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

下面是我的C代码,用于解决球体和非轴对齐的盒子之间的碰撞。它依赖于我自己的几个库例程,但它可能对某些人有用。我在游戏中使用了它,效果非常好。

float physicsProcessCollisionBetweenSelfAndActorRect(SPhysics *self, SPhysics *actor)
{
    float diff = 99999;

    SVector relative_position_of_circle = getDifference2DBetweenVectors(&self->worldPosition, &actor->worldPosition);
    rotateVector2DBy(&relative_position_of_circle, -actor->axis.angleZ); // This aligns the coord system so the rect becomes an AABB

    float x_clamped_within_rectangle = relative_position_of_circle.x;
    float y_clamped_within_rectangle = relative_position_of_circle.y;
    LIMIT(x_clamped_within_rectangle, actor->physicsRect.l, actor->physicsRect.r);
    LIMIT(y_clamped_within_rectangle, actor->physicsRect.b, actor->physicsRect.t);

    // Calculate the distance between the circle's center and this closest point
    float distance_to_nearest_edge_x = relative_position_of_circle.x - x_clamped_within_rectangle;
    float distance_to_nearest_edge_y = relative_position_of_circle.y - y_clamped_within_rectangle;

    // If the distance is less than the circle's radius, an intersection occurs
    float distance_sq_x = SQUARE(distance_to_nearest_edge_x);
    float distance_sq_y = SQUARE(distance_to_nearest_edge_y);
    float radius_sq = SQUARE(self->physicsRadius);
    if(distance_sq_x + distance_sq_y < radius_sq)   
    {
        float half_rect_w = (actor->physicsRect.r - actor->physicsRect.l) * 0.5f;
        float half_rect_h = (actor->physicsRect.t - actor->physicsRect.b) * 0.5f;

        CREATE_VECTOR(push_vector);         

        // If we're at one of the corners of this object, treat this as a circular/circular collision
        if(fabs(relative_position_of_circle.x) > half_rect_w && fabs(relative_position_of_circle.y) > half_rect_h)
        {
            SVector edges;
            if(relative_position_of_circle.x > 0) edges.x = half_rect_w; else edges.x = -half_rect_w;
            if(relative_position_of_circle.y > 0) edges.y = half_rect_h; else edges.y = -half_rect_h;   

            push_vector = relative_position_of_circle;
            moveVectorByInverseVector2D(&push_vector, &edges);

            // We now have the vector from the corner of the rect to the point.
            float delta_length = getVector2DMagnitude(&push_vector);
            float diff = self->physicsRadius - delta_length; // Find out how far away we are from our ideal distance

            // Normalise the vector
            push_vector.x /= delta_length;
            push_vector.y /= delta_length;
            scaleVector2DBy(&push_vector, diff); // Now multiply it by the difference
            push_vector.z = 0;
        }
        else // Nope - just bouncing against one of the edges
        {
            if(relative_position_of_circle.x > 0) // Ball is to the right
                push_vector.x = (half_rect_w + self->physicsRadius) - relative_position_of_circle.x;
            else
                push_vector.x = -((half_rect_w + self->physicsRadius) + relative_position_of_circle.x);

            if(relative_position_of_circle.y > 0) // Ball is above
                push_vector.y = (half_rect_h + self->physicsRadius) - relative_position_of_circle.y;
            else
                push_vector.y = -((half_rect_h + self->physicsRadius) + relative_position_of_circle.y);

            if(fabs(push_vector.x) < fabs(push_vector.y))
                push_vector.y = 0;
            else
                push_vector.x = 0;
        }

        diff = 0; // Cheat, since we don't do anything with the value anyway
        rotateVector2DBy(&push_vector, actor->axis.angleZ);
        SVector *from = &self->worldPosition;       
        moveVectorBy2D(from, push_vector.x, push_vector.y);
    }   
    return diff;
}

其他回答

我为处理形状创建了类 希望你喜欢

public class Geomethry {
  public static boolean intersectionCircleAndRectangle(int circleX, int circleY, int circleR, int rectangleX, int rectangleY, int rectangleWidth, int rectangleHeight){
    boolean result = false;

    float rectHalfWidth = rectangleWidth/2.0f;
    float rectHalfHeight = rectangleHeight/2.0f;

    float rectCenterX = rectangleX + rectHalfWidth;
    float rectCenterY = rectangleY + rectHalfHeight;

    float deltax = Math.abs(rectCenterX - circleX);
    float deltay = Math.abs(rectCenterY - circleY);

    float lengthHypotenuseSqure = deltax*deltax + deltay*deltay;

    do{
        // check that distance between the centerse is more than the distance between the circumcircle of rectangle and circle
        if(lengthHypotenuseSqure > ((rectHalfWidth+circleR)*(rectHalfWidth+circleR) + (rectHalfHeight+circleR)*(rectHalfHeight+circleR))){
            //System.out.println("distance between the centerse is more than the distance between the circumcircle of rectangle and circle");
            break;
        }

