Vector2d(self.x + rhs.x, self.y + rhs.y)
def __sub__(self, rhs):
return Vector2d(self.x - rhs.x, self.y - rhs.y)
def GetScaled(self, scale):
return Vector2d(self.x * scale, self.y * scale)
def GetLength(self):
return math.sqrt((self.x * self.x) + (self.y * self.y))
def GetNormalized(self):
return self.GetScaled(1.0/self.GetLength())
def DotProduct(v0, v1):
return (v0.x * v1.x) + (v0.y * v1.y)
真正的業務:
class Wall2d:
def init(self, point0, point1):
"""point0, point1 are Vector2ds"""
self.p0 = point0
self.p1 = point1
# these three steps could be combined to optimize, but
# for demonstration are left explicit
self.dir = self.p1 - self.p0
self.length = self.dir.GetLength()
self.dir = self.dir.GetNormalized()
# computing the normal in 3D would require three points
# on the face and a cross product
self.normal = Vector2d(self.length.y, -self.length.x)
def LineSegmentCollides(self, pointStart, pointEnd):
startDot = DotProduct(pointStart - self.p0, self.normal)
endDot = DotProduct(pointEnd - self.p0, self.normal)
if startDot * endDot < 0:
# the only way a collision can occur is if the start
# and end are on opposite sides of the wall, so their
# dot product results will have opposite signs, so
# the result of the multiplication is negative
moveVector = pointEnd - pointStart
# scale the movement vector by the ratio of the move
# vector on the "start" side versus the total length
# of the movement in the axis of the normal
collisionDelta = moveVector.GetScaled(startDot/
(startDot + endDot))
collisionPoint = pointStart + collisionDelta
collisionDot = DotProduct(collisionPoint - self.p0, self.dir)
if (collisionDot > 0) && (collisionDot < self.length):
# we've hit the wall between p0 and p1 (other
# values of collisionDot mean we missed on one
# end or the other)
# now, collision response is up to you. In this
# case, we'll just zero out the movement in the
# direction of the wall after the collision
# (sorry about the poor naming)
# note that we don't actually care about the actual
# point of collision here.
collisionPushBack = moveVector.GetScaled(
endDot/(startDot + endDot))
endPoint = pointEnd + collisionPushBack
return True
return False
我希望這是有益的。
該代碼將是有益的,謝謝。 – mars 2010-03-19 20:55:48