
当我的AABB物理引擎解析一个交点时,它会找到穿透度较小的轴,然后“推开”该轴上的实体。
考虑到“向左跳跃”的例子:
如果
我该如何解决这个问题?
源代码:
public void Update()
{
Position += Velocity;
Velocity += World.Gravity;
List<SSSPBody> toCheck = World.SpatialHash.GetNearbyItems(this);
for (int i = 0; i < toCheck.Count; i++)
{
SSSPBody body = toCheck[i];
body.Test.Color = Color.White;
if (body != this && body.Static)
{
float left = (body.CornerMin.X - CornerMax.X);
float right = (body.CornerMax.X - CornerMin.X);
float top = (body.CornerMin.Y - CornerMax.Y);
float bottom = (body.CornerMax.Y - CornerMin.Y);
if (SSSPUtils.AABBIsOverlapping(this, body))
{
body.Test.Color = Color.Yellow;
Vector2 overlapVector = SSSPUtils.AABBGetOverlapVector(left, right, top, bottom);
Position += overlapVector;
}
if (SSSPUtils.AABBIsCollidingTop(this, body))
{
if ((Position.X >= body.CornerMin.X && Position.X <= body.CornerMax.X) &&
(Position.Y + Height/2f == body.Position.Y - body.Height/2f))
{
body.Test.Color = Color.Red;
Velocity = new Vector2(Velocity.X, 0);
}
}
}
}
} public static bool AABBIsOverlapping(SSSPBody mBody1, SSSPBody mBody2)
{
if(mBody1.CornerMax.X <= mBody2.CornerMin.X || mBody1.CornerMin.X >= mBody2.CornerMax.X)
return false;
if (mBody1.CornerMax.Y <= mBody2.CornerMin.Y || mBody1.CornerMin.Y >= mBody2.CornerMax.Y)
return false;
return true;
}
public static bool AABBIsColliding(SSSPBody mBody1, SSSPBody mBody2)
{
if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X)
return false;
if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y)
return false;
return true;
}
public static bool AABBIsCollidingTop(SSSPBody mBody1, SSSPBody mBody2)
{
if (mBody1.CornerMax.X < mBody2.CornerMin.X || mBody1.CornerMin.X > mBody2.CornerMax.X)
return false;
if (mBody1.CornerMax.Y < mBody2.CornerMin.Y || mBody1.CornerMin.Y > mBody2.CornerMax.Y)
return false;
if(mBody1.CornerMax.Y == mBody2.CornerMin.Y)
return true;
return false;
}
public static Vector2 AABBGetOverlapVector(float mLeft, float mRight, float mTop, float mBottom)
{
Vector2 result = new Vector2(0, 0);
if ((mLeft > 0 || mRight < 0) || (mTop > 0 || mBottom < 0))
return result;
if (Math.Abs(mLeft) < mRight)
result.X = mLeft;
else
result.X = mRight;
if (Math.Abs(mTop) < mBottom)
result.Y = mTop;
else
result.Y = mBottom;
if (Math.Abs(result.X) < Math.Abs(result.Y))
result.Y = 0;
else
result.X = 0;
return result;
}发布于 2014-09-22 10:24:55
我发现的一个可能的解决方案是在根据播放器的速度进行解析之前对对象进行排序。
发布于 2011-06-20 21:03:08
很难阅读其他人的代码,但我认为这是一种可能的(纯粹的头脑风暴)解决办法,尽管我当然无法测试它:
在碰撞检测发生之前,将玩家的速度保存到某个临时的variable.
顺便问一下,当你的玩家在跳跃时撞上屋顶时,你的当前代码会发生什么呢?
发布于 2011-08-07 17:48:10
我也有同样的问题。就连微软平台的创业小品似乎也有这个缺陷。
到目前为止,我发现的解决方案是要么使用多采样(argh),要么使用对象的移动方向:只移动这两个对象之间的距离,当检测到碰撞时不再进一步移动(并且对每个轴都这样做)。
https://stackoverflow.com/questions/6416725
复制相似问题