[英]Collision realisation with SAT (canvas, javascript)
因此,我有一个简单的2d火车sim ,并且我已经做了一个相当不错的SAT实现,它可以正常工作(至少我没有偶然发现):
function calcCollision(self){
var dist = self.distanceCheck();
var possible = [], collision = [];
var myBox, otherBox, myMin, myMax, otherMin, otherMax, myBoxRecalc = [], otherBoxRecalc = [];
for (var i=0;i<trainCount;i++){
if (dist[i]!="SELF"&&dist[i]<=(dTrain+10)){
possible.push(i);
}
}
if (possible.length!==0){
myBox = self.box();
self.hit = false;
for (i=0;i<possible.length;i++){
otherBox = window["train_"+possible[i]].box();
//для self координат
for (var j=0;j<4;j++){
myBoxRecalc[j] = XYtoBoxCoordinates(self,myBox[j][0],myBox[j][1]);
otherBoxRecalc[j] = XYtoBoxCoordinates(self,otherBox[j][0],otherBox[j][1]);
}
//для self координат, проекция на X
myMin = myBoxRecalc[0][0];
myMax = myBoxRecalc[0][0];
otherMin = otherBoxRecalc[0][0];
otherMax = otherBoxRecalc[0][0];
for (j=0;j<4;j++){
if (myBoxRecalc[j][0]<myMin) myMin=myBoxRecalc[j][0];
if (myBoxRecalc[j][0]>myMax) myMax=myBoxRecalc[j][0];
if (otherBoxRecalc[j][0]<otherMin) otherMin=otherBoxRecalc[j][0];
if (otherBoxRecalc[j][0]>otherMax) otherMax=otherBoxRecalc[j][0];
}
//console.log(myMin + " " + myMax + " " + otherMin + " " + otherMax);
if (otherMax<myMin||otherMin>myMax) break;
//для self координат, проекция на Y
myMin = myBoxRecalc[0][1];
myMax = myBoxRecalc[0][1];
otherMin = otherBoxRecalc[0][1];
otherMax = otherBoxRecalc[0][1];
for (j=0;j<4;j++){
if (myBoxRecalc[j][1]<myMin) myMin=myBoxRecalc[j][1];
if (myBoxRecalc[j][1]>myMax) myMax=myBoxRecalc[j][1];
if (otherBoxRecalc[j][1]<otherMin) otherMin=otherBoxRecalc[j][1];
if (otherBoxRecalc[j][1]>otherMax) otherMax=otherBoxRecalc[j][1];
}
//console.log(myMin + " " + myMax + " " + otherMin + " " + otherMax);
if (otherMax<myMin||otherMin>myMax) break;
//для other координат
for (j=0;j<4;j++){
myBoxRecalc[j] = XYtoBoxCoordinates(window["train_"+possible[i]],myBox[j][0],myBox[j][1]);
otherBoxRecalc[j] = XYtoBoxCoordinates(window["train_"+possible[i]],otherBox[j][0],otherBox[j][1]);
}
//для other координат, проекция на X
myMin = myBoxRecalc[0][0];
myMax = myBoxRecalc[0][0];
otherMin = otherBoxRecalc[0][0];
otherMax = otherBoxRecalc[0][0];
for (j=0;j<4;j++){
if (myBoxRecalc[j][0]<myMin) myMin=myBoxRecalc[j][0];
if (myBoxRecalc[j][0]>myMax) myMax=myBoxRecalc[j][0];
if (otherBoxRecalc[j][0]<otherMin) otherMin=otherBoxRecalc[j][0];
if (otherBoxRecalc[j][0]>otherMax) otherMax=otherBoxRecalc[j][0];
}
//console.log(myMin + " " + myMax + " " + otherMin + " " + otherMax);
if (otherMax<myMin||otherMin>myMax) break;
//для other координат, проекция на Y
myMin = myBoxRecalc[0][1];
myMax = myBoxRecalc[0][1];
otherMin = otherBoxRecalc[0][1];
otherMax = otherBoxRecalc[0][1];
for (j=0;j<4;j++){
if (myBoxRecalc[j][1]<myMin) myMin=myBoxRecalc[j][1];
if (myBoxRecalc[j][1]>myMax) myMax=myBoxRecalc[j][1];
if (otherBoxRecalc[j][1]<otherMin) otherMin=otherBoxRecalc[j][1];
if (otherBoxRecalc[j][1]>otherMax) otherMax=otherBoxRecalc[j][1];
}
//console.log(myMin + " " + myMax + " " + otherMin + " " + otherMax);
if (otherMax<myMin||otherMin>myMax) break;
collision.push(possible[i]);
}
} else return false;
if (collision.length!==0){
self.hit = true;
return collision;
} else return false;
}
它会self
检测可能的碰撞对象,并在发生碰撞时返回其ID。 正如我已经说过的,它工作正常。 之后,当我试图对碰撞产生反应时,问题就出现了。 我一直在为算法苦苦挣扎近一个星期,这是我想到的最好的解决方案:
function moveCollided(){
for (var i = 0; i < trainCount; i++) {
var banged = calcCollision(window["train_"+i]);
//console.log(banged);
if (window["train_"+i].hit){
window["train_"+i].speed -= (window["train_"+i].speed/3);
for (var j = 0; j < banged.length; j++) {
window["train_"+banged[j]].speed += calcSpeedIncrement(window["train_"+i],window["train_"+banged[j]]);
}
}
}
setTimeout(moveCollided, 15);
}
此函数降低火车的速度,并向calcSpeedIncrement(self,other)
的火车增加一些速度( calcSpeedIncrement(self,other)
)。 我在直线轨道上得到了很好的碰撞效果,但是如果您继续向前推动一列火车在另一列上滑行。 同样的“滑倒”的另一个问题是其中一列火车在转弯处站立时发生碰撞。
是否有人对如何解决这些问题有任何想法?
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