贝塞尔曲线

This commit is contained in:
yhh
2020-07-17 11:07:57 +08:00
parent 13e7737cb9
commit 14cb9cd257
11 changed files with 431 additions and 5 deletions

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@@ -34,8 +34,8 @@
- [x] 系统列表 - [x] 系统列表
- [x] 被动系统 - [x] 被动系统
- [x] 协调系统 - [x] 协调系统
- [ ] 数学库 - [x] 数学库
- [ ] 贝塞尔曲线 - [x] 贝塞尔曲线
- [ ] 快速随机数类 - [ ] 快速随机数类
## 作者其他库egret ## 作者其他库egret

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@@ -473,6 +473,13 @@ declare class Mover extends Component {
applyMovement(motion: Vector2): void; applyMovement(motion: Vector2): void;
move(motion: Vector2): CollisionResult; move(motion: Vector2): CollisionResult;
} }
declare class ProjectileMover extends Component {
private _tempTriggerList;
private _collider;
onAddedToEntity(): void;
move(motion: Vector2): boolean;
private notifyTriggerListeners;
}
declare abstract class Collider extends Component { declare abstract class Collider extends Component {
shape: Shape; shape: Shape;
physicsLayer: number; physicsLayer: number;
@@ -787,6 +794,14 @@ declare class WindTransition extends SceneTransition {
constructor(sceneLoadAction: Function); constructor(sceneLoadAction: Function);
onBeginTransition(): Promise<void>; onBeginTransition(): Promise<void>;
} }
declare class Bezier {
static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2;
static getFirstDerivative(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2;
static getFirstDerivativeThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
static getOptimizedDrawingPoints(start: Vector2, firstCtrlPoint: Vector2, secondCtrlPoint: Vector2, end: Vector2, distanceTolerance?: number): Vector2[];
private static recursiveGetOptimizedDrawingPoints;
}
declare class Flags { declare class Flags {
static isFlagSet(self: number, flag: number): boolean; static isFlagSet(self: number, flag: number): boolean;
static isUnshiftedFlagSet(self: number, flag: number): boolean; static isUnshiftedFlagSet(self: number, flag: number): boolean;
@@ -806,6 +821,7 @@ declare class MathHelper {
static clamp(value: number, min: number, max: number): number; static clamp(value: number, min: number, max: number): number;
static pointOnCirlce(circleCenter: Vector2, radius: number, angleInDegrees: number): Vector2; static pointOnCirlce(circleCenter: Vector2, radius: number, angleInDegrees: number): Vector2;
static isEven(value: number): boolean; static isEven(value: number): boolean;
static clamp01(value: number): number;
static angleBetweenVectors(from: Vector2, to: Vector2): number; static angleBetweenVectors(from: Vector2, to: Vector2): number;
} }
declare class Matrix2D { declare class Matrix2D {

