2D多边形碰撞响应和刚体运动

时间:2014-03-11 03:19:27

标签: java game-physics rigid-bodies inertia

所以我已经意识到我正试图解决我可能或可能无法做到的巨大游戏障碍,但我已经在任何地方都能阅读2D碰撞响应,this pdf file就是我找到的最有益的东西。我有公式,我只是缺乏数学的概念性理解,知道这个大讨厌的公式应该在代码中看起来。

碰撞检测不是问题,我已经为此设计了一个系统,它工作正常。当Polygon与墙碰撞时,我无法弄清楚handleCollision()方法需要什么参数,在这种情况下是JFrame窗口的一侧。

我已将凹面“太空船”多边形设置为单个凸多边形的组合,我目前已经制作了工作方法来获取每个多边形的面积(由Module类表示)以及质心。小凸多边形的组合由Vessel类表示,我也可以通过平均其模块的质心及其面积来获得质心。

JPanel类:

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.KeyEvent;
import java.awt.event.MouseEvent;
import java.awt.event.MouseWheelEvent;
import java.awt.geom.Area;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;
import javax.swing.JPanel;

public class TPanel extends JPanel
{
    private static final long serialVersionUID = 1L;

    private int xBounds, yBounds;
    private Rectangle2D.Double cage;
    private Area bounds;
    private Vessel vessel;
    private ArrayList<Point2D.Double> stars;

    public TPanel(int x, int y, int res)
    {
        xBounds = x;
        yBounds = y;
        cage = new Rectangle2D.Double(xBounds / 3, yBounds / 3, xBounds / 3, yBounds / 3); //normally used as the boundaries for panning - not being used as of now
        vessel = new Vessel(new Point2D.Double(cage.x + cage.width / 2, cage.y + cage.height / 2));
        stars = new ArrayList<Point2D.Double>();

        bounds = new Area(new Rectangle2D.Double(-1, -1, xBounds + 2, yBounds + 2));
        bounds.subtract(new Area(new Rectangle2D.Double(0, 0, xBounds, yBounds))); // creates a thin border around the screen for collision checking

        for(int i = 0; i < 1000; i++) // random star locations to provide a background
        {
            stars.add(new Point2D.Double(Math.random() * xBounds, Math.random() * yBounds));
        }
    }

    public void paintComponent(Graphics arg0)
    {
        Graphics2D g = (Graphics2D) arg0;
        g.setColor(Color.black);
        g.fillRect(0, 0, xBounds, yBounds);
        g.setColor(Color.white);
        for(Point2D.Double l : stars)
        {
            g.drawLine((int)l.x, (int)l.y, (int)l.x, (int)l.y);
        }

        vessel.act(true, true, true);

        //I use area.intersect(Area a) to determine if the vessel is colliding with the boundaries
        Area i = vessel.getArea();
        i.intersect(bounds);
        if(!i.isEmpty())
        {
            /** What parameters do I need to use here to calulate the 
             * resulting velocity and angular velocity of the vessel
             * upon contact with one of the four boundary walls?
             * I know I need the normal vector perpendicular to the wall
             * that it is colliding with... How do I incorporate Chris Hecker's
             * formulas here?
             * 
             * for the Vessel:
             * 
             * Angular velocity :    vessel.aVelocity
             * Velocity         :    vessel.xVelocty; and vessel.yVelocity;
             * Centroid (Point2D.Double):    vessel.getCenter()
             * Moment of Inertia: vessel.getMOI()
             *     ****DO I NEED MOMENT OF INERTIA?*****
             * Mass             :    vessel.getMass()
             * 
             * how do I incorporate these variables to produce the realistic 
             * end-behavior of the spaceship after a collision with the wall
             * as illustrated in Chris Hecker's article?
             * 
             */







