贝塞尔曲线
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@@ -23,11 +23,12 @@ class Mover extends Component {
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return null;
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}
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// 移动所有的非触发碰撞器并获得最近的碰撞
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let colliders: Collider[] = this.entity.getComponents(Collider);
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for (let i = 0; i < colliders.length; i ++){
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let collider = colliders[i];
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// 不检测触发器
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// 不检测触发器 在我们移动后会重新访问它
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if (collider.isTrigger)
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continue;
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@@ -63,13 +64,23 @@ class Mover extends Component {
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return {collisionResult: collisionResult, motion: motion};
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}
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/**
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* 将calculatemomovement应用到实体并更新triggerHelper
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* @param motion
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*/
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public applyMovement(motion: Vector2){
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// 移动实体到它的新位置,如果我们有一个碰撞,否则移动全部数量。当碰撞发生时,运动被更新
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this.entity.position = Vector2.add(this.entity.position, motion);
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// 对所有是触发器的碰撞器与所有宽相位碰撞器进行重叠检查。任何重叠都会导致触发事件。
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if (this._triggerHelper)
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this._triggerHelper.update();
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}
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/**
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* 通过调用calculateMovement和applyMovement来移动考虑碰撞的实体;
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* @param motion
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*/
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public move(motion: Vector2){
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let movementResult = this.calculateMovement(motion);
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let collisionResult = movementResult.collisionResult;
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56
source/src/ECS/Components/Physics/ProjectileMover.ts
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56
source/src/ECS/Components/Physics/ProjectileMover.ts
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@@ -0,0 +1,56 @@
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/**
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* 只向itriggerlistener报告冲突的移动器
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* 该对象将始终移动完整的距离
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*/
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class ProjectileMover extends Component {
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private _tempTriggerList: ITriggerListener[] = [];
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private _collider: Collider;
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public onAddedToEntity(){
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this._collider = this.entity.getComponent<Collider>(Collider);
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if (!this._collider)
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console.warn("ProjectileMover has no Collider. ProjectilMover requires a Collider!");
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}
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/**
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* 移动考虑碰撞的实体
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* @param motion
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*/
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public move(motion: Vector2): boolean{
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if (!this._collider)
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return false;
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let didCollide = false;
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// 获取我们在新位置可能发生碰撞的任何东西
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this.entity.position = Vector2.add(this.entity.position, motion);
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// 获取任何可能在新位置发生碰撞的东西
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let neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
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for (let i = 0; i < neighbors.colliders.length; i ++){
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let neighbor = neighbors.colliders[i];
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if (this._collider.overlaps(neighbor)){
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didCollide = true;
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this.notifyTriggerListeners(this._collider, neighbor);
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}
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}
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return didCollide;
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}
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private notifyTriggerListeners(self: Collider, other: Collider){
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// 通知我们重叠的碰撞器实体上的任何侦听器
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other.entity.getComponents("ITriggerListener", this._tempTriggerList);
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for (let i = 0; i < this._tempTriggerList.length; i ++){
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this._tempTriggerList[i].onTriggerEnter(self, other);
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}
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this._tempTriggerList.length = 0;
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// 通知此实体上的任何侦听器
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this.entity.getComponents("ITriggerListener", this._tempTriggerList);
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for (let i = 0; i < this._tempTriggerList.length; i ++){
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this._tempTriggerList[i].onTriggerEnter(other, self);
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}
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this._tempTriggerList.length = 0;
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}
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}
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121
source/src/Math/Bezier.ts
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121
source/src/Math/Bezier.ts
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@@ -0,0 +1,121 @@
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/** 贝塞尔帮助类 */
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class Bezier {
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/**
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* 二次贝塞尔曲线
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* @param p0
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* @param p1
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* @param p2
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* @param t
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*/
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public static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2 {
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t = MathHelper.clamp01(t);
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let oneMinusT = 1 - t;
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return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMinusT * oneMinusT), p0),
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Vector2.multiply(new Vector2(2 * oneMinusT * t), p1)), Vector2.multiply(new Vector2(t * t), p2));
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}
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/**
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* 得到二次贝塞尔函数的一阶导数
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* @param p0
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* @param p1
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* @param p2
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* @param t
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*/
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public static getFirstDerivative(p0: Vector2, p1: Vector2, p2: Vector2, t: number) {
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return Vector2.add(Vector2.multiply(new Vector2(2 * (1 - t)), Vector2.subtract(p1, p0)),
