这是一篇关于矩形与圆形区域碰撞检测的文章。虽然这常常被认为很复杂,但实际上却相当简单。
首先,你也许知道怎样检测圆与点是否碰撞:测试圆心与点的距离是否小于等于圆的半径。
DeltaX = CircleX - PointX;
DeltaY = CircleY - PointY;
return (DeltaX * DeltaX + DeltaY * DeltaY) < (CircleRadius * CircleRadius);
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其实,矩形与圆的碰撞检测的原理和这没多大不同:首先找到矩形中离圆心最近的点,然后判断该点是否在圆内。
如果矩形没有被旋转,则使用如下公式即可找到矩形内离圆心最近的点:
NearestX = Max(RectX, Min(CircleX, RectX + RectWidth));
NearestY = Max(RectY, Min(CircleY, RectY + RectHeight));
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注意:
1. (RectX, RectY) 对于X轴正向向右,Y轴正向向下时是矩形的左上角。
2. (RectX, RectY) 对于X轴正向向右,Y轴正向向上时是矩形的左下角。
结合以上两个步骤,使用如下3行代码即可检测矩形区域与圆形区域是否碰撞。
DeltaX = CircleX - Max(RectX, Min(CircleX, RectX + RectWidth));
DeltaY = CircleY - Max(RectY, Min(CircleY, RectY + RectHeight));
return (DeltaX * DeltaX + DeltaY * DeltaY) < (CircleRadius * CircleRadius);
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以下是示例程序:
可以用鼠标拖拽以及伸缩矩形和圆,碰撞时会高亮显示。
<canvas id="canvas" width="600" height="300"></canvas>
<script type="text/javascript">
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var rx1 = 140, ry1 = 100, rx2 = 260, ry2 = 220, cx = 440, cy = 160, cr = 40;
var mx = 0, my = 0, qx = 0, qy = 0;
var min = Math.min;
var max = Math.max;
function clamp(v, x, y) {
return v < x ? x : v > y ? y : v;
}
function dist(x1, y1, x2, y2) {
var dx = x1 - x2, dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
}
function p2c(px, py, cx, cy, cr) {
return dist(px, py, cx, cy) < cr;
}
function r2c(rx1, ry1, rx2, ry2, cx, cy, cr) {
return dist(clamp(cx, rx1, rx2), clamp(cy, ry1, ry2), cx, cy) < cr;
}
function p2r(px, py, rx1, ry1, rx2, ry2) {
return px > rx1 && py > ry1 && px < rx2 && py < ry2;
}
context.strokeCircle = function(x, y, r) {
this.beginPath();
this.arc(x, y, r, 0, Math.PI * 2, false);
this.closePath();
this.stroke();
}
var hx, hy, hr = 7; // handle data
var over = -1, dragging = false;
function render() {
var time = 0 | new Date(), x, y;
updateTime = time + 25;
//
context.clearRect(0, 0, 640, 320);
//
if (over >= 0 && dragging) {
x = mx - qx;
y = my - qy;
switch (over) {
case 0:
cx += x - hx; qx = mx - hx;
cy += y - hy; qy = my - hy;
break;
case 1: cr = max(16, dist(cx, cy, x, y)); break;
case 2: rx1 = min(x, rx2 - 16); ry1 = min(y, ry2 - 16); break;
case 3: rx2 = max(x, rx1 + 16); ry1 = min(y, ry2 - 16); break;
case 4: rx1 = min(x, rx2 - 16); ry2 = max(y, ry1 + 16); break;
case 5: rx2 = max(x, rx1 + 16); ry2 = max(y, ry1 + 16); break;
case 6: ry1 = min(y, ry2 - 16); break;
case 7: ry2 = max(y, ry1 + 16); break;
case 8: rx1 = min(x, rx2 - 16); break;
case 9: rx2 = max(x, rx1 + 16); break;
case 10:
rx1 += x - hx;
ry1 += y - hy;
rx2 += x - hx;
ry2 += y - hy;
qx = mx - hx;
qy = my - hy;
break;
}
}
//
var co = r2c(rx1, ry1, rx2, ry2, cx, cy, cr);
context.strokeStyle = co ? "red" : "blue";
context.strokeCircle(cx, cy, cr);
context.strokeCircle(cx, cy, 1);
context.strokeRect(rx1, ry1, rx2 - rx1, ry2 - ry1);
if (!co) {
x = clamp(cx, rx1, rx2);
y = clamp(cy, ry1, ry2);
context.strokeCircle(x, y, 4);
var dx = x - cx;
var dy = y - cy;
var dd = Math.sqrt(dx * dx + dy * dy);
var csx = cx + dx / dd * cr;
var csy = cy + dy / dd * cr;
context.strokeCircle(csx, csy, 4);
//
context.beginPath();
context.moveTo(x, y);
context.lineTo(csx, csy);
context.closePath();
context.stroke();
}
//
if (over >= 0 && !dragging) {
context.strokeStyle = "red";
context.strokeCircle(hx, hy, hr);
}
}
var interval = null;
var redraw = false;
function update() {
if (redraw) {
redraw = false;
render();
}
}
function hp(i, x, y, c) {
if (p2c(mx, my, x, y, hr)) {
hx = x;
hy = y;
over = i;
canvas.style.cursor = c || "move";
return true;
} else return false;
}
function handleMouse(e) {
mx = e.offsetX;
my = e.offsetY;
if (!dragging) {
var cdx = mx - cx;
var cdy = my - cy;
var cd = dist(mx, my, cx, cy);
var cex = cx + cdx / cd * cr;
var cey = cy + cdy / cd * cr;
if (!((cd < cr - hr && hp(0, mx, my))
|| hp(1, cex, cey)
|| hp(2, rx1, ry1, "nw-resize")
|| hp(3, rx2, ry1, "ne-resize")
|| hp(4, rx1, ry2, "sw-resize")
|| hp(5, rx2, ry2, "se-resize")
|| hp(6, clamp(mx, rx1, rx2), ry1, "n-resize")
|| hp(7, clamp(mx, rx1, rx2), ry2, "s-resize")
|| hp(8, rx1, clamp(my, ry1, ry2), "w-resize")
|| hp(9, rx2, clamp(my, ry1, ry2), "e-resize")
|| hp(10, clamp(mx, rx1, rx2), clamp(my, ry1, ry2))
)) {
canvas.style.cursor = "";
over = -1;
}
}
}
canvas.onmousemove = function(e) {
handleMouse(e);
redraw = true;
}
canvas.onmousedown = function(e) {
e.preventDefault();
handleMouse(e);
if (over >= 0) {
dragging = true;
qx = mx - hx;
qy = my - hy;
redraw = true;
}
}
canvas.onmouseup = function(e) {
handleMouse(e);
if (dragging) {
dragging = false;
over = -1;
redraw = true;
}
}
canvas.onmouseover = function(_) {
if (interval == null) interval = setInterval(update, 10);
}
canvas.onmouseout = function(_) {
if (interval != null) {
clearInterval(interval);
interval = null;
}
}
render();
</script>
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这是一篇关于矩形与圆形区域碰撞检测的文章。虽然这常常被认为很复杂,但实际上却相当简单。