圆线段碰撞 C++ (UE4)
Circle LineSegment Collision C++ (UE4)
您好,我正在尝试计算 Circle - LineSegment 碰撞(二维坐标 space)。
我想在我的代理移动时检测碰撞,所以我正在分步移动 -> agentPosition
是代理现在的位置,agentPosition + agentDelta
是它希望在这一步移动中的位置.
该行已定义 FVertex
(是的,我知道这个名字不好)testEdge
(它有 2 个点 A
和 B
)。
圆的定义为 (agentPosition + agentDelta)
圆心和 agentRadius
半径。
我试图找到一个碰撞点(这将是 2 个可能的交点的平均值)并计算所需的参数:
碰撞时间({0.0f,1.0f})
CollisionPoint(碰撞时圆圈的位置)
ImpactPoint(平均碰撞点)
这是我试过的,但我没有运气:(
我得到负值或大于 1.0f
时间,有时碰撞点位于线段和其他有趣工件的另一侧。
如果你能帮我找出我做错了什么,我将不胜感激。
static bool CheckAgentEdgeCollision(FVertex testEdge, FVector agentPosition, FVector agentDelta, float agentRadius, FCollisionResult2Dplease& outCollisionResult, UWorld* world = nullptr)
{
agentPosition.Z = 0.0f;
agentDelta.Z = 0.0f;
testEdge.B.Z = 0.0f; testEdge.A.Z = 0.0f;
FVector D = testEdge.B - testEdge.A;
FVector d = testEdge.A - (agentPosition + agentDelta);
float a = D | D; // Operator | is Dot Product
float b = (d | D) * 2.0f;
float c = (d | d) - FMath::Square(agentRadius);
float disc = b * b - 4.0f * a * c;
if (disc < KINDA_SMALL_NUMBER)
{
return false;
}
float sqrtDisc = FastSQRoot(disc);
float invA = 1.0f / ( a * 2.0f );
float t0 = (-b - sqrtDisc) * invA;
float t1 = (-b + sqrtDisc) * invA;
FVector poin1 = FVector::ZeroVector;
FVector poin2 = FVector::ZeroVector;
poin1 = testEdge.A + t0 * D;
poin2 = testEdge.A + t1 * D;
bool p1 = true;
bool p2 = true;
if(t0 > 1.0f || t0 < 0.0f)
{
//disregard
p1 = false;
}
if (t1 > 1.0f || t1 < 0.0f)
{
p2 = false;
}
if(!p1 && !p2)
{
return false;
}
else if(!p1)
{
poin1 = poin2;
}
else if (!p2)
{
poin2 = poin1;
}
float invRadius = 1.0f / agentRadius;
agentRadius += 5.0f;
//Average the points:
FVector impactPoint = (poin1 + poin2) / 2.0f;
FVector directionToCircle = agentPosition - impactPoint;
FastNormalize(directionToCircle);
FVector collisionPoint = directionToCircle * agentRadius + impactPoint;
float distToCollision = FastSQRoot(agentPosition.DistSquared2D(agentPosition, collisionPoint));
float speed = FastSQRoot(agentDelta.SizeSquared2D());
float outTime = 0.0f;
if (speed != 0.0f)
{
outTime = distToCollision / speed;
}
outCollisionResult.m_bIsPawn = false;
outCollisionResult.m_edge = testEdge;
outCollisionResult.m_normal = directionToCircle;
outCollisionResult.m_collisionPoint = collisionPoint;
outCollisionResult.m_time = outTime;
outCollisionResult.m_bHit = true;
outCollisionResult.m_impactPoint = impactPoint;
outCollisionResult.m_binPenetration = outTime < 0.0f;
return true;
}
提示:
如果线段是固定的,您可以通过 "deflating" 圆圈在膨胀线段的同时重铸问题,相对于 "capsule",这会给您一个移动点。如您所见,碰撞发生在中心轨迹与胶囊轮廓的交点处,可以沿着直线或圆形边缘发生。
通过旋转场景使线段到达 X 轴,计算将变得更容易。
您好,我正在尝试计算 Circle - LineSegment 碰撞(二维坐标 space)。
我想在我的代理移动时检测碰撞,所以我正在分步移动 -> agentPosition
是代理现在的位置,agentPosition + agentDelta
是它希望在这一步移动中的位置.
