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

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module es {
export class ShapeCollisionsPolygon {
/**
*
* @param first
* @param second
* @param result
*/
public static polygonToPolygon(first: Polygon, second: Polygon, result: CollisionResult): boolean {
let isIntersecting = true;
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const firstEdges = first.edgeNormals;
const secondEdges = second.edgeNormals;
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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
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axis = edgeIndex < firstEdges.length ? firstEdges[edgeIndex] : secondEdges[edgeIndex - firstEdges.length];
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// 求多边形在当前轴上的投影
let intervalDist = 0;
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let {min: minA, max: maxA} = this.getInterval(axis, first);
const {min: minB, max: maxB} = this.getInterval(axis, second);
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// 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);
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minA += relativeIntervalOffset;
maxA += relativeIntervalOffset;
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// 检查多边形投影是否正在相交
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intervalDist = this.intervalDistance(minA, maxA, minB, maxB);
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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;
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translationAxis.setTo(axis.x, axis.y);
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if (Vector2.dot(translationAxis, polygonOffset) < 0)
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translationAxis = translationAxis.scale(-1);
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}
}
// 利用最小平移向量对多边形进行推入。
result.normal = translationAxis;
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result.minimumTranslationVector = translationAxis.scale(minIntervalDistance * -1);
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return true;
}
/**
* [minmax]
* @param axis
* @param polygon
* @param min
* @param max
*/
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public static getInterval(axis: Vector2, polygon: Polygon): {min: number, max: number} {
const res = {min: 0, max: 0};
let dot: number;
dot = Vector2.dot( polygon.points[0], axis);
res.max = dot;
res.min = dot;
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for (let i = 1; i < polygon.points.length; i++) {
dot = Vector2.dot(polygon.points[i], axis);
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if (dot < res.min) {
res.min = dot;
} else if (dot > res.max) {
res.max = dot;
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}
}
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return res;
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}
/**
* [minA, maxA][minB, maxB]
* @param minA
* @param maxA
* @param minB
* @param maxB
*/
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public static intervalDistance(minA: number, maxA: number, minB: number, maxB: number) {
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if (minA < minB)
return minB - maxA;
return minA - maxB;
}
}
}