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运动物体与非运动物体的碰撞检测
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Stack Overflow用户
提问于 2014-12-14 15:57:31
回答 1查看 216关注 0票数 1

我正在开发一个简单的处理应用程序,每当锤子击中一个不动的形状时,它就会产生声音效果。但是,当锤子对象与shape对象发生冲突时,我在尝试让代码检测时遇到了困难,并且已经开始求助于不专业的解决方法,正如在“测试”下注释的代码块中所看到的那样。如果能为这个问题找到解决方案,我们将不胜感激。

代码语言:javascript
复制
import oscP5.*;
import netP5.*;

OscP5 oscP5;
NetAddress myRemoteLocation;

float bx;
float by;
int boxSizeX = 160;
int boxSizeY = 30;
boolean overBox = true;
boolean locked = false;
float xOffset = 0.0; 
float yOffset = 0.0; 
float angle = 4.70;

BeatBall b1 = new BeatBall(210,425,60, 1);

void setup()
{
  size(800, 600);
  smooth();
  frameRate(120);
  bx = width/2.0;
  by = height/2.0;

    oscP5 = new OscP5(this,12001);

  /* myRemoteLocation is a NetAddress. a NetAddress takes 2 parameters,
   * an ip address and a port number. myRemoteLocation is used as parameter in
   * oscP5.send() when sending osc packets to another computer, device, 
   * application. usage see below. for testing purposes the listening port
   * and the port of the remote location address are the same, hence you will
   * send messages back to this sketch.
   */
  myRemoteLocation = new NetAddress("127.0.0.1",12000);
}

void draw()
{ 
  background(0);

  pushMatrix();
  translate(400, 425);
  rotate(angle);
  fill(222,223,255);
  Hammer h = new Hammer(135, -67,  boxSizeY+25, boxSizeX-25, 1);
  h.displayHammer();
  rect(-25, -15, boxSizeX, boxSizeY);
  popMatrix();

  b1.displayBall();

   //Testing
   if(angle < -2.6561418 && angle > -3.043227)
     {
       background(120);
       b1.collide();
     }

     println(angle);
}



void mousePressed() 
{
  xOffset = mouseX-bx; 
  yOffset = mouseY-by; 
}

void mouseDragged()
{
    bx = mouseX-xOffset; 
    by = mouseY-yOffset; 
   angle = atan2(mouseY - 400, mouseX - 400);
}

//BEATBALL CLASS

class BeatBall {
  float x, y;
  float diameter;
  float vx = 0;
  float vy = 0;
  int id;

  BeatBall(float xin, float yin, float din, int idin) {
    x = xin;
    y = yin;
    diameter = din;
    id = idin;
  } 

  void collide() 
  {

    /* Collision Example
      float dx = Hammer.x - x;
      float dy = Hammer.y - y;
      float distance = sqrt(dx*dx + dy*dy);
      float minDist = others[i].diameter/2 + diameter/2;
      if (distance < minDist)
      { 
        float angle = atan2(dy, dx);
        float targetX = x + cos(angle) * minDist;
        float targetY = y + sin(angle) * minDist;
        float ax = (targetX - others[i].x) * spring;
        float ay = (targetY - others[i].y) * spring;
        vx -= ax;
        vy -= ay;
        others[i].vx += ax;
        others[i].vy += ay;
       */ 

      OscMessage myMessage = new OscMessage("/bubble");
      print(diameter + " ");
      myMessage.add( 1/(diameter*diameter) * 1000000); /* add an int to the osc message */

      /* send the message */
      oscP5.send(myMessage, myRemoteLocation); 

     //}
  }

  void displayBall() 
  {
    fill(191,89,0);
    ellipse(x, y, diameter, diameter);   
  }


}

//HAMMER CLASS

class Hammer {
  float x, y;
  float sizeX, sizeY;
  float vx = 0;
  float vy = 0;
  int id;

  Hammer(float xin, float yin, float sxin, float syin, int idin) {
    x = xin;
    y = yin;
    sizeX = sxin;
    sizeY = syin;
    id = idin;
  } 

   void displayHammer() 
  {
    fill(222,223,255);
    rect(x, y, sizeX, sizeY); 
  }

}
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回答 1

Stack Overflow用户

回答已采纳

发布于 2014-12-14 22:54:19

我已经建立了可能有用的一套用于处理的碰撞检测功能

如果你能简化事物,把物体看作圆圈,你就可以用毕达哥拉斯定理来检查它们的距离。(按要求更新为函数。)

代码语言:javascript
复制
// variables for your objects - where are they and how big?
float ballX, ballY;
float ballRadius;
float hammerX, hammerY;
float hammerRadius;

void setup() {

  // check for a collision
  boolean hit = ballBallCollision(ballX, ballY, ballRadius, hammerX, hammerY, hammerRadius);
  if (hit) {
    // hit!
  }
  else {
    // not :(
  }
}

// a function to check for ball-ball collision
boolean ballBallCollision(float ballX, float ballY, float ballRadius, float hammerX, float hammerY, float hammerRadius) {
  // calculate distance between the objects using the Pythagorean Theorem
  float xDist = hammerX - ballX;
  float xDist = hammerY - ballY;
  float dist = sqrt( (xDist*xDist) + (yDist*yDist) );

  if (dist < ballRadius + hammerRadius) {
    return true;
  }
  return false;
}
票数 2
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/27471063

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