OBB碰撞

OBB碰撞检测,坐标点逆时针

class OBBTest extends egret.DisplayObjectContainer {
    private obb1:OBB;
    private obb2:OBB;

    private points1:Array<egret.Point>;
    private points2:Array<egret.Point>;
    private sprite1:egret.Sprite;
    private sprite2:egret.Sprite;
    private resPoint:egret.Point = new egret.Point();
    constructor() {
        super();

        this.touchEnabled = true;
        var stage = egret.MainContext.instance.stage;
        stage.addEventListener(egret.TouchEvent.TOUCH_BEGIN, this.onTouchBegin, this);
        stage.addEventListener(egret.TouchEvent.TOUCH_MOVE, this.onTouchMove, this);
        stage.addEventListener(egret.TouchEvent.TOUCH_END, this.onTouchEnd, this);

        this.points1 = [new egret.Point(0,0),new egret.Point(100,200),new egret.Point(300,300),new egret.Point(300,100),new egret.Point(0,0)];
        this.sprite1 = this.drawSprite(this.points1);
        this.addChild(this.sprite1);
        this.sprite1.x = 100;
        this.sprite1.y = 100;

        this.points2 = [new egret.Point(0,0),new egret.Point(100,200),new egret.Point(300,300),new egret.Point(300,100),new egret.Point(0,0)];
        this.sprite2 = this.drawSprite(this.points2);
        this.addChild(this.sprite2);
        this.sprite2.x = 100;
        this.sprite2.y = 400;

        //创建两obb盒子
        this.obb1 = new OBB();
        this.obb2 = new OBB();
        
        egret.startTick(this.onEnterFrame, this);
    }

    private pt:egret.Point = new egret.Point(0,0);
    private onEnterFrame():boolean {
        
        for (var i = 0; i < this.points1.length; i++) {
            var point1:egret.Point = this.points1[i];
            this.sprite1.localToGlobal(point1.x, point1.y, this.pt);
            this.obb1.setVertex(i, this.pt.x, this.pt.y);
        }

        for (var j = 0; j < this.points2.length; j++) {
            var point2:egret.Point = this.points2[j];
            this.sprite2.localToGlobal(point2.x, point2.y, this.pt);
            this.obb2.setVertex(j, this.pt.x, this.pt.y);
        }

        this.sprite1.visible = !this.obb1.isCollidWithOBB(this.obb2);

        return false;
    }

    private drawSprite(points:Array<egret.Point>):egret.Sprite {
        var startPoint:egret.Point = points[0];
        var sprite = new egret.Sprite();
        sprite.graphics.clear();
        sprite.graphics.beginFill( 0xffffff, 0.5 );
        sprite.graphics.moveTo( startPoint.x, startPoint.y );
        for (var i = 1; i < points.length ; i++) {
            var point = points[i];
            sprite.graphics.lineTo( point.x, point.y );
        }
        sprite.graphics.endFill();

        return sprite;
    }

    private onTouchBegin(evt:egret.TouchEvent):void {
        var posX = evt.stageX;
        var posY = evt.stageY;

        this.sprite2.x = posX;
        this.sprite2.y = posY;
    }

    private onTouchMove(evt:egret.TouchEvent):void {
        var posX = evt.stageX;
        var posY = evt.stageY;

        this.sprite2.x = posX;
        this.sprite2.y = posY;
    }

    private onTouchEnd(evt:egret.TouchEvent):void {
        var posX = evt.stageX;
        var posY = evt.stageY;

        this.sprite2.x = posX;
        this.sprite2.y = posY;
    }
}
/**
 * 投影判断
 */
class Projection {
    private min:number = 0;
    private max:number = 0;
    constructor(min, max) {
        this.min = min;
        this.max = max;
    }

    public getMin(){
        return this.min;
    }

    public getMax(){
        return this.max;
    }

    /**
     * 判断是否叠加
     */
    public overlap(proj:Projection):boolean {
        if(this.min > proj.getMax())    return false;
        if(this.max < proj.getMin())    return false;

        return true;
    }
};
class OBB {
    private pList:Array<any> = []                   //保存盒子顶点数
    constructor() {
        this.pList = [];
    }

    public getVertex(idx):egret.Point {
        if (idx >= this.pList.length) {
            return null;
        }

        return this.pList[idx];
    };

    public setVertex(idx:number, x:number, y:number):void {
        if (!this.pList[idx]) {
            this.pList[idx] = new egret.Point(0, 0);
        }

        this.pList[idx].x = x;
        this.pList[idx].y = y;
    }

    /**
     * 计算分离轴
     * 如果边向量为(x,y),那么法向量为(-y,x),你也可以设置为(y,-x)。结果没有什么变化。 
     */
    public getAxies():Array<egret.Point> {
        var axies = [];
        var len = this.pList.length;
        var pOut = new egret.Point(0,0);
        for(var i = 0; i < len; i++) {    
            var startPoint:egret.Point = this.pList[i];
            var endPoint:egret.Point = this.pList[(i + 1) % len];
            var point = startPoint.subtract(endPoint);

            var length = Math.sqrt(point.x * point.x + point.y * point.y);
            pOut.x = point.x / length;
            pOut.y = point.y / length;

            axies[i] = new egret.Point();
            axies[i].x = -pOut.y ;
            axies[i].y = pOut.x ;
        }
        return axies;
    }

    /**
     * 计算投影
     * 计算出一个投影线条
     * 只是保存了两个float形的数据,分别表示OBB盒在分离轴上投影的最小值和最大值
     */
    public getProjection(axies:egret.Point):Projection {
        var min = this.pList[0].x * axies.x + this.pList[0].y * axies.y;
        var max = min ;

        var len = this.pList.length;
        for (var i = 1; i < len; i++) {
            var temp = this.pList[i].x * axies.x + this.pList[i].y * axies.y;
            if (temp > max) {
                max = temp;
            } else if (temp < min) {
                min = temp;
            }
        }// end for

        return new Projection(min, max);
    }

    //对传递进来的OBB判断是否与调用这个方法的OBB发生了交叉
    public isCollidWithOBB(obb:OBB):boolean {
        //获取分离轴
        var axies1 = this.getAxies();
        var axies2 = obb.getAxies();

        var p1:Projection = null;
        var p2:Projection = null;
        
        //Check for overlap for all of the axies
        for(var i = 0; i < axies1.length; i++)
        {
            p1 = this.getProjection(axies1[i]);
            p2 = obb.getProjection(axies1[i]);
            if(!p1.overlap(p2))
            {
                return false ;
            }
        }

        for(var j = 0; j < axies2.length; j ++)
        {
            p1 = this.getProjection(axies2[j]);
            p2 = obb.getProjection(axies2[j]);
            if(!p1.overlap(p2))
            {
                return false ;
            }
        }

        return true ;
    }
}

 测试,在Main中添加

var obb = new OBBTest();
this.addChild(obb);
原文地址:https://www.cnblogs.com/maxwell-xu/p/7767313.html