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旋转时两个元素之间的碰撞

[英]Collision between two elements with rotating

 var keys = new Array(); var direction; var direction; var iNr = 0; $(document).ready(function(){ looper(); $("#demo1").css("margin-top", 400 + "px"); $("#demo2").css("margin-left", 380 + "px"); myFunction(); }); function myFunction() { iNr = iNr + 0.5; $("#main").css("transition","all 0.1s"); $("#main").css("transform","rotate(" + iNr + "deg)"); setTimeout(function() { myFunction(); }, 50); } function looper() { var p =$("#circle"); var offset = p.offset(); var t =$(".red"); var roffset = t.offset(); var rect1 = {x: offset.left, y: offset.top, width: p.width(), height: p.height()} var rect2 = {x: roffset.left, y: roffset.top, width: t.width(), height: t.height()} if (rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.height + rect1.y > rect2.y) { console.log("now"); } if(direction == "left") { if(offset.left - 50 > 0) { $("#circle").css("left", ($("#circle").position().left - 2) + "px"); } } if(direction == "up") { if(offset.top - 50 > 0) { $("#circle").css("top", ($("#circle").position().top - 2) + "px"); } } if(direction == "right") { if((offset.left + 50) < $(window).width()) { $("#circle").css("left", ($("#circle").position().left + 2) + "px"); } } if(direction == "down") { if((offset.top + 50) < $(window).height()) { $("#circle").css("top", ($("#circle").position().top + 2) + "px"); } } ID=window.setTimeout("looper();", 1); } $(document).keyup(function(event) { if (event.keyCode == 37) { var index = keys.indexOf("37"); keys.splice(index, 1); direction = ""; } if (event.keyCode == 38) { var index = keys.indexOf("38"); keys.splice(index, 1); direction = ""; } if (event.keyCode == 39) { var index = keys.indexOf("39"); keys.splice(index, 1); direction = ""; } if (event.keyCode == 40) { var index = keys.indexOf("40"); keys.splice(index, 1); direction = ""; } }); $(document).keydown(function(event) { if (event.keyCode == 37) { keys.push("37"); direction = "left"; } if (event.keyCode == 38) { keys.push("38"); direction = "up"; } if (event.keyCode == 39) { keys.push("39"); direction = "right"; } if (event.keyCode == 40) { keys.push("40"); direction = "down"; } }); 
 <!doctype html> <html lang="en"> <head> <meta charset="utf-8"> <title>test</title> <script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script> </head> <body style="background-color:black; overflow-y:scroll;"> <div style="width:400px; margin-left:500px; height:400px;" id="main"> <div id="demo1" style="width:400px; height:20px; background-color:red; position:absolute;" class="red test all"></div> <div id="demo2" style="width:20px; height:400px; background-color:yellow; position:absolute;" class="test all"></div> <div id="demo3" style="width:400px; height:20px; background-color:blue; position:absolute;" class="test all"></div> <div id="demo4" style="width:20px; height:400px; background-color:green; position:absolute;" class="test all"></div> </div> <div style="width:25px; height:25px; background-color:white; position:absolute; border-radius:50%;" id="circle"></div> </body> </html> 

I have programmed a game. 我已经编写了一个游戏。 In this game my function checks, whether there is a collision between div1 and div2 . 在这个游戏中,我的函数检查div1div2之间是否存在冲突。 Or if they are overlapping or so... how you want to spell it. 或者,如果它们重叠或如此……您想如何拼写。 Without a rotation everything is ok. 没有旋转,一切都很好。

But now i have a problem. 但是现在我有一个问题。 I want to rotate div2 with transform:rotate(Xdeg); 我想用transform:rotate(Xdeg);旋转div2 transform:rotate(Xdeg);

but if I do this my calculation for the collision dosen't work. 但是如果我这样做,碰撞的计算将无法正常进行。

I use this: 我用这个:

var rect1 = {x: 5, y: 5, width: 50, height: 50}
var rect2 = {x: 20, y: 10, width: 10, height: 10}

if (rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.height + rect1.y > rect2.y) {
    // collision detected!
}

do you have any ideas to solve this problem? 您有解决这个问题的想法吗?