        }

        //THE AREA FOR PANNING HAS BEEN OMITTED - so I can try to get collisions working with the boundaries of the JFrame window
        /*
        boolean xMove = true;
        boolean yMove = true;
        if(p.x < cage.getMinX() || p.x > cage.getMaxX())
            xMove = false;
        if(p.y < cage.getMinY() || p.y > cage.getMaxY())
            yMove = false;
        Point2D.Double disp = vessel.act(xMove, yMove, true);
        for(Point2D.Double l : stars)
        {
            if(!xMove)
                l.x -= disp.x;
            if(!yMove)
                l.y -= disp.y;
        }
         */     

        for(Area a : vessel.getAreaModules())
        {
            g.setColor(Color.gray);
            g.fill(a);
            g.setColor(Color.lightGray);
            g.draw(a);
        }

        for(Module m : vessel.modules)
        {
            g.setColor(Color.cyan);
            g.fillOval((int)(m.getCenter().x * Tazzum.SCALE + vessel.loc.x) - 2, (int)(m.getCenter().y * Tazzum.SCALE + vessel.loc.y) - 2, 4, 4);
        }

        g.setColor(Color.yellow);
        g.fillOval((int)(vessel.getCenter().x * Tazzum.SCALE + vessel.loc.x) - 2, (int)(vessel.getCenter().y * Tazzum.SCALE + vessel.loc.y) - 2, 4, 4);

    }

    public double dotProduct(double a, double b, double theta)
    {
        return Math.abs(a) * Math.abs(b) * Math.sin(theta);
    }

    public void mouseClicked(MouseEvent e) {}
    public void mouseEntered(MouseEvent e) {}
    public void mouseExited(MouseEvent e) {}
    public void mousePressed(MouseEvent e) {}
    public void mouseReleased(MouseEvent e) {}
    public void keyPressed(KeyEvent e)
    {
        if(e.getKeyCode() == KeyEvent.VK_W)
        {
            vessel.throttle = 1;
            vessel.ignition = true;
        }
        else if(e.getKeyCode() == KeyEvent.VK_A)
        {
            vessel.torque = -1;
        }
        else if(e.getKeyCode() == KeyEvent.VK_D)
        {
            vessel.torque = 1;
        }
        else if(e.getKeyCode() == KeyEvent.VK_S)
        {
            vessel.aVelocity = 0.0;
        }
    }
    public void keyReleased(KeyEvent e)
    {
        if(e.getKeyCode() == KeyEvent.VK_W || e.getKeyCode() == KeyEvent.VK_S)
        {
            vessel.throttle = 0;
            vessel.ignition = false;
        }
        else if(e.getKeyCode() == KeyEvent.VK_A || e.getKeyCode() == KeyEvent.VK_D)
        {
            vessel.torque = 0;
        }
    }
    public void keyTyped(KeyEvent e) {}
    public void mouseDragged(MouseEvent e) {}
    public void mouseMoved(MouseEvent e) {}
    public void mouseWheelMoved(MouseWheelEvent e) {}

}

船只类:

import java.awt.geom.AffineTransform;
import java.awt.geom.Area;
import java.awt.geom.Point2D;
import java.util.ArrayList;
import java.util.Arrays;

public class Vessel
{
    public ArrayList<Module> modules;
    public Point2D.Double loc;
    public String name;
    public double xVelocity, yVelocity, aVelocity;
    public double accel, aAccel;
    private double dir;
    public int throttle, torque;
    public boolean ignition, steering;


    public Vessel(Point2D.Double p)
    {
        loc = p;
        name = "Vessel";
        xVelocity = 0.0;
        yVelocity = 0.0;
        aVelocity = 0.0;
        accel = 16;
        aAccel = 8;
        dir = Math.PI * 3 / 2;
        throttle = 0;
        torque = 0;
        ignition = false;
        modules = new ArrayList<Module>(
                Arrays.asList(
                        new Module(Module.BLOCK, 0, 1, 0, 0),
                        new Module(Module.BLOCK, 0, 1, 0, -1),
                        new Module(Module.EDGE, 3, 0.5, -1, 0.5),
                        new Module(Module.EDGE, 1, 0.5, 1, 0.5),
                        new Module(Module.WEDGE, 3, 0.125, -1, -0.5),
                        new Module(Module.WEDGE, 0, 0.125, 1, -0.5),
                        new Module(Module.WEDGE, 0, 0.125, 0.5, -2),
                        new Module(Module.WEDGE, 3, 0.125, -0.5, -2)
                        /*    
                         * Constructs a Vessel with modules put together in this orientation (roughly)
                         *         _ _
                         *        /_|_\
                         *       |     |
                         *       |_____|
                         *      /|     |\
                         *     | |_____| |
                         *     |_|     |_|
                         *     
                         *         ^^^
                         *     notice concavity
                         */

