Java 二维多边形 - 多边形碰撞检测

Java 2D Polygon - Polygon Collision Detection

最近我一直在使用 Polygon class 来创建小行星以及子弹和宇宙飞船。我目前正在尝试为程序创建碰撞检测,但是碰撞检测似乎只在大约 1/5 的时间内起作用(没有模式显示它为什么起作用)。

这是代码.. 创建多边形:

void renderPoly() {   
    int j;
    int s = sides;
    double r, angle;
    int x, y;

    for (j = 0; j < s; j++) {
        angle = 2 * Math.PI / s * j;
        r = MIN_ROCK_SIZE + (int) (Math.random() * (MAX_ROCK_SIZE - MIN_ROCK_SIZE));
        x = (int) (r * Math.cos(angle));
        y = (int) (r * -Math.sin(angle));

        cOM[0] += x;
        cOM[1] += y;
        pointData[j][0] = x;
        pointData[j][1] = y;
    }

    cOM[0] /= asteroidShape.npoints;
    cOM[1] /= asteroidShape.npoints;

    for (int i = 0; i < asteroidShape.npoints; i++) {
        pointData[i][0] += cOM[0];
        pointData[i][1] += cOM[1];
    }    
}

旋转和移动多边形:

void move() {    
    int x, y, i;
    //change rotation
    theta += rotVel;

    //change x
    asteroidData[0] += deltaX;

    //change y
    asteroidData[1] += deltaY;

    for (i = 0; i < asteroidShape.npoints; i++) {

        x = (int) (pointData[i][0] * Math.cos(theta) - pointData[i][1] * Math.sin(theta) );
        y = (int) (pointData[i][0] * Math.sin(theta) + pointData[i][1] * Math.cos(theta) );

        asteroidShape.xpoints[i] = x + asteroidData[0];
        asteroidShape.ypoints[i] = y + asteroidData[1];

        asteroidShape.invalidate();
    }
}

检查是否碰到子弹:

    boolean hitBullet(Bullet b) {
    this.asteroidShape.invalidate();
    for (int i = 0; i < b.bulletShape.npoints; i++) 
        if (this.asteroidShape.contains(b.bulletShape.xpoints[i], b.bulletShape.ypoints[i]) )
            return true;

    for (int j = 0; j < this.asteroidShape.npoints; j++)
        if (b.bulletShape.contains(this.asteroidShape.xpoints[j], this.asteroidShape.ypoints[j]) )
            return true;

    return false;

}

(除了构造函数需要一个ship对象外ship方法是一样的)

以及在 'game' class 中调用它的循环:

    for (int i = 0; i < aArray.length-1; i++) {
    if (aArray[i] != null) {

        for (int j = 0; j < bArray.length-1; j++) {
            if (bArray[j] != null) {

                if (aArray[i].hitBullet(bArray[j])) {
                    aArray[i] = null;
                    bArray[j] = null;
                    i = aArray.length-1;
                    j = bArray.length-1;
                }

            }
            else {
                i = aArray.length-1;
                j = bArray.length-1;
            }
        }

    }
    else {
        i = aArray.length-1;
    }
}

我一直在寻找替代解决方案,例如分离轴定理,但是我有时确实有凸多边形,并且由于此方法 (.contains()) 已经存在,所以我想使用它。

任何帮助将不胜感激,谢谢!

我发现解决此问题的简单方法是将 Shapes(在您的情况下为多边形 (2D?))转换为 Areas。您可以使用 Area.intersect(Area) 查看两个区域是否发生碰撞