        // check that distance between the centerse is less than the distance between the inscribed circle
        float rectMinHalfSide = Math.min(rectHalfWidth, rectHalfHeight);
        if(lengthHypotenuseSqure < ((rectMinHalfSide+circleR)*(rectMinHalfSide+circleR))){
            //System.out.println("distance between the centerse is less than the distance between the inscribed circle");
            result=true;
            break;
        }

        // check that the squares relate to angles
        if((deltax > (rectHalfWidth+circleR)*0.9) && (deltay > (rectHalfHeight+circleR)*0.9)){
            //System.out.println("squares relate to angles");
            result=true;
        }
    }while(false);

    return result;
}

public static boolean intersectionRectangleAndRectangle(int rectangleX, int rectangleY, int rectangleWidth, int rectangleHeight, int rectangleX2, int rectangleY2, int rectangleWidth2, int rectangleHeight2){
    boolean result = false;

    float rectHalfWidth = rectangleWidth/2.0f;
    float rectHalfHeight = rectangleHeight/2.0f;
    float rectHalfWidth2 = rectangleWidth2/2.0f;
    float rectHalfHeight2 = rectangleHeight2/2.0f;

    float deltax = Math.abs((rectangleX + rectHalfWidth) - (rectangleX2 + rectHalfWidth2));
    float deltay = Math.abs((rectangleY + rectHalfHeight) - (rectangleY2 + rectHalfHeight2));

    float lengthHypotenuseSqure = deltax*deltax + deltay*deltay;

    do{
        // check that distance between the centerse is more than the distance between the circumcircle
        if(lengthHypotenuseSqure > ((rectHalfWidth+rectHalfWidth2)*(rectHalfWidth+rectHalfWidth2) + (rectHalfHeight+rectHalfHeight2)*(rectHalfHeight+rectHalfHeight2))){
            //System.out.println("distance between the centerse is more than the distance between the circumcircle");
            break;
        }

        // check that distance between the centerse is less than the distance between the inscribed circle
        float rectMinHalfSide = Math.min(rectHalfWidth, rectHalfHeight);
        float rectMinHalfSide2 = Math.min(rectHalfWidth2, rectHalfHeight2);
        if(lengthHypotenuseSqure < ((rectMinHalfSide+rectMinHalfSide2)*(rectMinHalfSide+rectMinHalfSide2))){
            //System.out.println("distance between the centerse is less than the distance between the inscribed circle");
            result=true;
            break;
        }

        // check that the squares relate to angles
        if((deltax > (rectHalfWidth+rectHalfWidth2)*0.9) && (deltay > (rectHalfHeight+rectHalfHeight2)*0.9)){
            //System.out.println("squares relate to angles");
            result=true;
        }
    }while(false);

    return result;
  } 
}

球面和矩形相交于IIF 圆心和矩形的一个顶点之间的距离小于球体的半径 或 圆心与矩形的一条边之间的距离小于球面的半径([点线距离]) 或 圆的中心在矩形的内部 一点上距离:

P1 = [x1,y1]
P2 = [x2,y2]
Distance = sqrt(abs(x1 - x2)+abs(y1-y2))

点线路距离:

L1 = [x1,y1],L2 = [x2,y2] (two points of your line, ie the vertex points)
P1 = [px,py] some point

Distance d =  abs( (x2-x1)(y1-py)-(x1-px)(y2-y1) ) / Distance(L1,L2)

矩形内圆中心: 采用分离轴的方法:如果存在一个投影到一条直线上,将矩形与点分开,它们就不相交

您将点投影在平行于矩形边的直线上,然后可以很容易地确定它们是否相交。如果它们不在所有4个投影上相交,它们(点和矩形)就不能相交。

你只需要内积(x= [x1,x2],y = [y1,y2],x *y = x1*y1 + x2*y2)

你的测试应该是这样的:

//rectangle edges: TL (top left), TR (top right), BL (bottom left), BR (bottom right)
//point to test: POI

seperated = false
for egde in { {TL,TR}, {BL,BR}, {TL,BL},{TR-BR} }:  // the edges
    D = edge[0] - edge[1]
    innerProd =  D * POI
    Interval_min = min(D*edge[0],D*edge[1])
    Interval_max = max(D*edge[0],D*edge[1])
    if not (  Interval_min ≤ innerProd ≤  Interval_max ) 
           seperated = true
           break  // end for loop 
    end if
end for
if (seperated is true)    
      return "no intersection"
else 
      return "intersection"
end if

