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esengine/source/src/Physics/Verlet/SpatialHash.ts

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class SpatialHash {
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public gridBounds: Rectangle = new Rectangle();
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private _raycastParser: RaycastResultParser;
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/** 散列中每个单元格的大小 */
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private _cellSize: number;
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/** 1除以单元格大小。缓存结果因为它被大量使用。 */
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private _inverseCellSize: number;
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/** 缓存的循环用于重叠检查 */
private _overlapTestCircle: Circle = new Circle(0);
/** 用于返回冲突信息的共享HashSet */
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private _tempHashSet: Collider[] = [];
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/** 保存所有数据的字典 */
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private _cellDict: NumberDictionary = new NumberDictionary();
constructor(cellSize: number = 100) {
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this._cellSize = cellSize;
this._inverseCellSize = 1 / this._cellSize;
this._raycastParser = new RaycastResultParser();
}
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/**
* SpatialHash中删除对象
* @param collider
*/
public remove(collider: Collider) {
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let bounds = collider.registeredPhysicsBounds;
let p1 = this.cellCoords(bounds.x, bounds.y);
let p2 = this.cellCoords(bounds.right, bounds.bottom);
for (let x = p1.x; x <= p2.x; x++) {
for (let y = p1.y; y <= p2.y; y++) {
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// 单元格应该始终存在,因为这个碰撞器应该在所有查询的单元格中
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let cell = this.cellAtPosition(x, y);
if (!cell)
console.error(`removing Collider [${collider}] from a cell that it is not present in`);
else
cell.remove(collider);
}
}
}
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/**
* SpatialHash
* @param collider
*/
public register(collider: Collider) {
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let bounds = collider.bounds;
collider.registeredPhysicsBounds = bounds;
let p1 = this.cellCoords(bounds.x, bounds.y);
let p2 = this.cellCoords(bounds.right, bounds.bottom);
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// 更新边界以跟踪网格大小
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if (!this.gridBounds.contains(p1.x, p1.y)) {
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this.gridBounds = RectangleExt.union(this.gridBounds, p1);
}
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if (!this.gridBounds.contains(p2.x, p2.y)) {
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this.gridBounds = RectangleExt.union(this.gridBounds, p2);
}
for (let x = p1.x; x <= p2.x; x++) {
for (let y = p1.y; y <= p2.y; y++) {
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// 如果没有单元格,我们需要创建它
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let c = this.cellAtPosition(x, y, true);
c.push(collider);
}
}
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}
public clear(){
this._cellDict.clear();
}
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/**
*
* @param circleCenter
* @param radius
* @param results
* @param layerMask
*/
public overlapCircle(circleCenter: Vector2, radius: number, results: Collider[], layerMask) {
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let bounds = new Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
this._overlapTestCircle.radius = radius;
this._overlapTestCircle.position = circleCenter;
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let resultCounter = 0;
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let aabbBroadphaseResult = this.aabbBroadphase(bounds, null, layerMask);
bounds = aabbBroadphaseResult.bounds;
let potentials = aabbBroadphaseResult.tempHashSet;
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for (let i = 0; i < potentials.length; i++) {
let collider = potentials[i];
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if (collider instanceof BoxCollider) {
results[resultCounter] = collider;
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resultCounter++;
} else if (collider instanceof CircleCollider) {
if (collider.shape.overlaps(this._overlapTestCircle)){
results[resultCounter] = collider;
resultCounter ++;
}
} else if(collider instanceof PolygonCollider) {
if (collider.shape.overlaps(this._overlapTestCircle)){
results[resultCounter] = collider;
resultCounter ++;
}
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} else {
throw new Error("overlapCircle against this collider type is not implemented!");
}
// 如果我们所有的结果数据有了则返回
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if (resultCounter == results.length)
return resultCounter;
}
return resultCounter;
}
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/**
*
* @param bounds
* @param excludeCollider
* @param layerMask
*/
public aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number) {
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this._tempHashSet.length = 0;
let p1 = this.cellCoords(bounds.x, bounds.y);
let p2 = this.cellCoords(bounds.right, bounds.bottom);
for (let x = p1.x; x <= p2.x; x++) {
for (let y = p1.y; y <= p2.y; y++) {
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let cell = this.cellAtPosition(x, y);
if (!cell)
continue;
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// 当cell不为空。循环并取回所有碰撞器
for (let i = 0; i < cell.length; i++) {
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let collider = cell[i];
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// 如果它是自身或者如果它不匹配我们的层掩码 跳过这个碰撞器
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if (collider == excludeCollider || !Flags.isFlagSet(layerMask, collider.physicsLayer))
continue;
if (bounds.intersects(collider.bounds)){
if (this._tempHashSet.indexOf(collider) == -1)
this._tempHashSet.push(collider);
}
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}
}
}
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return {tempHashSet: this._tempHashSet, bounds: bounds};
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}
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/**
* x,y值的单元格
* createCellIfEmpty为true
* @param x
* @param y
* @param createCellIfEmpty
*/
private cellAtPosition(x: number, y: number, createCellIfEmpty: boolean = false) {
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let cell: Collider[] = this._cellDict.tryGetValue(x, y);
if (!cell) {
if (createCellIfEmpty) {
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cell = [];
this._cellDict.add(x, y, cell);
}
}
return cell;
}
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/**
* x,y值作为世界空间的x,y值
* @param x
* @param y
*/
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private cellCoords(x: number, y: number): Vector2 {
return new Vector2(Math.floor(x * this._inverseCellSize), Math.floor(y * this._inverseCellSize));
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}
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/**
* debug绘制空间散列的内容
* @param secondsToDisplay
* @param textScale
*/
public debugDraw(secondsToDisplay: number, textScale: number = 1){
for (let x = this.gridBounds.x; x <= this.gridBounds.right; x ++){
for (let y = this.gridBounds.y; y <= this.gridBounds.bottom; y ++){
let cell = this.cellAtPosition(x, y);
if (cell && cell.length > 0)
this.debugDrawCellDetails(x, y, cell.length, secondsToDisplay, textScale);
}
}
}
private debugDrawCellDetails(x: number, y: number, cellCount: number, secondsToDisplay = 0.5, textScale = 1){
}
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}
class RaycastResultParser {
}
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/**
* Unit32
* intint xy坐标散列到单个Uint32键中使O(1)
*/
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class NumberDictionary {
private _store: Map<number, Collider[]> = new Map<number, Collider[]>();
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/**
* x和y值计算并返回散列键
* @param x
* @param y
*/
private getKey(x: number, y: number): number {
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return Long.fromNumber(x).shiftLeft(32).or(this.intToUint(y)).toString();
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}
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/**
*
* @param i
*/
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private intToUint(i) {
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if (i >= 0)
return i;
else
return 4294967296 + i;
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}
public add(x: number, y: number, list: Collider[]) {
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this._store.set(this.getKey(x, y), list);
}
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/**
* 使
* @param obj
*/
public remove(obj: Collider) {
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this._store.forEach(list => {
if (list.contains(obj))
list.remove(obj);
})
}
public tryGetValue(x: number, y: number): Collider[] {
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return this._store.get(this.getKey(x, y));
}
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/**
*
*/
public clear() {
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this._store.clear();
}
}