libgdx 中 BoundingBox 和 Sphere 之间的碰撞检测

Collision detection between a BoundingBox and a Sphere in libgdx(libgdx 中 BoundingBox 和 Sphere 之间的碰撞检测)
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问题描述

在我的 libgdx 游戏中,我有用于地图和玩家对象的 3D 边界框和球体.我想计算它们是否相互碰撞,以便正确模拟这些物体的运动.我可以使用什么方法来计算这些对象是否碰撞/相交?

In my libgdx game I have 3D BoundingBoxes and Spheres for map and player objects. I want to calculate whether they collide with each other in order to properly simulate the motion of these objects. What method can I use to calculate whether these objects collide/intersect?

推荐答案

可以使用以下方法:

public static boolean intersectsWith(BoundingBox boundingBox, Sphere sphere) {
    float dmin = 0;

    Vector3 center = sphere.center;
    Vector3 bmin = boundingBox.getMin();
    Vector3 bmax = boundingBox.getMax();

    if (center.x < bmin.x) {
        dmin += Math.pow(center.x - bmin.x, 2);
    } else if (center.x > bmax.x) {
        dmin += Math.pow(center.x - bmax.x, 2);
    }

    if (center.y < bmin.y) {
        dmin += Math.pow(center.y - bmin.y, 2);
    } else if (center.y > bmax.y) {
        dmin += Math.pow(center.y - bmax.y, 2);
    }

    if (center.z < bmin.z) {
        dmin += Math.pow(center.z - bmin.z, 2);
    } else if (center.z > bmax.z) {
        dmin += Math.pow(center.z - bmax.z, 2);
    }

    return dmin <= Math.pow(sphere.radius, 2);
}

仿照

Box-Sphere 相交测试的简单方法吉姆·阿尔沃摘自图形宝石",学术出版社,1990 年

A Simple Method for Box-Sphere Intersection Testing by Jim Arvo from "Graphics Gems", Academic Press, 1990

可在此处找到示例 C 代码:http://www.realtimerendering.com/resources/GraphicsGems/gems/BoxSphere.c

The sample C code for which can be found here: http://www.realtimerendering.com/resources/GraphicsGems/gems/BoxSphere.c

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