lua写四叉树碰撞算法
时间: 2023-07-10 21:04:36 浏览: 182
四叉树碰撞算法是一种常用的空间分割算法,可以有效地优化碰撞检测的性能。下面是使用Lua语言实现四叉树碰撞算法的基本步骤:
1. 定义四叉树节点
首先我们需要定义四叉树节点的数据结构,一个四叉树节点包含四个子节点和一个节点范围(即矩形区域)。可以使用Lua的table来表示节点。
```lua
local QuadNode = {
children = {}, -- 子节点
bounds = {}, -- 节点范围
objects = {}, -- 包含的物体
}
```
2. 构建四叉树
接下来,我们需要构建四叉树。构建四叉树的过程就是不断地将物体插入到四叉树节点中,如果一个节点已经包含了足够数量的物体或者达到了最大深度,则需要将该节点分割成四个子节点。
```lua
function QuadNode:insert(obj)
if #self.objects < MAX_OBJECTS or self.depth >= MAX_DEPTH then
table.insert(self.objects, obj)
else
if not self.children[1] then self:split() end
for i = 1, #self.children do
if self.children[i]:contains(obj) then
self.children[i]:insert(obj)
break
end
end
end
end
function QuadNode:split()
local x, y, w, h = self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height
local half_w, half_h = w / 2, h / 2
self.children[1] = QuadNode:new(x, y, half_w, half_h, self.depth + 1)
self.children[2] = QuadNode:new(x + half_w, y, half_w, half_h, self.depth + 1)
self.children[3] = QuadNode:new(x, y + half_h, half_w, half_h, self.depth + 1)
self.children[4] = QuadNode:new(x + half_w, y + half_h, half_w, half_h, self.depth + 1)
for i = 1, #self.objects do
local obj = self.objects[i]
for j = 1, #self.children do
if self.children[j]:contains(obj) then
self.children[j]:insert(obj)
break
end
end
end
self.objects = {}
end
```
3. 碰撞检测
最后,我们需要进行碰撞检测。对于一个物体,我们首先找到它所在的叶子节点,然后检测该节点中所有物体是否与该物体相交。如果相交,则进行进一步的检测。
```lua
function QuadNode:query(obj, results)
if not results then results = {} end
for i = 1, #self.objects do
local other = self.objects[i]
if obj ~= other and obj:intersects(other) then
table.insert(results, other)
end
end
if self.children[1] then
for i = 1, #self.children do
if self.children[i]:intersects(obj) then
self.children[i]:query(obj, results)
end
end
end
return results
end
```
完整代码如下:
```lua
QuadNode = {
MAX_OBJECTS = 10,
MAX_DEPTH = 5,
}
function QuadNode:new(x, y, w, h, depth)
local node = {
children = {},
bounds = {x = x, y = y, width = w, height = h},
objects = {},
depth = depth or 0,
}
setmetatable(node, {__index = QuadNode})
return node
end
function QuadNode:insert(obj)
if #self.objects < QuadNode.MAX_OBJECTS or self.depth >= QuadNode.MAX_DEPTH then
table.insert(self.objects, obj)
else
if not self.children[1] then self:split() end
for i = 1, #self.children do
if self.children[i]:contains(obj) then
self.children[i]:insert(obj)
break
end
end
end
end
function QuadNode:split()
local x, y, w, h = self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height
local half_w, half_h = w / 2, h / 2
self.children[1] = QuadNode:new(x, y, half_w, half_h, self.depth + 1)
self.children[2] = QuadNode:new(x + half_w, y, half_w, half_h, self.depth + 1)
self.children[3] = QuadNode:new(x, y + half_h, half_w, half_h, self.depth + 1)
self.children[4] = QuadNode:new(x + half_w, y + half_h, half_w, half_h, self.depth + 1)
for i = 1, #self.objects do
local obj = self.objects[i]
for j = 1, #self.children do
if self.children[j]:contains(obj) then
self.children[j]:insert(obj)
break
end
end
end
self.objects = {}
end
function QuadNode:contains(obj)
local x, y, w, h = self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height
local ox, oy, ow, oh = obj.x, obj.y, obj.width, obj.height
return ox >= x and ox + ow <= x + w and oy >= y and oy + oh <= y + h
end
function QuadNode:intersects(obj)
local x, y, w, h = self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height
local ox, oy, ow, oh = obj.x, obj.y, obj.width, obj.height
return x < ox + ow and x + w > ox and y < oy + oh and y + h > oy
end
function QuadNode:query(obj, results)
if not results then results = {} end
for i = 1, #self.objects do
local other = self.objects[i]
if obj ~= other and obj:intersects(other) then
table.insert(results, other)
end
end
if self.children[1] then
for i = 1, #self.children do
if self.children[i]:intersects(obj) then
self.children[i]:query(obj, results)
end
end
end
return results
end
```
使用示例:
```lua
-- 创建四叉树
local tree = QuadNode:new(0, 0, 640, 480)
-- 插入物体
tree:insert({x=10, y=10, width=20, height=20})
tree:insert({x=30, y=30, width=20, height=20})
tree:insert({x=50, y=50, width=20, height=20})
-- 查询物体相交的物体
local results = tree:query({x=40, y=40, width=20, height=20})
for i = 1, #results do
print('object', i, results[i].x, results[i].y)
end
```
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