lua實現cocos多邊形碰撞檢測
阿新 • • 發佈:2019-02-14
定義幾個資料型別和函式
function vec(x, y)
return {x, y}end
v = vec -- shortcut
function dot(v1, v2)
return v1[1]*v2[1] + v1[2]*v2[2]
end
function normalize(v)
local mag = math.sqrt(v[1]^2 + v[2]^2)
return vec(v[1]/mag, v[2]/mag)
end
function perp(v)
return {v[2],-v[1]}
end
function segment(a, b)
local obj = {a=a, b=b, dir={b[1] - a[1], b[2] - a[2]}}
obj[1] = obj.dir[1]; obj[2] = obj.dir[2]
return obj
end
function polygon(vertices)
local obj = {}
obj.vertices = vertices
obj.edges = {}
for i=1,#vertices do
table.insert(obj.edges, segment(vertices[i], vertices[1+i%(#vertices)]))
end
return obj
end
vec為向量或者向量,也可表示點;dot為向量點投影運算;normalize為求模運算;perp計演算法線向量;segment表示線段;polygon為多邊形,包括頂點vertices和邊edges,所有點的順序必須按順時針或者逆時針
演算法的判斷函式
-- We keep a running range (min and max) values of the projection, and then use that as our shadow
function project(a, axis)
axis = normalize(axis)
local min = dot(a.vertices[1],axis)
local max = min
for i,v in ipairs(a.vertices) do
local proj = dot(v, axis) -- projection
if proj < min then min = proj end
if proj > max then max = proj end
end
return {min, max}
end
function contains(n, range)
local a, b = range[1], range[2]
if b < a then a = b; b = range[1] end
return n >= a and n <= b
end
function overlap(a_, b_)
if contains(a_[1], b_) then return true
elseif contains(a_[2], b_) then return true
elseif contains(b_[1], a_) then return true
elseif contains(b_[2], a_) then return true
end
return false
end
project為計算投影函式,先計算所有邊長的投影,然後算出投影的最大和最小點即起始點;overlap函式判斷兩條線段是否重合
演算法實現函式,使用到上面的資料和函式
function sat(a, b)
for i,v in ipairs(a.edges) do
local axis = perp(v)
local a_, b_ = project(a, axis), project(b, axis)
if not overlap(a_, b_) then return false end
end
for i,v in ipairs(b.edges) do
local axis = perp(v)
local a_, b_ = project(a, axis), project(b, axis)
if not overlap(a_, b_) then return false end
end
return true
end
遍歷a和b兩個多邊形的所有邊長,判斷投影是否重合
a = polygon{v(0,0),v(0,5),v(5,4),v(3,0)}
b = polygon{v(4,4),v(4,6),v(6,6),v(6,4)}
print(sat(a,b)) -- true