70 lines
2.1 KiB
Markdown
70 lines
2.1 KiB
Markdown
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# Collision
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碰撞检测在大多数游戏中都很常见。框架内使用了一些更先进的碰撞/重叠检查方法,如Minkowski、分离轴定理和古老的三角法
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## 线与线相交 [lineToLine]
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- 返回是否相交
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```typescript
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const a1 = new es.Vector2(0, 0);
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const a2 = new es.Vector2(100, 100);
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const b1 = new es.Vector2(-100, 0);
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const b2 = new es.Vector2(100, 200);
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const result = es.Collisions.lineToLine(a1, a2, b1, b2);
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```
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- 返回是否相交并获得相交的点
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```typescript
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const a1 = new es.Vector2(0, 0);
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const a2 = new es.Vector2(100, 100);
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const b1 = new es.Vector2(-100, 0);
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const b2 = new es.Vector2(100, 200);
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// 相交的点坐标
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const intersection = new es.Vector2();
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const result = es.Collisions.lineToLineIntersection(a1, a2, b1, b2, intersection);
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```
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## 圆和圆相交 [circleToCircle]
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```typescript
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const center1 = new es.Vector2(0, 0);
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const radius1 = 50;
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const center2 = new es.Vector2(30, 30);
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const radius2 = 50;
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const result = es.Collisions.circleToCircle(center1, radius1, center2, radius2);
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```
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## 圆和线相交 [circleToLine]
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```typescript
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const center1 = new es.Vector2(0, 0);
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const radius1 = 50;
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const a1 = new es.Vector2(0, 0);
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const a2 = new es.Vector2(100, 100);
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const result = es.Collisions.circleToLine(center1, radius1, a1, a2);
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```
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## 点是否在圆内 [circleToPoint]
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```typescript
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const center1 = new es.Vector2(0, 0);
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const radius1 = 50;
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const point = new es.Vector2(0, 0);
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const result = es.Collisions.circleToPoint(center1, radius1, point);
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```
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## 圆是否和矩形相交 [rectToCircle]
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```typescript
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const rect = new es.Rectangle(0, 0, 100, 100);
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const center = new es.Vector2(30, 30);
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const radius = 50;
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const result = es.Collisions.rectToCircle(rect, center, radius);
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```
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## 矩形与线是否相交 [rectToLine]
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```typescript
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const rect = new es.Rectangle(0, 0, 100, 100);
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const a1 = new es.Vector2(0, 0);
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const a2 = new es.Vector2(100, 100);
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const result = es.Collisions.rectToLine(rect, a1, a2);
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```
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## 点是否在矩形内 [rectToPoint]
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```typescript
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const point = new es.Vector2(100, 100);
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const result = es.Collisions.rectToPoint(0, 0, 100, 100, point);
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```
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