2020-06-11 20:36:36 +08:00
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///<reference path="./Shape.ts" />
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2020-07-22 23:30:31 +08:00
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module es {
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/**
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* 多边形
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2020-07-22 20:07:14 +08:00
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*/
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2020-07-22 23:30:31 +08:00
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export class Polygon extends Shape {
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/**
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* 组成多边形的点
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* 保持顺时针与凸边形
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*/
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public points: Vector2[];
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/**
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* 边缘法线用于SAT碰撞检测。缓存它们用于避免squareRoots
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* box只有两个边缘 因为其他两边是平行的
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*/
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public get edgeNormals(){
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if (this._areEdgeNormalsDirty)
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this.buildEdgeNormals();
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return this._edgeNormals;
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}
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2020-06-11 20:36:36 +08:00
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2020-07-22 23:30:31 +08:00
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public _areEdgeNormalsDirty = true;
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public _edgeNormals: Vector2[];
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/**
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* 多边形的原始数据
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*/
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public _originalPoints: Vector2[];
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public _polygonCenter: Vector2;
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/**
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* 用于优化未旋转box碰撞
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*/
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public isBox: boolean;
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public isUnrotated: boolean = true;
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/**
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* 从点构造一个多边形
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* 多边形应该以顺时针方式指定 不能重复第一个/最后一个点,它们以0 0为中心
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* @param points
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* @param isBox
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*/
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constructor(points: Vector2[], isBox?: boolean){
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super();
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this.setPoints(points);
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this.isBox = isBox;
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2020-06-15 08:46:38 +08:00
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}
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2020-07-22 23:30:31 +08:00
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/**
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* 重置点并重新计算中心和边缘法线
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* @param points
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*/
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public setPoints(points: Vector2[]) {
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this.points = points;
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this.recalculateCenterAndEdgeNormals();
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this._originalPoints = [];
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for (let i = 0; i < this.points.length; i ++){
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this._originalPoints.push(this.points[i]);
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}
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}
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2020-06-11 20:36:36 +08:00
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2020-07-22 23:30:31 +08:00
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/**
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* 重新计算多边形中心
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* 如果点数改变必须调用该方法
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*/
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public recalculateCenterAndEdgeNormals() {
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this._polygonCenter = Polygon.findPolygonCenter(this.points);
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this._areEdgeNormalsDirty = true;
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2020-06-16 16:35:17 +08:00
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}
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2020-06-11 20:36:36 +08:00
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2020-07-22 23:30:31 +08:00
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/**
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* 建立多边形边缘法线
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* 它们仅由edgeNormals getter惰性创建和更新
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*/
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public buildEdgeNormals(){
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// 对于box 我们只需要两条边,因为另外两条边是平行的
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let totalEdges = this.isBox ? 2 : this.points.length;
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if (this._edgeNormals == null || this._edgeNormals.length != totalEdges)
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this._edgeNormals = new Array(totalEdges);
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let p2: Vector2;
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for (let i = 0; i < totalEdges; i ++){
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let p1 = this.points[i];
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if (i + 1 >= this.points.length)
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p2 = this.points[0];
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else
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p2 = this.points[i + 1];
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let perp = Vector2Ext.perpendicular(p1, p2);
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perp = Vector2.normalize(perp);
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this._edgeNormals[i] = perp;
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}
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2020-06-16 11:22:37 +08:00
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}
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2020-07-22 23:30:31 +08:00
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/**
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* 建立一个对称的多边形(六边形,八角形,n角形)并返回点
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* @param vertCount
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* @param radius
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*/
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public static buildSymmetricalPolygon(vertCount: number, radius: number) {
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let verts = new Array(vertCount);
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for (let i = 0; i < vertCount; i++) {
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let a = 2 * Math.PI * (i / vertCount);
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verts[i] = new Vector2(Math.cos(a), Math.sin(a) * radius);
