如何分辨圆和矩形在二维欧几里得空间中是否相交?(即经典二维几何)
当前回答
这是最快的解决方案:
public static boolean intersect(Rectangle r, Circle c)
{
float cx = Math.abs(c.x - r.x - r.halfWidth);
float xDist = r.halfWidth + c.radius;
if (cx > xDist)
return false;
float cy = Math.abs(c.y - r.y - r.halfHeight);
float yDist = r.halfHeight + c.radius;
if (cy > yDist)
return false;
if (cx <= r.halfWidth || cy <= r.halfHeight)
return true;
float xCornerDist = cx - r.halfWidth;
float yCornerDist = cy - r.halfHeight;
float xCornerDistSq = xCornerDist * xCornerDist;
float yCornerDistSq = yCornerDist * yCornerDist;
float maxCornerDistSq = c.radius * c.radius;
return xCornerDistSq + yCornerDistSq <= maxCornerDistSq;
}
注意执行顺序,一半的宽度/高度是预先计算好的。此外,平方是“手动”完成的,以节省一些时钟周期。
其他回答
这里有一个快速的单行测试:
if (length(max(abs(center - rect_mid) - rect_halves, 0)) <= radius ) {
// They intersect.
}
这是轴对齐的情况,其中rect_二分之一是一个正向量,从矩形的中间指向一个角。length()中的表达式是一个从矩形中心到最近点的增量向量。这适用于任何维度。
稍微改进一下e。james的回答:
double dx = abs(circle.x - rect.x) - rect.w / 2,
dy = abs(circle.y - rect.y) - rect.h / 2;
if (dx > circle.r || dy > circle.r) { return false; }
if (dx <= 0 || dy <= 0) { return true; }
return (dx * dx + dy * dy <= circle.r * circle.r);
这就减去了一次,而不是最多减去三次。
def colision(rect, circle):
dx = rect.x - circle.x
dy = rect.y - circle.y
distance = (dy**2 + dx**2)**0.5
angle_to = (rect.angle + math.atan2(dx, dy)/3.1415*180.0) % 360
if((angle_to>135 and angle_to<225) or (angle_to>0 and angle_to<45) or (angle_to>315 and angle_to<360)):
if distance <= circle.rad/2.+((rect.height/2.0)*(1.+0.5*abs(math.sin(angle_to*math.pi/180.)))):
return True
else:
if distance <= circle.rad/2.+((rect.width/2.0)*(1.+0.5*abs(math.cos(angle_to*math.pi/180.)))):
return True
return False
假设你有矩形的四条边,检查从这些边到圆心的距离,如果小于半径,那么这些形状是相交的。
if sqrt((rectangleRight.x - circleCenter.x)^2 +
(rectangleBottom.y - circleCenter.y)^2) < radius
// then they intersect
if sqrt((rectangleRight.x - circleCenter.x)^2 +
(rectangleTop.y - circleCenter.y)^2) < radius
// then they intersect
if sqrt((rectangleLeft.x - circleCenter.x)^2 +
(rectangleTop.y - circleCenter.y)^2) < radius
// then they intersect
if sqrt((rectangleLeft.x - circleCenter.x)^2 +
(rectangleBottom.y - circleCenter.y)^2) < radius
// then they intersect
下面是修改后的代码100%工作:
public static bool IsIntersected(PointF circle, float radius, RectangleF rectangle)
{
var rectangleCenter = new PointF((rectangle.X + rectangle.Width / 2),
(rectangle.Y + rectangle.Height / 2));
var w = rectangle.Width / 2;
var h = rectangle.Height / 2;
var dx = Math.Abs(circle.X - rectangleCenter.X);
var dy = Math.Abs(circle.Y - rectangleCenter.Y);
if (dx > (radius + w) || dy > (radius + h)) return false;
var circleDistance = new PointF
{
X = Math.Abs(circle.X - rectangle.X - w),
Y = Math.Abs(circle.Y - rectangle.Y - h)
};
if (circleDistance.X <= (w))
{
return true;
}
if (circleDistance.Y <= (h))
{
return true;
}
var cornerDistanceSq = Math.Pow(circleDistance.X - w, 2) +
Math.Pow(circleDistance.Y - h, 2);
return (cornerDistanceSq <= (Math.Pow(radius, 2)));
}
Bassam Alugili