• 2D空间的OBB碰撞实现


    OBB全称Oriented bounding box,方向包围盒算法。其表现效果和Unity的BoxCollider并无二致。由于3D空间的OBB需要多考虑一些情况

    这里仅关注2D空间下的OBB。

    实现效果:

    网上有许多OBB的讲解,其具体步骤也未必一样,我是这么做的

    在两个凸多边形中找到一根轴,凸多边形所有在这根轴上的投影点不产生相交,则这两个凸多边形不相交。

    这根轴一般取每个边的垂线,逐个投影进行测试。

    这里先上一个BOX的版本,如下图:

     可以看见在右侧方块的投影轴上,得到了非相交结果

    Box版本代码如下:

    using UnityEngine;
    
    public class OBB : MonoBehaviour
    {
        public bool enableDebug;
        public int debug_axisIndex;
        int mDebugInternalAxisIndex;
    
        public Vector2 size;
    
        public Color gizmosColor = Color.white;
    
        Vector2 P0 { get { return transform.localToWorldMatrix.MultiplyPoint3x4(-size * 0.5f); } }
        Vector2 P1 { get { return transform.localToWorldMatrix.MultiplyPoint3x4(new Vector3(size.x * 0.5f, -size.y * 0.5f, 0)); } }
        Vector2 P2 { get { return transform.localToWorldMatrix.MultiplyPoint3x4(size * 0.5f); } }
        Vector2 P3 { get { return transform.localToWorldMatrix.MultiplyPoint3x4(new Vector3(-size.x * 0.5f, size.y * 0.5f, 0)); } }
    
    
        public bool Intersects(OBB other)
        {
            var axis1 = (P1 - P0).normalized;
            var axis2 = (P3 - P0).normalized;
    
            var axis3 = (other.P1 - other.P0).normalized;
            var axis4 = (other.P3 - other.P0).normalized;
    
            mDebugInternalAxisIndex = 0;
    
            var isNotIntersect = false;
            isNotIntersect |= ProjectionIsNotIntersect(this, other, axis1);
            isNotIntersect |= ProjectionIsNotIntersect(this, other, axis2);
            isNotIntersect |= ProjectionIsNotIntersect(this, other, axis3);
            isNotIntersect |= ProjectionIsNotIntersect(this, other, axis4);
    
            return isNotIntersect ? false : true;
        }
    
        bool ProjectionIsNotIntersect(OBB x, OBB y, Vector2 axis)
        {
            var x_p0 = Vector3.Project(x.P0, axis).magnitude * Mathf.Sign(Vector3.Dot(Vector3.Project(x.P0, axis), axis));
            var x_p1 = Vector3.Project(x.P1, axis).magnitude * Mathf.Sign(Vector3.Dot(Vector3.Project(x.P1, axis), axis));
            var x_p2 = Vector3.Project(x.P2, axis).magnitude * Mathf.Sign(Vector3.Dot(Vector3.Project(x.P2, axis), axis));
            var x_p3 = Vector3.Project(x.P3, axis).magnitude * Mathf.Sign(Vector3.Dot(Vector3.Project(x.P3, axis), axis));
    
            var y_p0 = Vector3.Project(y.P0, axis).magnitude * Mathf.Sign(Vector3.Dot(Vector3.Project(y.P0, axis), axis));
            var y_p1 = Vector3.Project(y.P1, axis).magnitude * Mathf.Sign(Vector3.Dot(Vector3.Project(y.P1, axis), axis));
            var y_p2 = Vector3.Project(y.P2, axis).magnitude * Mathf.Sign(Vector3.Dot(Vector3.Project(y.P2, axis), axis));
            var y_p3 = Vector3.Project(y.P3, axis).magnitude * Mathf.Sign(Vector3.Dot(Vector3.Project(y.P3, axis), axis));
    
            var xMin = Mathf.Min(x_p0, x_p1, x_p2, x_p3);
            var xMax = Mathf.Max(x_p0, x_p1, x_p2, x_p3);
            var yMin = Mathf.Min(y_p0, y_p1, y_p2, y_p3);
            var yMax = Mathf.Max(y_p0, y_p1, y_p2, y_p3);
    
            if (enableDebug)
            {
                if (debug_axisIndex == mDebugInternalAxisIndex)
                {
                    Debug.DrawRay(Vector3.Project(x.P0, axis), Vector3.one * 0.1f);
                    Debug.DrawRay(Vector3.Project(x.P2, axis), Vector3.one * 0.1f);
    
                    Debug.DrawRay(Vector3.Project(y.P0, axis), Vector3.one * 0.1f, Color.white * 0.9f);
                    Debug.DrawRay(Vector3.Project(y.P2, axis), Vector3.one * 0.1f, Color.white * 0.9f);
    
                    Debug.DrawRay(Vector3.zero, Vector3.one * 0.1f, Color.black);
                    Debug.DrawRay(Vector3.zero, axis, Color.yellow);
                    Debug.DrawRay(xMin * Vector3.right, Vector3.one * 0.1f, Color.blue);
                    Debug.DrawRay(xMax * Vector3.right, Vector3.one * 0.1f, Color.cyan);
                    Debug.DrawRay(yMin * Vector3.right, Vector3.one * 0.1f, Color.red * 0.5f);
                    Debug.DrawRay(yMax * Vector3.right, Vector3.one * 0.1f, Color.red * 0.5f);
    