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2020-06-16 11:22:37 +08:00
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}
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2020-07-22 23:30:31 +08:00
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return verts;
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2020-06-16 11:22:37 +08:00
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}
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2020-07-22 23:30:31 +08:00
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/**
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* 重定位多边形的点
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* @param points
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*/
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public static recenterPolygonVerts(points: Vector2[]){
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let center = this.findPolygonCenter(points);
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for (let i = 0; i < points.length; i ++)
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points[i] = Vector2.subtract(points[i], center);
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}
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2020-06-11 20:36:36 +08:00
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2020-07-22 23:30:31 +08:00
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/**
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* 找到多边形的中心。注意,这对于正则多边形是准确的。不规则多边形没有中心。
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* @param points
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*/
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public static findPolygonCenter(points: Vector2[]) {
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let x = 0, y = 0;
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2020-06-16 00:04:28 +08:00
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2020-07-22 23:30:31 +08:00
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for (let i = 0; i < points.length; i++) {
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x += points[i].x;
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y += points[i].y;
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2020-06-16 00:04:28 +08:00
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}
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2020-07-22 23:30:31 +08:00
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return new Vector2(x / points.length, y / points.length);
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2020-06-16 00:04:28 +08:00
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}
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2020-07-22 23:30:31 +08:00
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/**
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* 迭代多边形的所有边,并得到任意边上离点最近的点。
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* 通过最近点的平方距离和它所在的边的法线返回。
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* 点应该在多边形的空间中(点-多边形.位置)
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* @param points
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* @param point
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*/
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public static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): { closestPoint, distanceSquared, edgeNormal } {
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let distanceSquared = Number.MAX_VALUE;
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let edgeNormal = new Vector2(0, 0);
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let closestPoint = new Vector2(0, 0);
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let tempDistanceSquared;
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for (let i = 0; i < points.length; i++) {
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let j = i + 1;
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if (j == points.length)
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j = 0;
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let closest = ShapeCollisions.closestPointOnLine(points[i], points[j], point);
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tempDistanceSquared = Vector2.distanceSquared(point, closest);
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if (tempDistanceSquared < distanceSquared) {
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distanceSquared = tempDistanceSquared;
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closestPoint = closest;
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// 求直线的法线
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let line = Vector2.subtract(points[j], points[i]);
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2020-07-24 15:29:07 +08:00
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edgeNormal = new Vector2(-line.y, line.x);
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2020-07-22 23:30:31 +08:00
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}
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}
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2020-06-16 00:04:28 +08:00
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2020-07-22 23:30:31 +08:00
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edgeNormal = Vector2.normalize(edgeNormal);
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2020-06-11 20:36:36 +08:00
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2020-07-22 23:30:31 +08:00
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return { closestPoint: closestPoint, distanceSquared: distanceSquared, edgeNormal: edgeNormal };
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2020-06-11 20:36:36 +08:00
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}
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2020-07-22 23:30:31 +08:00
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public recalculateBounds(collider: Collider){
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// 如果我们没有旋转或不关心TRS我们使用localOffset作为中心,我们会从那开始
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this.center = collider.localOffset;
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2020-06-11 20:36:36 +08:00
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2020-07-22 23:30:31 +08:00
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if (collider.shouldColliderScaleAndRotateWithTransform){
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2020-07-23 13:25:10 +08:00
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let hasUnitScale = true;
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let tempMat: Matrix2D;
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let combinedMatrix = Matrix2D.create().translate(-this._polygonCenter.x, -this._polygonCenter.y);
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if (collider.entity.transform.scale != Vector2.zero){
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tempMat = Matrix2D.create().scale(collider.entity.transform.scale.x, collider.entity.transform.scale.y);
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combinedMatrix = combinedMatrix.multiply(tempMat);
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hasUnitScale = false;
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// 缩放偏移量并将其设置为中心。如果我们有旋转,它会在下面重置
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this.center = Vector2.multiply(collider.localOffset, collider.entity.transform.scale);
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}
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if (collider.entity.transform.rotation != 0){
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tempMat = Matrix2D.create().rotate(collider.entity.transform.rotation);
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combinedMatrix = combinedMatrix.multiply(tempMat);
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// 为了处理偏移原点的旋转我们只需要将圆心在(0,0)附近移动
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// 我们的偏移使角度为0我们还需要处理这里的比例所以我们先对偏移进行缩放以得到合适的长度。
