[英]Circle vs Square Collision Detection AND NEED TO RESPONSE in C++ | OpenGL. My problem just this “I need to keep the circle outside the square”
我正在研究 2D Circle vs Square Collision Detection。 我做了圆形和方形碰撞检测的测试,没关系,碰撞检测没有问题,只是我需要在圆形与正方形接触时将圆形保持在正方形之外。 我想让圆圈不进入广场,圆圈必须留在广场之外? 我怎样才能做到这一点? 我怎样才能在广场之外保持圆圈?
Picture01我的问题就是这个“当他们相互接触时,我只需要将圆圈保持在正方形之外”我在这个网站上进行了这个碰撞检测测试 => http://jeffreythompson.org/collision-detection/circle- rect.php ,但在本教程中没有碰撞检测的响应
请向我解释写成代码
代码:
#include "shader.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include<vector>
#include<cmath>
#include <math.h>
using namespace std;
GLfloat blueSquareWidth = 0.3f, blueSquareHeight = 0.2f;
std::vector<glm::vec3> vertices;
float x, y, z, r = 0.1f;
int num_segments = 48;
void DrawCircle()
{
for (int i = 0; i < num_segments; i++)
{
float theta = 2.0f * 3.1415926f * float(i) / float(num_segments);
//get the current angle
x = r * cosf(theta);
y = r * sinf(theta);
z = 0.0f;
vertices.push_back(glm::vec3(x, y, z));
}
}
GLfloat blueSquareVertices[] =
{
0.0f, blueSquareHeight, 0.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
blueSquareWidth, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
blueSquareWidth, blueSquareHeight, 0.0f,
0.0f, 0.0f, 1.0f
};
GLuint blueSqaureIndices[] =
{
0, 1, 2,
0, 2, 3
};
GLfloat rotationTime = 0.0f;
GLuint vbo[2], vao[2], ibo[2];
glm::vec3 blueSquarePosition(0.3f, 0.0f, 0.0f);
glm::vec3 spherePosition(0.660001f, 0.28f, 0.0f);
void inputKeys(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_TRUE)
{
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_TRUE)
{
blueSquarePosition.y += 0.001f;
}
else if (glfwGetKey(window, GLFW_KEY_S) == GLFW_TRUE)
{
blueSquarePosition.y -= 0.001f;
}
else if (glfwGetKey(window, GLFW_KEY_A) == GLFW_TRUE)
{
blueSquarePosition.x -= 0.001f;
}
else if (glfwGetKey(window, GLFW_KEY_D) == GLFW_TRUE)
{
blueSquarePosition.x += 0.001f;
}
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_TRUE)
{
spherePosition.y += 0.001f;
}
else if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_TRUE)
{
spherePosition.y -= 0.001f;
}
else if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_TRUE)
{
spherePosition.x -= 0.001f;
}
else if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_TRUE)
{
spherePosition.x += 0.001f;
}
}
bool circleRect(GLFWwindow* window)
{
// temporary variables to set edges for testing
float testX = spherePosition.x;
float testY = spherePosition.y;
// which edge is closest?
if (spherePosition.x < blueSquarePosition.x)
{
testX = blueSquarePosition.x; // test left edge
}
else if (spherePosition.x > blueSquarePosition.x + blueSquareWidth)
{
testX = blueSquarePosition.x + blueSquareWidth; // right edge
}
if (spherePosition.y < blueSquarePosition.y)
{
testY = blueSquarePosition.y; // top edge
}
else if (spherePosition.y > blueSquarePosition.y + blueSquareHeight)
{
testY = blueSquarePosition.y + blueSquareHeight; // bottom edge
}
// get distance from closest edges
float distX = spherePosition.x - testX;
float distY = spherePosition.y - testY;
float distance = sqrt((distX * distX) + (distY * distY));
// if the distance is less than the radius, collision!
if (distance<= r)
{
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
{
// WHAT I NEED TO DO HERE
}
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
{
// WHAT I NEED TO DO HERE
}
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
{
// WHAT I NEED TO DO HERE
}
if (glfwGetKey(window, GLFW_KEY_BOTTOM) == GLFW_PRESS)
{
// WHAT I NEED TO DO HERE
}
return 1;
}
return 0;
}
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 800, "Game Engine", NULL,
NULL);
if (!window)
{
cout << "Failed to create a window" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to initialize GLAD" << endl;
return -1;
}
DrawCircle();
glGenBuffers(1, &vbo[0]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(blueSquareVertices), blueSquareVertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &vao[0]);
glBindVertexArray(vao[0]);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3));
glGenBuffers(1, &ibo[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(blueSqaureIndices), blueSqaureIndices, GL_STATIC_DRAW);
glGenBuffers(1, &vbo[1]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * vertices.size(), &vertices[0], GL_STATIC_DRAW);
glGenVertexArrays(1, &vao[1]);
glBindVertexArray(vao[1]);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
Shader shader("vs2.glsl", "fs2.glsl");
shader.useShader();
while (!glfwWindowShouldClose(window))
{
inputKeys(window);
circleRect(window);
glClearColor(0.6f, 0.8f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glm::mat4 blueSquareTransform(1.0f);
blueSquareTransform = glm::translate(blueSquareTransform,
glm::vec3(blueSquarePosition));
GLuint blueSquareTransformUniform =
glGetUniformLocation(shader.shader, "transform");
glUniformMatrix4fv(blueSquareTransformUniform, 1, GL_FALSE,
glm::value_ptr(blueSquareTransform));
glBindVertexArray(vao[0]);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glm::mat4 redSquareTransform(1.0f);
redSquareTransform = glm::translate(redSquareTransform,
glm::vec3(spherePosition));
GLuint redSquareTransformUniform = glGetUniformLocation(shader.shader,
"transform");
glUniformMatrix4fv(redSquareTransformUniform, 1, GL_FALSE,
glm::value_ptr(redSquareTransform));
glBindVertexArray(vao[1]);
glDrawArrays(GL_TRIANGLE_FAN, 0, vertices.size());
glfwSwapBuffers(window);
glfwPollEvents();
}
}
为了执行碰撞检测和防止渗透,您需要
以前 position
当前 position
第一个问题是,在“我需要在这里做什么”这一行,您似乎已经错过了之前的 position。 两者兼得后,您需要执行以下操作:
如果当前 position 发生碰撞,则沿从当前到发生切换的前一个 position 的线进行二分搜索。
您需要能够对 position 进行线性插值,其中 0 是先前的,1 是当前的。
然后,如果你想做得更好,而不是仅仅OK,然后计算碰撞,更新方向并重复剩余长度。
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