我可以使用AABB方法来检测碰撞,这很容易且便宜,但我想要实现OBB以获得更高的准确性,因此我在模型初始化时创建了由8个边界顶点和中心组成的包围盒。每一帧,我都会使用变换矩阵将所有顶点转换为适合定向包围盒的形式,但我无法理解如何检测两个OBB之间的碰撞,并且我找不到一个简化和清晰的教程,以编码视角而不是数学视角来解释算法,因为我不是数学家。
如果我有
struct Box {
glm::vec3 vertices[8];
Box() {
for (int i = 0; i < 8; i++) {
vertices[i] = glm::vec3(0);
}
}
glm::vec3 max;
glm::vec3 min;
glm::vec3 origin;
void reCompute() {
max = vertices[0];
min = vertices[0];
for (int i = 1; i < 8; i++) {
max.x = max.x > vertices[i].x ? max.x : vertices[i].x;
max.y = max.y > vertices[i].y ? max.y : vertices[i].y;
max.z = max.z > vertices[i].z ? max.z : vertices[i].z;
min.x = min.x < vertices[i].x ? min.x : vertices[i].x;
min.y = min.y < vertices[i].y ? min.y : vertices[i].y;
min.z = min.z < vertices[i].z ? min.z : vertices[i].z;
}
origin = glm::vec3((max.x + min.x) / 2.0f, (max.y + min.y) / 2.0f, (max.z + min.z) / 2.0f);
}
//AABB intersection
bool intersects(const Box &b) const {
return (min.x < b.max.x) && (max.x > b.min.x) && (min.y < b.max.y) && (max.y > b.min.y) && (min.z < b.max.z) && (max.z > b.min.z) && *this != b;
}
bool operator==(const Box& b) const {
return (max.x == b.max.x && max.y == b.max.y && max.z == b.max.z && min.x == b.min.x && min.y == b.min.y && min.z == b.min.z);
}
bool operator!=(const Box& b) const {
return (max.x != b.max.x) || (max.y != b.max.y) || (max.z != b.max.z) || (min.x != b.min.x) || (min.y != b.min.y) || (min.z != b.min.z);
}
};
在模型初始化时,我创建了这个盒子。
box.vertices[0] = glm::vec3(meshMinX, meshMinY, meshMinZ);
box.vertices[1] = glm::vec3(meshMaxX, meshMinY, meshMinZ);
box.vertices[2] = glm::vec3(meshMinX, meshMaxY, meshMinZ);
box.vertices[3] = glm::vec3(meshMaxX, meshMaxY, meshMinZ);
box.vertices[4] = glm::vec3(meshMinX, meshMinY, meshMaxZ);
box.vertices[5] = glm::vec3(meshMaxX, meshMinY, meshMaxZ);
box.vertices[6] = glm::vec3(meshMinX, meshMaxY, meshMaxZ);
box.vertices[7] = glm::vec3(meshMaxX, meshMaxY, meshMaxZ);
每一帧都使用模型的变换矩阵重新计算包围盒。
for (int n = 0; n < 8; n++) {
boxs[j].vertices[n] = glm::vec3(matrix * glm::vec4(box.vertices[n], 1));
}
boxs[j].reCompute();