Johnnyxp64:
nikos123:Δυστυχώς ουτε εγω ξέρω Basic.
Αν μπορεί κάποιος ας το μεταφράσει
1 2 3 4 5 6 7 | Structure _RotRect Private center As Point 'το κέντρο Private size As Point ' Sizef βάλε δηλαδη πλατος υψος Private angle As Single End Structure |
Αλλά ο κώδικας δεν είναι μόνο αυτός.
Ολόκληρος ο κώδικας σε C εδώ:
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struct _Vector2D {
float x, y;
};
struct _RotRect {
_Vector2D C;
_Vector2D S;
float ang;
};
inline void AddVectors2D(_Vector2D * v1, _Vector2D * v2)
{ v1->x += v2->x; v1->y += v2->y; }
inline void SubVectors2D(_Vector2D * v1, _Vector2D * v2)
{ v1->x -= v2->x; v1->y -= v2->y; }
inline void RotateVector2DClockwise(_Vector2D * v, float ang)
{
float t,
cosa = cos(ang),
sina = sin(ang);
t = v->x; v->x = t*cosa + v->y*sina; v->y = -t*sina + v->y*cosa;
}
// Rotated Rectangles Collision Detection, Oren Becker, 2001
int RotRectsCollision(_RotRect * rr1, _RotRect * rr2)
{
_Vector2D A, B, // vertices of the rotated rr2
C, // center of rr2
BL, TR; // vertices of rr2 (bottom-left, top-right)
float ang = rr1->ang - rr2->ang, // orientation of rotated rr1
cosa = cos(ang), // precalculated trigonometic -
sina = sin(ang); // - values for repeated use
float t, x, a; // temporary variables for various uses
float dx; // deltaX for linear equations
float ext1, ext2; // min/max vertical values
// move rr2 to make rr1 cannonic
C = rr2->C;
SubVectors2D(&C, &rr1->C);
// rotate rr2 clockwise by rr2->ang to make rr2 axis-aligned
RotateVector2DClockwise(&C, rr2->ang);
// calculate vertices of (moved and axis-aligned := 'ma') rr2
BL = TR = C;
SubVectors2D(&BL, &rr2->S);
AddVectors2D(&TR, &rr2->S);
// calculate vertices of (rotated := 'r') rr1
A.x = -rr1->S.y*sina; B.x = A.x; t = rr1->S.x*cosa; A.x += t; B.x -= t;
A.y = rr1->S.y*cosa; B.y = A.y; t = rr1->S.x*sina; A.y += t; B.y -= t;
t = sina*cosa;
// verify that A is vertical min/max, B is horizontal min/max
if (t < 0)
{
t = A.x; A.x = B.x; B.x = t;
t = A.y; A.y = B.y; B.y = t;
}
// verify that B is horizontal minimum (leftest-vertex)
if (sina < 0) { B.x = -B.x; B.y = -B.y; }
// if rr2(ma) isn't in the horizontal range of
// colliding with rr1(r), collision is impossible
if (B.x > TR.x || B.x > -BL.x) return 0;
// if rr1(r) is axis-aligned, vertical min/max are easy to get
if (t == 0) {ext1 = A.y; ext2 = -ext1; }
// else, find vertical min/max in the range [BL.x, TR.x]
else
{
x = BL.x-A.x; a = TR.x-A.x;
ext1 = A.y;
// if the first vertical min/max isn't in (BL.x, TR.x), then
// find the vertical min/max on BL.x or on TR.x
if (a*x > 0)
{
dx = A.x;
if (x < 0) { dx -= B.x; ext1 -= B.y; x = a; }
else { dx += B.x; ext1 += B.y; }
ext1 *= x; ext1 /= dx; ext1 += A.y;
}
x = BL.x+A.x; a = TR.x+A.x;
ext2 = -A.y;
// if the second vertical min/max isn't in (BL.x, TR.x), then
// find the local vertical min/max on BL.x or on TR.x
if (a*x > 0)
{
dx = -A.x;
if (x < 0) { dx -= B.x; ext2 -= B.y; x = a; }
else { dx += B.x; ext2 += B.y; }
ext2 *= x; ext2 /= dx; ext2 -= A.y;
}
}
// check whether rr2(ma) is in the vertical range of colliding with rr1(r)
// (for the horizontal range of rr2)
return !((ext1 < BL.y && ext2 < BL.y) ||
(ext1 > TR.y && ext2 > TR.y));
}
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Γίνεται αυτός μετατροπή σε Visual Basic 2008?
Πιστεύω ότι εδώ είναι η λύση. Έτσι δεν είναι
nikos123 ?
Τι λες
Johnnyxp64, θα βοηθήσεις και για τον υπόλοιπο?