Thanks for helping :-) 感谢您的帮助:-)

There are several ways to do this. 有几种方法可以做到这一点。 This example just guides you of how it could be done with rectangles. 本示例仅指导您如何使用矩形完成此操作。

These are the steps that are done here: 这些是在这里完成的步骤:

  • You have to calculate the position of all rotated corners of all rectangles that you want to check whether they are being collided. 您必须计算要检查它们是否发生碰撞的所有矩形的所有旋转角的位置。 To get these rotated corners, you can use several methods. 要获得这些旋转的角,可以使用几种方法。 In this example 2d-vectors and a 2d-rotation-matrix are used: 在此示例中,使用2d向量和2d旋转矩阵:

    • a vector that has its origin in the center of a rectangle and directs to the top-left-corner(x,y) of a rectangle: 一个向量,其向量起源于矩形的中心,并指向矩形的左上角(x,y):

       var center = { x: x + width / 2, y: y + height / 2 }; var vector = { x: (x - center.x), y: (y - center.y) }; 
    • multiply this vector with a rotation-matrix to rotate this vector: 将此矢量与旋转矩阵相乘以旋转此矢量:

       // modified sin function to calulcate sin in the unit degrees instead of radians function sin(x) { return Math.sin(x / 180 * Math.PI); } // modified cos function function cos(x) { return Math.cos(x / 180 * Math.PI); } var rotationMatrix = [[cos(angle), -sin(angle)],[sin(angle), cos(angle)]]; var rotatedVector = { x: vector.x * rotationMatrix[0][0] + vector.y * rotationMatrix[0][1], y: vector.x * rotationMatrix[1][0] + vector.y * rotationMatrix[1][1] }; 
    • And finally get the rotated top-left-corner, you can start from the center of a rectangle and go to where the rotated vector points to. 最后得到旋转的左上角,您可以从矩形的中心开始,然后转到旋转的矢量所指向的位置。 This is where top-left-corner is located after rotation: 这是旋转后位于左上角的位置:

       { x: (center.x + rotatedVector.x), y: (center.y + rotatedVector.y) } 
    • All the steps described above are done by getRotatedTopLeftCornerOfRect and must be done with all other corners as well. 上述所有步骤均由getRotatedTopLeftCornerOfRect完成,并且还必须与所有其他角落一起完成。 Before the location of the next corner (right-top) can be calculated next vector must be calulcated that points to this corner. 在计算下一个角(右上角)的位置之前,必须计算指向该角的下一个矢量。 To get the next vector that points to the top-right-corner the angle between the first vector (left-top) and the second vector (right-top) is calculated. 为了获得指向右上角的下一个矢量,需要计算第一个矢量(左上)和第二个矢量(右上)之间的角度。 The third vector points to the right-bottom-corner when its angle is incremended by the first angle and the second angle and the fourth vector is rotated by an angle that is summed up the first, second and third angle. 当第三矢量的角度增加了第一角度和第二角度,并且第四矢量旋转了与第一角度,第二角度和第三角度相加的角度时,第三矢量指向右下角。 All of this is done in the setCorners -method and this image shows this process partly: 所有这些都是在setCorners -method中完成的,此图像部分显示了此过程:

在此处输入图片说明


  • To detect a collision there are tons of algorithms. 为了检测碰撞,有很多算法。 In this example the Point in polygon algorithm is used to check each rotated corner of a rectangle whether a corner is with the border or within another rectangle, if so, then the method isCollided returns true. 在此示例中,“多边形中点”算法用于检查矩形的每个旋转角是否具有边界或在另一个矩形内,如果是,则方法isCollided返回true。 The Point in polygon algorithm is used in pointInPoly and can also be found here . PointInPoly中使用了Point in Polygon算法,也可以在此处找到。

Combining all of the steps described above was tricky, but it works with all rectangles of all sizes and the best of all you can test it right here without a library by clicking on "Run code snippet". 组合上述所有步骤都很棘手,但是它可以与所有大小的所有矩形一起使用,并且最好的方法是在没有库的情况下通过单击“运行代码段”在此处进行测试。

( tested browsers: FF 50.1.0, IE:10-EDGE, Chrome:55.0.2883.87 m ): 经过测试的浏览器:FF 50.1.0,IE:10-EDGE,Chrome:55.0.2883.87 m ):

