问题
I am building a 2D game in XNA using C#, and I am using sprites that will track the player's position and rotate accordingly in the spritebatch.Draw() method. I am now trying to implement per-pixel collision detection, and I believe that the rotation of the sprites is throwing it off. The collision checks are as follows.
private bool collision(Rectangle object1, Color[,] dataA, Rectangle object2, Color[,] dataB)
{
if (object1.Bottom < object2.Top)
return perPixel(object1, dataA, object2, dataB);
if (object1.Top > object2.Bottom)
return perPixel(object1, dataA, object2, dataB);
if (object1.Left > object2.Right)
return perPixel(object1, dataA, object2, dataB);
if (object1.Right < object2.Left)
return perPixel(object1, dataA, object2, dataB);
return true;
}
private bool perPixel(Rectangle object1, Color[,] dataA, Rectangle object2, Color[,] dataB)
{
//Bounds of collision
int top = Math.Max(object1.Top, object2.Top);
int bottom = Math.Min(object1.Bottom, object2.Bottom);
int left = Math.Max(object1.Left, object2.Left);
int right = Math.Min(object1.Right, object2.Right);
//Check every pixel
for (int y = top; y < bottom; y++)
{
for (int x = left; x < right; x++)
{
Color colourA = dataA[x, y];
Color colourB = dataB[x, y];
if (colourA.A != 0 && colourB.A != 0)
{
return true;
}
}
}
return false;
}
Only one of the sets of sprites being checked against will be rotated, if that will help.
回答1:
I faced a very similar problem , when i was doing collision detection on a rotated sprited. What i basically did was rotate the rectangle bounding the sprite by an angle theta , here theta was the angle passed in the rotation parameter of spriteBatch.Draw()
A very naive implementation of what i am saying is.
for each X in RectangleofSpriteToBeRotated{
for each Y in RectangleofSpriteToBeRotated{
Vector2 temp = Vector2.Transform(PointXY, Matrix.CreateRotationZ(Theta));
//Save Point Temp in a new 2D Array
}
}
If you do/did not understand what i am saying then please comment , i will try to elaborate.
Update: You should try doing this, I am assuming that the Second Sprite should be rotated, i haven't run this code
private bool collision(Rectangle object1, Color[,] dataA, Rectangle object2, Color[,] dataB)
{
var RotatedP0= new Vector2.Transform( new Vector2( object2.Top,object2.Left ),Matrix.CreateRotationZ(theta));
var RotatedP1= new Vector2.Transform( new Vector2 (object2.Bottom,object2.Right),Matrix.CreateRotationZ(theta ) );
if (object1.Bottom < RotatedP0.Y)
return perPixel(object1, dataA, object2, dataB);
if (object1.Top > RotatedP1.Y)
return perPixel(object1, dataA, object2, dataB);
if (object1.Left > RotatedP1.X)
return perPixel(object1, dataA, object2, dataB);
if (object1.Right < RotatedP0.X)
return perPixel(object1, dataA, object2, dataB);
return true;
}
private bool perPixel(Rectangle object1, Color[,] dataA, Rectangle object2, Color[,] dataB)
{
//Bounds of collision
int top = Math.Max(object1.Top, object2.Top);
int bottom = Math.Min(object1.Bottom, object2.Bottom);
int left = Math.Max(object1.Left, object2.Left);
int right = Math.Min(object1.Right, object2.Right);
//Check every pixel
for (int y = top; y < bottom; y++)
{
for (int x = left; x < right; x++)
{
Color colourA = dataA[x, y];
Vector2 v = Vector2.Transform(new Vector2(x,y), Matrix.CreateRotationZ(theta));
Color colourB = dataB[ (int) v.X, (int) v.Y];
if (colourA.A != 0 && colourB.A != 0)
{
return true;
}
}
}
return false;
}
来源:https://stackoverflow.com/questions/14024248/implementing-per-pixel-collision-on-rotated-sprites