
此文章是碰撞检测系列的第十二篇,多边形和圆形碰撞检测/相交,此系列主要包含了多种形状的碰撞/相交检测方法。
预览
先查看效果吧,点击这里
碰撞/相交检测方法
关于多边形与圆碰撞/相交的检测,我们可以简化问题,可以将检查多边形的每条边与圆是否碰撞/相交。线与圆的碰撞/相交检查,在之前章节有介绍过。利用线与圆碰撞/相交方法检查多边形每条边是否与圆相交。
kotlin
let collision = this.lineCircle([vc, vn],c);
if (collision) return true;
完整代码如下:
javascript
/**
*
* @param {Array} vertices poly对象/多边形对象 结构[{x,y},{x,y},...]
* @param {Object} c 圆对象{x,y,r} x/y: 圆心坐标; r:圆半径
* @returns boolean
*/
function polygonCirecle(vertices,c) {
// go through each of the vertices, plus
// the next vertex in the list
let next = 0;
for (let current=0; current<vertices.length; current++) {
// get next vertex in list
// if we've hit the end, wrap around to 0
next = current+1;
if (next == vertices.length) next = 0;
// get the PVectors at our current position
// this makes our if statement a little cleaner
let vc = vertices[current]; // c for "current"
let vn = vertices[next]; // n for "next"
// check for collision between the circle and
// a line formed between the two vertices
let collision = this.lineCircle([vc, vn],c);
if (collision) return true;
}
// the above algorithm only checks if the circle
// is touching the edges of the polygon -- in most
// cases this is enough, but you can un-comment the
// following code to also test if the center of the
// circle is inside the polygon
let centerInside = this.polygonPoint(vertices,c);
if (centerInside) return true;
// otherwise, after all that, return false
return false;
}
主要代码
在我的demo中,当点与矩形碰撞/相交改变固定圆的颜色,可以点上面预览进去试试。这里是部分核心代码,详细代码结构解析点击这里 这里主要是渲染和交互代码,设置baseShape绘制参数为polygon, drawOpt中是绘制多边形的顶点位置;还有必须配置的hitFunc函数
ini
const init = readyInit({
baseShape: "polygon",
radius1: 40,
drawOpt: [{x:600,y:100},{x:800,y:100},{x:1000,y:300},{x:400,y:300}],
hitFunc: (e, drawOpt, {radius1}) => {
return hit.polygonCirecle(drawOpt,{ x:e.x, y:e.y, r:radius1})
}
})
// 图形渲染以及交互
function check(opt) {
const ctx = utils.getCtx();
const canvas = ctx.canvas;
const zoom = opt.zoom || 1;
const width = canvas.width / zoom;
const height = canvas.height / zoom;
const cp = { x: Math.round(width / 2), y: Math.round(height / 2) }
ctx.scale(zoom, zoom)
// 基础图形的绘制参数准备开始
const radius = opt.radius || 10;
const baseShape = opt.baseShape || 'circle'
let drawOpt = opt.drawOpt;;
if (baseShape === 'circle') {
drawOpt = {...cp, r:radius}
} else if (baseShape === 'rect') {
const w = opt.w || 400;
const h = opt.h || 200;
drawOpt = {x:(width - w) / 2, y:(height - h) / 2, w, h}
}
// 基础图形的绘制参数准备结束
// 渲染方法
function render(colliding) {
utils.cleanCanvas(ctx)
ctx.fillStyle = '#0095d9E0';
ctx.strokeStyle = '#0095d9E0';
if (colliding) {
// 碰撞时绘制效果
if (opt.fillRectColliding) {
// 碰撞时,改变背景图颜色(两点碰撞时使用,由于点太小,效果不明显)
ctx.save()
ctx.fillStyle = "#f6ad49";
ctx.fillRect(0, 0, width, height);
ctx.restore()
} else {
// 碰撞时,改变基础图形绘制颜色
ctx.fillStyle = "#f6ad49E0";
ctx.strokeStyle = "#f6ad49E0";
}
}
// 相交的辅助点绘制,不是每个demo都会有
const hitPoints = hit.hitPoints;
if (hitPoints) {
ctx.save()
ctx.fillStyle = "red";
hitPoints.forEach(p => {
drawUtils.circle(ctx, { x: p.x, y: p.y, r: 16 })
});
ctx.restore()
}
ctx.lineWidth = 20;
ctx.lineJoin = "round";
ctx.lineCap = "round";
// 基础图形绘制
const drawFunc = drawUtils[baseShape];
if (drawFunc) {
drawFunc(ctx,drawOpt)
}
delete hit.hitPoints;
}
const radius1 = opt.radius1 || 10;
const cursorShape = opt.cursorShape || 'circle'
canvas.addEventListener('mousemove', (e) => {
// 调用每个demo配置的hitFunc,检测碰撞结果
const colliding = opt.hitFunc ? opt.hitFunc(e, drawOpt, opt) : false;
// 移动鼠标重绘
render(colliding);
// 绘制鼠标图形,也就是移动的图形
ctx.fillStyle = '#6a6868E0';
if (cursorShape === 'rect') {
const w = opt.cursorW || 20;
const h = opt.cursorH || 20;
drawUtils.rect(ctx, { x:e.x / zoom - w/2, y:e.y / zoom - h/2, w, h })
} else if (cursorShape === 'line') {
ctx.strokeStyle = "#6a6868E0";
ctx.lineWidth = 20;
ctx.lineJoin = "round";
ctx.lineCap = "round";
drawUtils.line(ctx, [opt.cursorStartPoint,{ x:e.x, y:e.y}])
} else if (cursorShape === 'polygon') {
const { x, y } = e;
const points = [
{ x: x - 20, y: y - 20 },
{ x: x + 40, y: y - 10 },
{ x: x + 60, y: y + 20 },
{ x: x - 20, y: y + 20 },
{x: x - 40, y: y},
]
drawUtils.polygon(ctx, points)
} else {
drawUtils.circle(ctx, { x:e.x / zoom, y:e.y / zoom, r:radius1 })
}
})
render();
}
代码下载
以上代码只是主要代码并不是完整代码,由于完整代码较多就不贴出来了,有需要可以点击这里,这是GitHub的代码库,详细代码结构解析点击这里