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esengine/source/src/Physics/Shapes/ShapeCollisions/ShapeCollisionsPolygon.ts

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2021-04-28 14:43:48 +08:00
module es {
export class ShapeCollisionsPolygon {
/**
*
* @param first
* @param second
* @param result
*/
public static polygonToPolygon(first: Polygon, second: Polygon, result: CollisionResult): boolean {
let isIntersecting = true;
let firstEdges = first.edgeNormals.slice();
let secondEdges = second.edgeNormals.slice();
let minIntervalDistance = Number.POSITIVE_INFINITY;
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let translationAxis = es.Vector2.zero;
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let polygonOffset = Vector2.subtract(first.position, second.position);
let axis: Vector2;
// 循环穿过两个多边形的所有边
for (let edgeIndex = 0; edgeIndex < firstEdges.length + secondEdges.length; edgeIndex++) {
// 1. 找出当前多边形是否相交
// 多边形的归一化轴垂直于缓存给我们的当前边
if (edgeIndex < firstEdges.length) {
axis = firstEdges[edgeIndex];
} else {
axis = secondEdges[edgeIndex - firstEdges.length];
}
// 求多边形在当前轴上的投影
let minA = new Ref(0);
let minB = new Ref(0);
let maxA = new Ref(0);
let maxB = new Ref(0);
let intervalDist = 0;
this.getInterval(axis, first, minA, maxA);
this.getInterval(axis, second, minB, maxB);
// 将区间设为第二个多边形的空间。由轴上投影的位置差偏移。
let relativeIntervalOffset = Vector2.dot(polygonOffset, axis);
minA.value += relativeIntervalOffset;
maxA.value += relativeIntervalOffset;
// 检查多边形投影是否正在相交
intervalDist = this.intervalDistance(minA.value, maxA.value, minB.value, maxB.value);
if (intervalDist > 0)
isIntersecting = false;
// 对于多对多数据类型转换添加一个Vector2?参数称为deltaMovement。为了提高速度我们这里不使用它
// TODO: 现在找出多边形是否会相交。只要检查速度就行了
// 如果多边形不相交,也不会相交,退出循环
if (!isIntersecting)
return false;
// 检查当前间隔距离是否为最小值。如果是,则存储间隔距离和当前距离。这将用于计算最小平移向量
intervalDist = Math.abs(intervalDist);
if (intervalDist < minIntervalDistance) {
minIntervalDistance = intervalDist;
translationAxis = axis;
if (Vector2.dot(translationAxis, polygonOffset) < 0)
translationAxis = new Vector2(-translationAxis.x, -translationAxis.y);
}
}
// 利用最小平移向量对多边形进行推入。
result.normal = translationAxis;
result.minimumTranslationVector = new Vector2(-translationAxis.x * minIntervalDistance, -translationAxis.y * minIntervalDistance);
return true;
}
/**
* [minmax]
* @param axis
* @param polygon
* @param min
* @param max
*/
public static getInterval(axis: Vector2, polygon: Polygon, min: Ref<number>, max: Ref<number>) {
let dot = Vector2.dot(polygon.points[0], axis);
min.value = max.value = dot;
for (let i = 1; i < polygon.points.length; i++) {
dot = Vector2.dot(polygon.points[i], axis);
if (dot < min.value) {
min.value = dot;
} else if (dot > max.value) {
max.value = dot;
}
}
}
/**
* [minA, maxA][minB, maxB]
* @param minA
* @param maxA
* @param minB
* @param maxB
*/
public static intervalDistance(minA: number, maxA: number, minB: number, maxB) {
if (minA < minB)
return minB - maxA;
return minA - maxB;
}
}
}