它没有假设一个轴对齐的矩形,并且很容易扩展用于测试凸集之间的交集。

对于那些需要用SQL在地理坐标中计算圆/矩形碰撞的人, 这是我在oracle 11中实现的e.James建议算法。

在输入中,它需要圆坐标,圆半径km和矩形的两个顶点坐标:

CREATE OR REPLACE FUNCTION "DETECT_CIRC_RECT_COLLISION"
(
    circleCenterLat     IN NUMBER,      -- circle Center Latitude
    circleCenterLon     IN NUMBER,      -- circle Center Longitude
    circleRadius        IN NUMBER,      -- circle Radius in KM
    rectSWLat           IN NUMBER,      -- rectangle South West Latitude
    rectSWLon           IN NUMBER,      -- rectangle South West Longitude
    rectNELat           IN NUMBER,      -- rectangle North Est Latitude
    rectNELon           IN NUMBER       -- rectangle North Est Longitude
)
RETURN NUMBER
AS
    -- converts km to degrees (use 69 if miles)
    kmToDegreeConst     NUMBER := 111.045;

    -- Remaining rectangle vertices 
    rectNWLat   NUMBER;
    rectNWLon   NUMBER;
    rectSELat   NUMBER;
    rectSELon   NUMBER;

    rectHeight  NUMBER;
    rectWIdth   NUMBER;

    circleDistanceLat   NUMBER;
    circleDistanceLon   NUMBER;
    cornerDistanceSQ    NUMBER;

BEGIN
    -- Initialization of remaining rectangle vertices  
    rectNWLat := rectNELat;
    rectNWLon := rectSWLon;
    rectSELat := rectSWLat;
    rectSELon := rectNELon;

    -- Rectangle sides length calculation
    rectHeight := calc_distance(rectSWLat, rectSWLon, rectNWLat, rectNWLon);
    rectWidth := calc_distance(rectSWLat, rectSWLon, rectSELat, rectSELon);

    circleDistanceLat := abs( (circleCenterLat * kmToDegreeConst) - ((rectSWLat * kmToDegreeConst) + (rectHeight/2)) );
    circleDistanceLon := abs( (circleCenterLon * kmToDegreeConst) - ((rectSWLon * kmToDegreeConst) + (rectWidth/2)) );

    IF circleDistanceLon > ((rectWidth/2) + circleRadius) THEN
        RETURN -1;   --  -1 => NO Collision ; 0 => Collision Detected
    END IF;

    IF circleDistanceLat > ((rectHeight/2) + circleRadius) THEN
        RETURN -1;   --  -1 => NO Collision ; 0 => Collision Detected
    END IF;

    IF circleDistanceLon <= (rectWidth/2) THEN
        RETURN 0;   --  -1 => NO Collision ; 0 => Collision Detected
    END IF;

    IF circleDistanceLat <= (rectHeight/2) THEN
        RETURN 0;   --  -1 => NO Collision ; 0 => Collision Detected
    END IF;


    cornerDistanceSQ := POWER(circleDistanceLon - (rectWidth/2), 2) + POWER(circleDistanceLat - (rectHeight/2), 2);

    IF cornerDistanceSQ <=  POWER(circleRadius, 2) THEN
        RETURN 0;  --  -1 => NO Collision ; 0 => Collision Detected
    ELSE
        RETURN -1;  --  -1 => NO Collision ; 0 => Collision Detected
    END IF;

    RETURN -1;  --  -1 => NO Collision ; 0 => Collision Detected
END;    

为我工作(只工作时,矩形的角度是180)

function intersects(circle, rect) {
  let left = rect.x + rect.width > circle.x - circle.radius;
  let right = rect.x < circle.x + circle.radius;
  let top = rect.y < circle.y + circle.radius;
  let bottom = rect.y + rect.height > circle.y - circle.radius;
  return left && right && bottom && top;
}

有效,一周前才发现,现在才开始测试。

double theta = Math.atan2(cir.getX()-sqr.getX()*1.0,
                          cir.getY()-sqr.getY()*1.0); //radians of the angle
double dBox; //distance from box to edge of box in direction of the circle

if((theta >  Math.PI/4 && theta <  3*Math.PI / 4) ||
   (theta < -Math.PI/4 && theta > -3*Math.PI / 4)) {
    dBox = sqr.getS() / (2*Math.sin(theta));
} else {
    dBox = sqr.getS() / (2*Math.cos(theta));
}
boolean touching = (Math.abs(dBox) >=
                    Math.sqrt(Math.pow(sqr.getX()-cir.getX(), 2) +
                              Math.pow(sqr.getY()-cir.getY(), 2)));