                        ));

    }

    public Point2D.Double act(boolean xMove, boolean yMove, boolean aMove)
    {
        double d = 0.0;
        Point2D.Double disp = new Point2D.Double();
        xVelocity += (throttle * accel * Tazzum.TIME_INCREMENT) * Math.cos(dir);
        yVelocity += (throttle * accel * Tazzum.TIME_INCREMENT) * Math.sin(dir);
        aVelocity += torque * aAccel * Tazzum.TIME_INCREMENT;
        disp.x = xVelocity * Tazzum.TIME_INCREMENT + (ignition ? 0.5 * accel *  Math.pow(Tazzum.TIME_INCREMENT, 2) : 0);
        disp.y = yVelocity * Tazzum.TIME_INCREMENT + (ignition ? 0.5 * accel *  Math.pow(Tazzum.TIME_INCREMENT, 2) : 0);


        //boolean checks to see if the window is panning to keep the spaceship where it is on the screen - while other objects are moving, making it look like the vessel is.
        if(xMove)
            loc.x += disp.x;
        if(yMove)
            loc.y += disp.y;
        if(aMove)
            d += aVelocity * Tazzum.TIME_INCREMENT + (torque != 0 ? 0.5 * aAccel * Math.pow(Tazzum.TIME_INCREMENT, 2) : 0);
        rotate(d, getCenter());
        return disp;
    }

    public void rotate(double t, Point2D.Double l)
    {
        for(Module m : modules)
            m.rotate(t, l);
        dir += t;
    }

    public Point2D.Double getCenter()
    {
        double x = 0.0;
        double y = 0.0;
        for(Module m : modules)
        {
            x += m.getCenter().x * m.density;
            y += m.getCenter().y * m.density;

        }
        x /= modules.size();
        y /= modules.size();
        return new Point2D.Double(x, y);
    }

    public ArrayList<Area> getAreaModules()
    {
        ArrayList<Area> arr = new ArrayList<Area>();
        AffineTransform at = new AffineTransform();
        at.translate(loc.x,  loc.y);
        at.scale(Tazzum.SCALE, Tazzum.SCALE); //scales the Area to the resolution of the screen before being painted
        Area a;
        for(Module m : modules)
        {
            a = new Area(at.createTransformedShape(m.shape));
            arr.add(a);
        }
        return arr;
    }

    public Area getArea()
    {
        Area a = new Area();
        for(Area b : getAreaModules())
            a.add(b);
        return a;
    }

    public double getMass()
    {
        double mass = 0.0;
        for(Module m : modules)
        {
            mass += m.getMass();
        }
        return mass;
    }

    public Point2D.Double getMOI() //moment of inertia for the concave spacecraft
    {
        Point2D.Double MOI = new Point2D.Double();
        for(Module m : modules)
        {
            MOI.x += m.getMOI().x;
            MOI.y += m.getMOI().y;
        }
        return MOI;
    }

}

和模块类:

import java.awt.Shape;
import java.awt.geom.AffineTransform;
import java.awt.geom.Arc2D;
import java.awt.geom.PathIterator;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.util.ArrayList;


public class Module
{
    //structural polygon layouts
    public static final Rectangle2D.Double BLOCK = new Rectangle2D.Double(-0.5, -0.5, 1, 1);
    public static final Rectangle2D.Double EDGE = new Rectangle2D.Double(-0.5, 0, 1, 0.5);
    public static final Polygon2D WEDGE = new Polygon2D(new double[]{-0.5, 0, -0.5}, new double[]{0, 0.5, 0.5}, 3);
    public static final Arc2D.Double ARC = new Arc2D.Double(-0.5, -0.5, 1, 1, 90, -90, Arc2D.PIE);

    public Shape shape;
    public double density;

