修复verlet报错

This commit is contained in:
yhh
2021-07-02 20:59:44 +08:00
parent 85bdd97d48
commit 13a001c258
11 changed files with 73 additions and 56 deletions

View File

@@ -1743,6 +1743,7 @@ var es;
this._worldTransform = es.Matrix2D.identity;
this._rotationMatrix = es.Matrix2D.identity;
this._translationMatrix = es.Matrix2D.identity;
this._scaleMatrix = es.Matrix2D.identity;
this._children = [];
this._worldToLocalTransform = es.Matrix2D.identity;
this._worldInverseTransform = es.Matrix2D.identity;
@@ -8803,13 +8804,9 @@ var es;
* @param results
* @param layerMask
*/
Physics.overlapCircleAll = function (center, randius, results, layerMask) {
if (layerMask === void 0) { layerMask = -1; }
if (results.length == 0) {
console.warn("传入了一个空的结果数组。不会返回任何结果");
return;
}
return this._spatialHash.overlapCircle(center, randius, results, layerMask);
Physics.overlapCircleAll = function (center, radius, results, layerMask) {
if (layerMask === void 0) { layerMask = this.allLayers; }
return this._spatialHash.overlapCircle(center, radius, results, layerMask);
};
/**
* 返回所有碰撞器与边界相交的碰撞器。bounds。请注意这是一个broadphase检查所以它只检查边界不做单个碰撞到碰撞器的检查!
@@ -9235,7 +9232,7 @@ var es;
var e_11, _a;
var bounds = new es.Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
this._overlapTestCircle.radius = radius;
this._overlapTestCircle.position = circleCenter.clone();
this._overlapTestCircle.position = circleCenter;
var resultCounter = 0;
var potentials = this.aabbBroadphase(bounds, null, layerMask);
try {
@@ -9263,7 +9260,7 @@ var es;
throw new Error("对这个对撞机类型的overlapCircle没有实现!");
}
// 如果我们所有的结果数据有了则返回
if (resultCounter == results.length)
if (resultCounter === results.length)
return resultCounter;
}
}
@@ -10405,8 +10402,14 @@ var es;
(function (es) {
var Particle = /** @class */ (function () {
function Particle(position) {
this.position = es.Vector2.zero;
this.lastPosition = es.Vector2.zero;
this.mass = 1;
this.radius = 0;
this.collidesWithColliders = true;
this.isPinned = false;
this.acceleration = es.Vector2.zero;
this.pinnedPosition = es.Vector2.zero;
this.position = new es.Vector2(position.x, position.y);
this.lastPosition = new es.Vector2(position.x, position.y);
}
@@ -10437,16 +10440,19 @@ var es;
var VerletWorld = /** @class */ (function () {
function VerletWorld(simulationBounds) {
if (simulationBounds === void 0) { simulationBounds = null; }
this.gravity = new es.Vector2(0, 980);
this.gravity = new es.Vector2(0, -980);
this.constraintIterations = 3;
this.maximumStepIterations = 5;
this.allowDragging = true;
this.selectionRadiusSquared = 20 * 20;
this._composites = [];
this._tempCircle = new es.Circle(1);
this._leftOverTime = 0;
this._fixedDeltaTime = 1 / 60;
this._iterationSteps = 0;
this._fixedDeltaTimeSq = 0;
this.simulationBounds = simulationBounds;
this._fixedDeltaTime = Math.pow(this._fixedDeltaTime, 2);
this._fixedDeltaTimeSq = Math.pow(this._fixedDeltaTime, 2);
}
VerletWorld.prototype.update = function () {
this.updateTiming();
@@ -10531,6 +10537,8 @@ var es;
this._composites.splice(index, 1);
};
VerletWorld.prototype.handleDragging = function () {
if (this.onHandleDrag)
this.onHandleDrag();
};
VerletWorld.prototype.getNearestParticle = function (position) {
var nearestSquaredDistance = this.selectionRadiusSquared;
@@ -10731,6 +10739,8 @@ var es;
__extends(AngleConstraint, _super);
function AngleConstraint(a, center, c, stiffness) {
var _this = _super.call(this) || this;
_this.stiffness = 0;
_this.angleInRadius = 0;
_this._particleA = a;
_this._centerParticle = center;
_this._particleC = c;
@@ -10768,7 +10778,10 @@ var es;
function DistanceConstraint(first, second, stiffness, distance) {
if (distance === void 0) { distance = -1; }
var _this = _super.call(this) || this;
_this.stiffness = 0;
_this.restingDistance = 0;
_this.tearSensitivity = Number.POSITIVE_INFINITY;
_this.shouldApproximateCollisionsWithPoints = false;
_this.totalPointsToApproximateCollisionsWith = 5;
DistanceConstraint._polygon.create(2, 1);
_this._particleOne = first;
@@ -10777,12 +10790,12 @@ var es;
if (distance > -1)
_this.restingDistance = distance;
else
_this.restingDistance = es.Vector2.distance(first.position, second.position);
_this.restingDistance = first.position.distance(second.position);
return _this;
}
DistanceConstraint.create = function (a, center, c, stiffness, angleInDegrees) {
var aToCenter = es.Vector2.distance(a.position, center.position);
var cToCenter = es.Vector2.distance(c.position, center.position);
var aToCenter = a.position.distance(center.position);
var cToCenter = c.position.distance(center.position);
var distance = Math.sqrt(aToCenter * aToCenter + cToCenter * cToCenter - (2 * aToCenter * cToCenter * Math.cos(angleInDegrees * es.MathHelper.Deg2Rad)));
return new DistanceConstraint(a, c, stiffness, distance);
};
@@ -10800,7 +10813,7 @@ var es;
};
DistanceConstraint.prototype.solve = function () {
var diff = this._particleOne.position.sub(this._particleTwo.position);
var d = diff.magnitude();
var d = diff.distance();
var difference = (this.restingDistance - d) / d;
if (d / this.restingDistance > this.tearSensitivity) {
this.composite.removeConstraint(this);
@@ -10823,7 +10836,7 @@ var es;
var minY = Math.min(this._particleOne.position.y, this._particleTwo.position.y);
var maxY = Math.max(this._particleOne.position.y, this._particleTwo.position.y);
DistanceConstraint._polygon.bounds = es.Rectangle.fromMinMax(minX, minY, maxX, maxY);
var midPoint;
var midPoint = es.Vector2.zero;
this.preparePolygonForCollisionChecks(midPoint);
var colliders = es.Physics.boxcastBroadphase(DistanceConstraint._polygon.bounds, collidesWithLayers);
for (var i = 0; i < colliders.length; i++) {