  var Rectangle = (function () { function sin(x) { return Math.sin(x / 180 * Math.PI); } function cos(x) { return Math.cos(x / 180 * Math.PI); } function getVectorLength(x, y, width, height){ var center = { x: x + width / 2, y: y + height / 2 }; //console.log('center: ',center); var vector = { x: (x - center.x), y: (y - center.y) }; return Math.sqrt(vector.x*vector.x+vector.y*vector.y); } function getRotatedTopLeftCornerOfRect(x, y, width, height, angle) { var center = { x: x + width / 2, y: y + height / 2 }; //console.log('center: ',center); var vector = { x: (x - center.x), y: (y - center.y) }; //console.log('vector: ',vector); var rotationMatrix = [[cos(angle), -sin(angle)],[sin(angle), cos(angle)]]; //console.log('rotationMatrix: ',rotationMatrix); var rotatedVector = { x: vector.x * rotationMatrix[0][0] + vector.y * rotationMatrix[0][1], y: vector.x * rotationMatrix[1][0] + vector.y * rotationMatrix[1][1] }; //console.log('rotatedVector: ',rotatedVector); return { x: (center.x + rotatedVector.x), y: (center.y + rotatedVector.y) }; } function getOffset(el) { var _x = 0; var _y = 0; while (el && !isNaN(el.offsetLeft) && !isNaN(el.offsetTop)) { _x += el.offsetLeft - el.scrollLeft; _y += el.offsetTop - el.scrollTop; el = el.offsetParent; } return { top: _y, left: _x }; } function pointInPoly(verties, testx, testy) { var i, j, c = 0 nvert = verties.length; for (i = 0, j = nvert - 1; i < nvert; j = i++) { if (((verties[i].y > testy) != (verties[j].y > testy)) && (testx < (verties[j].x - verties[i].x) * (testy - verties[i].y) / (verties[j].y - verties[i].y) + verties[i].x)) c = !c; } return c; } function Rectangle(htmlElement, width, height, angle) { this.htmlElement = htmlElement; this.width = width; this.height = height; this.setCorners(angle); } function testCollision(rectangle) { var collision = false; this.getCorners().forEach(function (corner) { var isCollided = pointInPoly(rectangle.getCorners(), corner.x, corner.y); if (isCollided) collision = true; }); return collision; } function checkRectangleCollision(rect, rect2) { if (testCollision.call(rect, rect2)) return true; else if (testCollision.call(rect2, rect)) return true; return false; } function getAngleForNextCorner(anc,vectorLength) { var alpha = Math.acos(anc/vectorLength)*(180 / Math.PI); return 180 - alpha*2; } Rectangle.prototype.setCorners = function (angle) { this.originalPos = getOffset(this.htmlElement); this.leftTopCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle); var vecLength = getVectorLength(this.originalPos.left, this.originalPos.top, this.width, this.height); //console.log('vecLength: ',vecLength); angle = angle+getAngleForNextCorner(this.width/2, vecLength); //console.log('angle: ',angle); this.rightTopCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle); angle = angle+getAngleForNextCorner(this.height/2, vecLength); //console.log('angle: ',angle); this.rightBottomCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle); angle = angle+getAngleForNextCorner(this.width/2, vecLength); //console.log('angle: ',angle); this.leftBottomCorner = getRotatedTopLeftCornerOfRect(this.originalPos.left, this.originalPos.top, this.width, this.height, angle); //console.log(this); }; Rectangle.prototype.getCorners = function () { return [this.leftTopCorner, this.rightTopCorner, this.rightBottomCorner, this.leftBottomCorner]; }; Rectangle.prototype.isCollided = function (rectangle) { return checkRectangleCollision(this, rectangle); }; return Rectangle; }) (); var rotA = 16; var widthA = 150; var heightA = 75; var htmlRectA = document.getElementById('rectA'); var rotB = 28.9; var widthB = 50; var heightB = 130; var htmlRectB = document.getElementById('rectB'); var msgDiv = document.getElementById('msg'); var rectA = new Rectangle(htmlRectA, widthA, heightA, rotA); var rectB = new Rectangle(htmlRectB, widthB, heightB, rotB); window.requestAnimFrame = function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame; }(); function draw(){ rotA+=1.2; htmlRectA.setAttribute('style','-ms-transform: rotate('+rotA+'deg);-webkit-transform: rotate('+rotA+'deg);transform: rotate('+rotA+'deg)'); rotB+=5.5; htmlRectB.setAttribute('style','-ms-transform: rotate('+rotB+'deg);-webkit-transform: rotate('+rotB+'deg);transform: rotate('+rotB+'deg)'); rectA.setCorners(rotA); rectB.setCorners(rotB); if(rectA.isCollided(rectB)){ msgDiv.innerHTML = 'Collision detected!'; msgDiv.setAttribute('style','color: #FF0000'); } else { msgDiv.innerHTML = 'No Collision!'; msgDiv.setAttribute('style','color: #000000'); } setTimeout(function(){ window.requestAnimFrame(draw); },50); } window.requestAnimFrame(draw); 
 #rectA{ background-color: #0000FF; width:150px; height:75px; position:absolute; top:60px; left:180px; -ms-transform: rotate(16deg); -webkit-transform: rotate(16deg); transform: rotate(16deg); } #rectB{ background-color: #FF0000; width:50px; height:130px; position:absolute; top:140px; left:250px; -ms-transform: rotate(28.9deg); -webkit-transform: rotate(28.9deg); transform: rotate(28.9deg); } 
 <div id="rectA">A</div> <div id="rectB">B</div> <div id="msg"></div> 

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