该行已定义 FVertex
(是的,我知道这个名字不好)testEdge
(它有 2 个点 A
和 B
)。
圆的定义为 (agentPosition + agentDelta)
圆心和 agentRadius
半径。
我试图找到一个碰撞点(这将是 2 个可能的交点的平均值)并计算所需的参数:
碰撞时间({0.0f,1.0f}) CollisionPoint(碰撞时圆圈的位置) ImpactPoint(平均碰撞点)
这是我试过的,但我没有运气:(
我得到负值或大于 1.0f
时间,有时碰撞点位于线段和其他有趣工件的另一侧。
如果你能帮我找出我做错了什么,我将不胜感激。
static bool CheckAgentEdgeCollision(FVertex testEdge, FVector agentPosition, FVector agentDelta, float agentRadius, FCollisionResult2Dplease& outCollisionResult, UWorld* world = nullptr)
{
agentPosition.Z = 0.0f;
agentDelta.Z = 0.0f;
testEdge.B.Z = 0.0f; testEdge.A.Z = 0.0f;
FVector D = testEdge.B - testEdge.A;
FVector d = testEdge.A - (agentPosition + agentDelta);
float a = D | D; // Operator | is Dot Product
float b = (d | D) * 2.0f;
float c = (d | d) - FMath::Square(agentRadius);
float disc = b * b - 4.0f * a * c;
if (disc < KINDA_SMALL_NUMBER)
{
return false;
}
float sqrtDisc = FastSQRoot(disc);
float invA = 1.0f / ( a * 2.0f );
float t0 = (-b - sqrtDisc) * invA;
float t1 = (-b + sqrtDisc) * invA;
FVector poin1 = FVector::ZeroVector;
FVector poin2 = FVector::ZeroVector;
poin1 = testEdge.A + t0 * D;
poin2 = testEdge.A + t1 * D;
bool p1 = true;
bool p2 = true;
if(t0 > 1.0f || t0 < 0.0f)
{
//disregard
p1 = false;
}
if (t1 > 1.0f || t1 < 0.0f)
{
p2 = false;
}
if(!p1 && !p2)
{
return false;
}
else if(!p1)
{
poin1 = poin2;
}
else if (!p2)
{
poin2 = poin1;
}
float invRadius = 1.0f / agentRadius;
agentRadius += 5.0f;
//Average the points:
FVector impactPoint = (poin1 + poin2) / 2.0f;
FVector directionToCircle = agentPosition - impactPoint;
FastNormalize(directionToCircle);
FVector collisionPoint = directionToCircle * agentRadius + impactPoint;
float distToCollision = FastSQRoot(agentPosition.DistSquared2D(agentPosition, collisionPoint));
float speed = FastSQRoot(agentDelta.SizeSquared2D());
float outTime = 0.0f;
if (speed != 0.0f)
{
outTime = distToCollision / speed;
}
outCollisionResult.m_bIsPawn = false;
outCollisionResult.m_edge = testEdge;
outCollisionResult.m_normal = directionToCircle;
outCollisionResult.m_collisionPoint = collisionPoint;
outCollisionResult.m_time = outTime;
outCollisionResult.m_bHit = true;
outCollisionResult.m_impactPoint = impactPoint;
outCollisionResult.m_binPenetration = outTime < 0.0f;
return true;
}
提示:
如果线段是固定的,您可以通过 "deflating" 圆圈在膨胀线段的同时重铸问题,相对于 "capsule",这会给您一个移动点。如您所见,碰撞发生在中心轨迹与胶囊轮廓的交点处,可以沿着直线或圆形边缘发生。
通过旋转场景使线段到达 X 轴,计算将变得更容易。