【发布时间】:2013-07-30 22:36:47
【问题描述】:
我试图产生一种算法,它使用世界坐标和边界框结构来 检测两个边界框之间的碰撞。我真的不知道自己在做什么,但我认为下面的代码会起作用。我的问题是,它仅在边界框位于完全相同的 x、y、z 位置时才会检测到碰撞。
BOOL AABB::isCollidedWith(AABB* bb)
{
if(bb == NULL) return FALSE;
float radX1,radX2;
float radY1,radY2;
float radZ1,radZ2;
float arr[12];
//please note that all the mins are set to 0
//and all the maxes are set to 1
radX1 = (bb->maxX - bb->minX) / 2;
radX2 = (this->maxX - this->minX) / 2;
radY1 = (bb->maxY - bb->minY) / 2;
radY2 = (this->maxY - this->minY) / 2;
radZ1 = (bb->maxZ - bb->minZ) / 2;
radZ2 = (this->maxZ - this->minZ) / 2;
//bb coords
arr[1] = bb->bbX - radX1;
arr[2] = bb->bbX + radX1;
arr[3] = bb->bbY - radY1;
arr[4] = bb->bbY + radY1;
arr[5] = bb->bbZ - radZ1;
arr[6] = bb->bbZ + radZ1;
//this coords
arr[7] = this->bbX - radX2;
arr[8] = this->bbX + radX2;
arr[9] = this->bbY - radY2;
arr[10] = this->bbY + radY2;
arr[11] = this->bbZ - radZ2;
arr[12] = this->bbZ + radZ2;
if(arr[2] >= arr[7] && arr[1] <= arr[8])
{
if(arr[4] >= arr[9] && arr[3] <= arr[10])
{
if(arr[6] >= arr[11] && arr[5] <= arr[12])
{
this->collided = TRUE;
OutputDebugStringA("Collided!\n");
return TRUE;
}
}
}
}
我正在比较的结构:
AABB* aabb1 = new AABB(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f,0.0f,0.0f,0.0f);
AABB* aabb2 = new AABB(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f,0.0f,0.0f,0.0f);
aabb2->isCollidedWith(aabb1);
构造函数 sn-p : 另请注意,最后三个参数决定边界框的 x、y、z 线
AABB::AABB(float minx,float maxx,float miny,float maxy,float minz,float maxz,float x,float y,float z)
{
this->minX = minx;
this->maxX = maxx;
this->minY = miny;
this->maxY = maxy;
this->minZ = minz;
this->maxZ = maxz;
任何帮助、批评或建议都会有所帮助。
【问题讨论】:
-
你能举一个碰撞的例子,一个有效的,一个无效的?
-
AABB* aabb1 = 新 AABB(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f,0.0f,0.0f,0.0f) AABB* aabb2 = 新 AABB(0.0 f,0.0f,0.0f,1.0f,1.0f,1.0f,0.0f,0.0f,0.0f) 有效。
-
AABB* aabb1 = 新 AABB(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f,0.0f,0.0f,0.0f) AABB* aabb2 = 新 AABB(0.0 f,0.0f,0.0f,1.0f,1.0f,1.0f,1.0f,1.0f,1.0f) 不起作用。
-
基本上当aabb2的xy或z大于0时。
-
避免使用
newjava-like sintax
标签: c++ visual-c++