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Vector2.multiply(new Vector2(2 * t), Vector2.subtract(p2, p1)));
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}
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/**
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* 得到一个三次贝塞尔函数的一阶导数
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* @param start
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* @param firstControlPoint
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* @param secondControlPoint
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* @param end
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* @param t
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*/
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public static getFirstDerivativeThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2,
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end: Vector2, t: number) {
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t = MathHelper.clamp01(t);
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let oneMunusT = 1 - t;
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return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT), Vector2.subtract(firstControlPoint, start)),
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Vector2.multiply(new Vector2(6 * oneMunusT * t), Vector2.subtract(secondControlPoint, firstControlPoint))),
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Vector2.multiply(new Vector2(3 * t * t), Vector2.subtract(end, secondControlPoint)));
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}
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/**
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* 计算一个三次贝塞尔
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* @param start
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* @param firstControlPoint
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* @param secondControlPoint
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* @param end
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* @param t
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*/
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public static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2,
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end: Vector2, t: number) {
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t = MathHelper.clamp01(t);
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let oneMunusT = 1 - t;
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return Vector2.add(Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMunusT * oneMunusT * oneMunusT), start),
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Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT * t), firstControlPoint)),
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Vector2.multiply(new Vector2(3 * oneMunusT * t * t), secondControlPoint)),
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Vector2.multiply(new Vector2(t * t * t), end));
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}
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/**
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* 递归地细分bezier曲线,直到满足距离校正
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* 在这种算法中,平面切片的点要比曲面切片少。返回完成后应返回到ListPool的合并列表。
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* @param start
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* @param firstCtrlPoint
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* @param secondCtrlPoint
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* @param end
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* @param distanceTolerance
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*/
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public static getOptimizedDrawingPoints(start: Vector2, firstCtrlPoint: Vector2, secondCtrlPoint: Vector2,
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end: Vector2, distanceTolerance: number = 1) {
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let points = ListPool.obtain<Vector2>();
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points.push(start);
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this.recursiveGetOptimizedDrawingPoints(start, firstCtrlPoint, secondCtrlPoint, end, points, distanceTolerance);
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points.push(end);
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return points;
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}
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/**
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* 递归地细分bezier曲线,直到满足距离校正。在这种算法中,平面切片的点要比曲面切片少。
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* @param start
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* @param firstCtrlPoint
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* @param secondCtrlPoint
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* @param end
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* @param points
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* @param distanceTolerance
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*/
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private static recursiveGetOptimizedDrawingPoints(start: Vector2, firstCtrlPoint: Vector2, secondCtrlPoint: Vector2,
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end: Vector2, points: Vector2[], distanceTolerance: number) {
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// 计算线段的所有中点
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let pt12 = Vector2.divide(Vector2.add(start, firstCtrlPoint), new Vector2(2));
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let pt23 = Vector2.divide(Vector2.add(firstCtrlPoint, secondCtrlPoint), new Vector2(2));
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let pt34 = Vector2.divide(Vector2.add(secondCtrlPoint, end), new Vector2(2));
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// 计算新半直线的中点
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let pt123 = Vector2.divide(Vector2.add(pt12, pt23), new Vector2(2));
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let pt234 = Vector2.divide(Vector2.add(pt23, pt34), new Vector2(2));
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// 最后再细分最后两个中点。如果我们满足我们的距离公差,这将是我们使用的最后一点。
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let pt1234 = Vector2.divide(Vector2.add(pt123, pt234), new Vector2(2));
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// 试着用一条直线来近似整个三次曲线
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let deltaLine = Vector2.subtract(end, start);
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let d2 = Math.abs(((firstCtrlPoint.x, end.x) * deltaLine.y - (firstCtrlPoint.y - end.y) * deltaLine.x));
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let d3 = Math.abs(((secondCtrlPoint.x - end.x) * deltaLine.y - (secondCtrlPoint.y - end.y) * deltaLine.x));
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if ((d2 + d3) * (d2 + d3) < distanceTolerance * (deltaLine.x * deltaLine.x + deltaLine.y * deltaLine.y)) {
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points.push(pt1234);
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return;
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}
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// 继续细分
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this.recursiveGetOptimizedDrawingPoints(start, pt12, pt123, pt1234, points, distanceTolerance);
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this.recursiveGetOptimizedDrawingPoints(pt1234, pt234, pt34, end, points, distanceTolerance);
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}
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}
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@@ -58,6 +58,20 @@ class MathHelper {
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return value % 2 == 0;
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}
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/**
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* 数值限定在0-1之间
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* @param value
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*/
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public static clamp01(value: number){
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if (value < 0)
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return 0;
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if (value > 1)
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return 1;
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return value;
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}
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public static angleBetweenVectors(from: Vector2, to: Vector2){
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return Math.atan2(to.y - from.y, to.x - from.x);
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}
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