                    Debug.Log("(yMin >= xMin && yMin <= xMax): " + (yMin >= xMin && yMin <= xMax) + " frame count: " + Time.frameCount);
                    Debug.Log("(yMax >= xMin && yMax <= xMax): " + (yMax >= xMin && yMax <= xMax) + " frame count: " + Time.frameCount);
                    Debug.Log("(xMin >= yMin && xMin <= yMax): " + (xMin >= yMin && xMin <= yMax) + " frame count: " + Time.frameCount);
                    Debug.Log("(xMax >= yMin && xMax <= yMax): " + (xMax >= yMin && xMax <= yMax) + " frame count: " + Time.frameCount);
                }
                mDebugInternalAxisIndex++;
            }
    
            if (yMin >= xMin && yMin <= xMax) return false;
            if (yMax >= xMin && yMax <= xMax) return false;
            if (xMin >= yMin && xMin <= yMax) return false;
            if (xMax >= yMin && xMax <= yMax) return false;
    
            return true;
        }
    
        void OnDrawGizmos()
        {
            var cacheMatrix = Gizmos.matrix;
            var cacheColor = Gizmos.color;
    
            Gizmos.matrix = transform.localToWorldMatrix;
    
            Gizmos.color = gizmosColor;
            Gizmos.DrawWireCube(Vector3.zero, new Vector3(size.x, size.y, 1f));
    
            Gizmos.color = cacheColor;
            Gizmos.matrix = cacheMatrix;
        }
    }
    Obb.cs
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class Test : MonoBehaviour
    {
        public OBB a;
        public OBB b;
    
    
        void Update()
        {
            var isIntersects = a.Intersects(b);
            if (isIntersects)
            {
                a.gizmosColor = Color.red;
                b.gizmosColor = Color.red;
            }
            else
            {
                a.gizmosColor = Color.white;
                b.gizmosColor = Color.white;
            }
        }
    }
    Test.cs

    增加了一个debug开关,可以单独查看每个轴的映射信息。

    那么下面是凸多边形的版本,垂线通过叉乘获取:

    脚本如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class OBB : MonoBehaviour
    {
        public Vector2[] points = new Vector2[0];
        public int debug_Index;
        int mDebug_Index;
        public Color gizmosColor = Color.white;
    
    
        public bool Intersects(OBB other)
        {
            var isNotIntersect = false;
    
            mDebug_Index = 0;
            for (int i = 1; i <= points.Length; i++)
            {
                var p0 = transform.localToWorldMatrix.MultiplyPoint3x4(points[i - 1]);
                var p1 = transform.localToWorldMatrix.MultiplyPoint3x4(points[i % points.Length]);
    
                var axis = Vector3.Cross((p1 - p0), Vector3.forward).normalized;
                isNotIntersect |= ProjectionIsNotIntersect(this, other, axis);
    
                mDebug_Index++;
            }
    
            return isNotIntersect ? false : true;
        }
    
        bool ProjectionIsNotIntersect(OBB x, OBB y, Vector2 axis)
        {
            float xMin, xMax, yMin, yMax;
            GetMinMax(x.transform.localToWorldMatrix, x.points, axis, out xMin, out xMax);
            GetMinMax(y.transform.localToWorldMatrix, y.points, axis, out yMin, out yMax);
    
            if (yMin >= xMin && yMin <= xMax) return false;
            if (yMax >= xMin && yMax <= xMax) return false;
            if (xMin >= yMin && xMin <= yMax) return false;
            if (xMax >= yMin && xMax <= yMax) return false;
    
            return true;
        }
    
        void GetMinMax(Matrix4x4 matrix, Vector2[] points, Vector2 projectAxis, out float min, out float max)
        {
            min = float.MaxValue;
            max = float.MinValue;
    
            for (int i = 0; i < points.Length; i++)
            {
                var p = matrix.MultiplyPoint3x4(points[i]);
    
                var projectValue = Vector3.Project(p, projectAxis).magnitude * Mathf.Sign(Vector3.Dot(Vector3.Project(p, projectAxis), projectAxis));
    
                if (projectValue > max)
                    max = projectValue;
            }
    
            for (int i = 0; i < points.Length; i++)
            {
                var p = matrix.MultiplyPoint3x4(points[i]);
    
                var projectValue = Vector3.Project(p, projectAxis).magnitude * Mathf.Sign(Vector3.Dot(Vector3.Project(p, projectAxis), projectAxis));
    
                if (projectValue < min)
                    min = projectValue;
            }
        }
    
        void OnDrawGizmos()
        {
            var cacheColor = Gizmos.color;
    
            Gizmos.color = gizmosColor;
    
            for (int i = 1; i <= points.Length; i++)
            {
                var p0 = transform.localToWorldMatrix.MultiplyPoint3x4(points[i - 1]);
                var p1 = transform.localToWorldMatrix.MultiplyPoint3x4(points[i % points.Length]);
    
                Gizmos.DrawLine(p0, p1);
            }
    
            Gizmos.color = cacheColor;
        }
    }
    OBB.cs

    到这里就结束了,如果是一个具体形状和点进行比较方法其实是非常多的,而类似这样的凸包之间进行相交测试OBB倒是一个蛮实用的办法。

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  • 原文地址:https://www.cnblogs.com/hont/p/9501169.html
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