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2020-07-24 15:29:07 +08:00
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let offsetAngle = Math.atan2(collider.localOffset.y, collider.localOffset.x) * MathHelper.Rad2Deg;
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2020-07-23 13:25:10 +08:00
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let offsetLength = hasUnitScale ? collider._localOffsetLength :
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Vector2.multiply(collider.localOffset, collider.entity.transform.scale).length();
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this.center = MathHelper.pointOnCirlce(Vector2.zero, offsetLength,
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collider.entity.transform.rotation + offsetAngle);
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}
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tempMat = Matrix2D.create().translate(this._polygonCenter.x, this._polygonCenter.y);
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combinedMatrix = combinedMatrix.multiply(tempMat);
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// 最后变换原始点
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Vector2Ext.transform(this._originalPoints, combinedMatrix, this.points);
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2020-07-22 23:30:31 +08:00
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this.isUnrotated = collider.entity.transform.rotation == 0;
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2020-07-23 13:25:10 +08:00
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// 如果旋转的话,我们只需要重建边的法线
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if (collider._isRotationDirty)
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this._areEdgeNormalsDirty = true;
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2020-06-12 20:24:51 +08:00
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}
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2020-07-22 23:30:31 +08:00
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this.position = Vector2.add(collider.entity.transform.position, this.center);
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this.bounds = Rectangle.rectEncompassingPoints(this.points);
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this.bounds.location = Vector2.add(this.bounds.location, this.position);
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2020-06-12 20:24:51 +08:00
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}
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2020-07-22 23:30:31 +08:00
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public overlaps(other: Shape){
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let result: CollisionResult;
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if (other instanceof Polygon)
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return ShapeCollisions.polygonToPolygon(this, other);
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2020-06-12 20:24:51 +08:00
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2020-07-22 23:30:31 +08:00
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if (other instanceof Circle){
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result = ShapeCollisions.circleToPolygon(other, this);
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if (result){
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result.invertResult();
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return true;
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}
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2020-06-12 20:24:51 +08:00
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2020-07-22 23:30:31 +08:00
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return false;
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}
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2020-07-22 20:07:14 +08:00
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2020-07-22 23:30:31 +08:00
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throw new Error(`overlaps of Pologon to ${other} are not supported`);
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}
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2020-06-12 20:24:51 +08:00
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2020-07-22 23:30:31 +08:00
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public collidesWithShape(other: Shape){
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let result = new CollisionResult();
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if (other instanceof Polygon){
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return ShapeCollisions.polygonToPolygon(this, other);
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2020-06-12 20:24:51 +08:00
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}
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2020-07-22 23:30:31 +08:00
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if (other instanceof Circle){
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result = ShapeCollisions.circleToPolygon(other, this);
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if (result){
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result.invertResult();
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return result;
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}
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2020-06-12 20:24:51 +08:00
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2020-07-22 23:30:31 +08:00
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return null;
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}
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throw new Error(`overlaps of Polygon to ${other} are not supported`);
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}
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2020-06-11 20:36:36 +08:00
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2020-07-22 23:30:31 +08:00
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/**
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* 本质上,这个算法所做的就是从一个点发射一条射线。
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* 如果它与奇数条多边形边相交,我们就知道它在多边形内部。
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* @param point
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*/
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public containsPoint(point: Vector2) {
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// 将点归一化到多边形坐标空间中
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point = Vector2.subtract(point, this.position);
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let isInside = false;
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for (let i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
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if (((this.points[i].y > point.y) != (this.points[j].y > point.y)) &&
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(point.x < (this.points[j].x - this.points[i].x) * (point.y - this.points[i].y) / (this.points[j].y - this.points[i].y) +
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this.points[i].x)) {
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isInside = !isInside;
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}
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}
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return isInside;
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2020-06-11 20:36:36 +08:00
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}
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2020-07-22 23:30:31 +08:00
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public pointCollidesWithShape(point: Vector2): CollisionResult {
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return ShapeCollisions.pointToPoly(point, this);
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}
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2020-06-11 20:36:36 +08:00
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}
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}
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