    public Module(Shape s, int orientation, double d, double x, double y)
    {
        shape = s;
        density = d;
        AffineTransform at = new AffineTransform();
        at.translate(x, y);
        at.rotate(Math.PI / 2 * orientation);
        shape = at.createTransformedShape(shape);
    }

    public void rotate(double t, Point2D.Double l) // rotates the module by radians 'theta' about point 'l' with respect to the polygon's structural layout ^^^
    {
        AffineTransform at = new AffineTransform();
        at.rotate(t, l.x, l.y);
        shape = at.createTransformedShape(shape);
    }

    public Point2D.Double getCenter() // accurately goes through the PathIterator and averages points from the path to calculate the centroid of the shape
    {
        ArrayList<Point2D.Double> points = new ArrayList<Point2D.Double>();
        double[] arr = new double[6];
        for(PathIterator pi = shape.getPathIterator(null); !pi.isDone(); pi.next())
        {
            switch(pi.currentSegment(arr))
            {

            case PathIterator.SEG_LINETO :
                points.add(new Point2D.Double(arr[0], arr[1]));
                break;
            case PathIterator.SEG_CUBICTO :
                points.add(new Point2D.Double(arr[0], arr[1]));
                points.add(new Point2D.Double(arr[2], arr[3]));
                break;
            }
        }
        double cX = 0;
        double cY = 0;
        for(Point2D.Double p : points)
        {
            cX += p.x;
            cY += p.y;
        }
        return new Point2D.Double(cX / points.size() , cY / points.size());
    }

    public double getMass()
    {
        return density * Tazzum.SCALE;
    }

    public Point2D.Double getMOI() //calculate the moment of inertia for the polygon/Module
    {
        double height = shape.getBounds2D().getHeight() * Tazzum.SCALE;
        double width = shape.getBounds2D().getWidth() * Tazzum.SCALE;
        double xMOI = 0.0;
        double yMOI = 0.0;
        if(shape instanceof Rectangle2D) // moment of inertia for rectangular polygon
        {
            xMOI = width * Math.pow(height, 3) / 12;
            yMOI = Math.pow(width, 3) * height / 12;
        }
        else if(shape instanceof Polygon2D) //moment of inertia for a triangle (all Polygon2D objects instantiated are triangles as of now)
        {
            xMOI = width * Math.pow(height, 3) / 36;
            yMOI = width * Math.pow(height, 3) / 36;
        }
        else if(shape instanceof Arc2D) //moment of inertia for a quarter-circle
        {
            xMOI = (Math.PI / 16 - 4 / (9 * Math.PI)) * Math.pow(width, 3);
            yMOI = (Math.PI / 16 - 4 / (9 * Math.PI)) * Math.pow(width, 3);
        }

        return new Point2D.Double(xMOI, yMOI); //I'm using a Point2D.Double to unconventionally pass in two MOIs in case there's a Y-component
    }
}

如果您花时间分析我的情况 - 谢谢!希望你有办法解决这个难题。

1 个答案:

答案 0 :(得分:-1)

我知道这是一个特定于碰撞检测的问题,但我建议你查看JBox2D刚体物理库(你可以在这里找到:http://www.jbox2d.org/

我个人使用这个库,我非常喜欢它。我不知道你是否打算从头编写你的库,但如果你不是,那么JBox2D是一个伟大的解决方案。它是C ++ Box2D库的一个端口,它是众所周知的并且有很好的文档记录 - 在很多地方都可以找到使用它的C ++代码示例(不应该太难移植到Java)。一个很好的资源是iForce2D:http://www.iforce2d.net/b2dtut/

当然这些教程适用于C ++,但总体思路就在那里。

另外,我想建议(这与你提出的问题没有任何关系,但是因为我知道过去曾经有过Java2D的巨大性能问题的人)你会看到LWJGL和它的Java OpenGL绑定。我喜欢它,它使得更加美丽以及(相比之下)令人眼花缭乱的快速代码。不过,它确实有一些陡峭的学习曲线。 LWJGL还包含一个出色的键盘/鼠标接口以及用于音频的OpenAL绑定。这是LWJGL的主页:http://lwjgl.org/

我希望这有帮助!

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