//圆与矩形 public static bool RadiusToRectangle(CollRadius CollA, CollRectange CollB) { //长轴距离过滤 if (Vector2.Distance(CollA.GetV2Pos(), CollB.GetV2Pos()) > CollB.GetLength() + CollA.Radius) { return(false); } //获得圆相对矩形中心的相对坐标 float newRx = CollA.x - CollB.x; float newRy = CollA.y - CollB.y; if (Mathf.RoundToInt(CollB.GetCalRotate()) != 0) { //计算最新角度(与X轴的角度),同数学X Y轴 以矩形中心为坐标中心 float rotate = Mathf.Atan((CollB.y - CollA.y) / (CollB.x - CollA.x)) * Mathf.Rad2Deg; float newrot = rotate - CollB.GetCalRotate(); //减去矩形旋转角度 与矩形同时旋转对应的角度 float distance = Vector2.Distance(CollA.GetV2Pos(), CollB.GetV2Pos()); //圆相对矩形的 x y newRx = Mathf.Cos(newrot * Mathf.Deg2Rad) * distance; newRy = Mathf.Sin(newrot * Mathf.Deg2Rad) * distance; } //矩形 与圆 相交公式 获得在矩形 x y范围内 与圆心最近的点 float dx = Mathf.Min(newRx, CollB.width * 0.5f); float dx1 = Mathf.Max(dx, -CollB.width * 0.5f); float dy = Mathf.Min(newRy, CollB.height * 0.5f); float dy1 = Mathf.Max(dy, -CollB.height * 0.5f); return((dx1 - newRx) * (dx1 - newRx) + (dy1 - newRy) * (dy1 - newRy) <= CollA.Radius * CollA.Radius); }
//矩形与扇形(分离轴 三角形碰撞) public static bool RectangleToSector(CollRectange CollA, CollSector CollB) { //长轴距离过滤 if (Vector2.Distance(CollA.GetV2Pos(), CollB.GetV2Pos()) > CollB.outCircle + CollA.GetLength()) { return(false); } //扇形两个顶点 float angle = CollB.angle + CollB.GetCalRotate(); float x1 = CollB.x + Mathf.Cos(angle * 0.5f * Mathf.Deg2Rad); float y1 = CollB.y + Mathf.Sin(angle * 0.5f * Mathf.Deg2Rad); float x2 = CollB.x + Mathf.Cos(-angle * 0.5f * Mathf.Deg2Rad); float y2 = CollB.y + Mathf.Sin(-angle * 0.5f * Mathf.Deg2Rad); //三角形三个顶点 Vector2[] secPos = new Vector2[] { CollB.GetV2Pos(), new Vector2(x1, y1), new Vector2(x2, y2) }; //三角形三条中轴 //Vector2[] secAxies = new Vector2[] { GetV2Nor(secPos[0] - secPos[1]), GetV2Nor(secPos[0] - secPos[2]), GetV2Nor(secPos[1] - secPos[2]) }; //矩形四个顶点 float rectR = CollA.extents.magnitude; float rotate = Mathf.Atan((CollA.width * 0.5f) / (CollA.height * 0.5f)) * Mathf.Rad2Deg + CollA.GetCalRotate(); float x = Mathf.Cos(rotate) * rectR; float y = Mathf.Sin(rotate) * rectR; Vector2[] rectPos = new Vector2[] { new Vector2(CollA.x + x, CollA.y + y), new Vector2(CollA.x + x, CollA.y - y), new Vector2(CollA.x - x, CollA.y + y), new Vector2(CollA.x - x, CollA.y - y) }; //矩形中轴 //Vector2[] rectAxies = new Vector2[] { GetV2Nor(secPos[0] - secPos[1]), GetV2Nor(secPos[0] - secPos[3]), GetV2Nor(secPos[1] - secPos[2]),GetV2Nor(secPos[2] - secPos[3]) }; Vector2[] axises = new Vector2[] { GetV2Nor(secPos[0] - secPos[1]), GetV2Nor(secPos[0] - secPos[2]), GetV2Nor(secPos[1] - secPos[2]), GetV2Nor(secPos[0] - secPos[1]), GetV2Nor(secPos[0] - secPos[3]), GetV2Nor(secPos[1] - secPos[2]), GetV2Nor(secPos[2] - secPos[3]) }; for (int i = 0, len = axises.Length; i < len; i++) { var axis = axises[i]; Vector2 proA = GetProjection(axis, secPos); Vector2 proB = GetProjection(axis, rectPos); if (IsOverlay(proA, proB)) { return(false); } } return(true); }