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@@ -2137,6 +2137,47 @@ var Mover = (function (_super) {
}; };
return Mover; return Mover;
}(Component)); }(Component));
var ProjectileMover = (function (_super) {
__extends(ProjectileMover, _super);
function ProjectileMover() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this._tempTriggerList = [];
return _this;
}
ProjectileMover.prototype.onAddedToEntity = function () {
this._collider = this.entity.getComponent(Collider);
if (!this._collider)
console.warn("ProjectileMover has no Collider. ProjectilMover requires a Collider!");
};
ProjectileMover.prototype.move = function (motion) {
if (!this._collider)
return false;
var didCollide = false;
this.entity.position = Vector2.add(this.entity.position, motion);
var neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
for (var i = 0; i < neighbors.colliders.length; i++) {
var neighbor = neighbors.colliders[i];
if (this._collider.overlaps(neighbor)) {
didCollide = true;
this.notifyTriggerListeners(this._collider, neighbor);
}
}
return didCollide;
};
ProjectileMover.prototype.notifyTriggerListeners = function (self, other) {
other.entity.getComponents("ITriggerListener", this._tempTriggerList);
for (var i = 0; i < this._tempTriggerList.length; i++) {
this._tempTriggerList[i].onTriggerEnter(self, other);
}
this._tempTriggerList.length = 0;
this.entity.getComponents("ITriggerListener", this._tempTriggerList);
for (var i = 0; i < this._tempTriggerList.length; i++) {
this._tempTriggerList[i].onTriggerEnter(other, self);
}
this._tempTriggerList.length = 0;
};
return ProjectileMover;
}(Component));
var Collider = (function (_super) { var Collider = (function (_super) {
__extends(Collider, _super); __extends(Collider, _super);
function Collider() { function Collider() {
@@ -3509,6 +3550,54 @@ var WindTransition = (function (_super) {
}; };
return WindTransition; return WindTransition;
}(SceneTransition)); }(SceneTransition));
var Bezier = (function () {
function Bezier() {
}
Bezier.getPoint = function (p0, p1, p2, t) {
t = MathHelper.clamp01(t);
var oneMinusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMinusT * oneMinusT), p0), Vector2.multiply(new Vector2(2 * oneMinusT * t), p1)), Vector2.multiply(new Vector2(t * t), p2));
};
Bezier.getFirstDerivative = function (p0, p1, p2, t) {
return Vector2.add(Vector2.multiply(new Vector2(2 * (1 - t)), Vector2.subtract(p1, p0)), Vector2.multiply(new Vector2(2 * t), Vector2.subtract(p2, p1)));
};
Bezier.getFirstDerivativeThree = function (start, firstControlPoint, secondControlPoint, end, t) {
t = MathHelper.clamp01(t);
var oneMunusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT), Vector2.subtract(firstControlPoint, start)), Vector2.multiply(new Vector2(6 * oneMunusT * t), Vector2.subtract(secondControlPoint, firstControlPoint))), Vector2.multiply(new Vector2(3 * t * t), Vector2.subtract(end, secondControlPoint)));
};
Bezier.getPointThree = function (start, firstControlPoint, secondControlPoint, end, t) {
t = MathHelper.clamp01(t);
var oneMunusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMunusT * oneMunusT * oneMunusT), start), Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT * t), firstControlPoint)), Vector2.multiply(new Vector2(3 * oneMunusT * t * t), secondControlPoint)), Vector2.multiply(new Vector2(t * t * t), end));
};
Bezier.getOptimizedDrawingPoints = function (start, firstCtrlPoint, secondCtrlPoint, end, distanceTolerance) {
if (distanceTolerance === void 0) { distanceTolerance = 1; }
var points = ListPool.obtain();
points.push(start);
this.recursiveGetOptimizedDrawingPoints(start, firstCtrlPoint, secondCtrlPoint, end, points, distanceTolerance);
points.push(end);
return points;
};
Bezier.recursiveGetOptimizedDrawingPoints = function (start, firstCtrlPoint, secondCtrlPoint, end, points, distanceTolerance) {
var pt12 = Vector2.divide(Vector2.add(start, firstCtrlPoint), new Vector2(2));
var pt23 = Vector2.divide(Vector2.add(firstCtrlPoint, secondCtrlPoint), new Vector2(2));
var pt34 = Vector2.divide(Vector2.add(secondCtrlPoint, end), new Vector2(2));
var pt123 = Vector2.divide(Vector2.add(pt12, pt23), new Vector2(2));
var pt234 = Vector2.divide(Vector2.add(pt23, pt34), new Vector2(2));
var pt1234 = Vector2.divide(Vector2.add(pt123, pt234), new Vector2(2));
var deltaLine = Vector2.subtract(end, start);
var d2 = Math.abs(((firstCtrlPoint.x, end.x) * deltaLine.y - (firstCtrlPoint.y - end.y) * deltaLine.x));
var d3 = Math.abs(((secondCtrlPoint.x - end.x) * deltaLine.y - (secondCtrlPoint.y - end.y) * deltaLine.x));
if ((d2 + d3) * (d2 + d3) < distanceTolerance * (deltaLine.x * deltaLine.x + deltaLine.y * deltaLine.y)) {
points.push(pt1234);
return;
}
this.recursiveGetOptimizedDrawingPoints(start, pt12, pt123, pt1234, points, distanceTolerance);
this.recursiveGetOptimizedDrawingPoints(pt1234, pt234, pt34, end, points, distanceTolerance);
};
return Bezier;
}());
var Flags = (function () { var Flags = (function () {
function Flags() { function Flags() {
} }
@@ -3563,6 +3652,13 @@ var MathHelper = (function () {
MathHelper.isEven = function (value) { MathHelper.isEven = function (value) {
return value % 2 == 0; return value % 2 == 0;
}; };
MathHelper.clamp01 = function (value) {
if (value < 0)
return 0;
if (value > 1)
return 1;
return value;
};
MathHelper.angleBetweenVectors = function (from, to) { MathHelper.angleBetweenVectors = function (from, to) {
return Math.atan2(to.y - from.y, to.x - from.x); return Math.atan2(to.y - from.y, to.x - from.x);
}; };

File diff suppressed because one or more lines are too long

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@@ -473,6 +473,13 @@ declare class Mover extends Component {
applyMovement(motion: Vector2): void; applyMovement(motion: Vector2): void;
move(motion: Vector2): CollisionResult; move(motion: Vector2): CollisionResult;
} }
declare class ProjectileMover extends Component {
private _tempTriggerList;
private _collider;
onAddedToEntity(): void;
move(motion: Vector2): boolean;
private notifyTriggerListeners;
}
declare abstract class Collider extends Component { declare abstract class Collider extends Component {
shape: Shape; shape: Shape;
physicsLayer: number; physicsLayer: number;
@@ -787,6 +794,14 @@ declare class WindTransition extends SceneTransition {
constructor(sceneLoadAction: Function); constructor(sceneLoadAction: Function);
onBeginTransition(): Promise<void>; onBeginTransition(): Promise<void>;
} }
declare class Bezier {
static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2;
static getFirstDerivative(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2;
static getFirstDerivativeThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
static getOptimizedDrawingPoints(start: Vector2, firstCtrlPoint: Vector2, secondCtrlPoint: Vector2, end: Vector2, distanceTolerance?: number): Vector2[];
private static recursiveGetOptimizedDrawingPoints;
}
declare class Flags { declare class Flags {
static isFlagSet(self: number, flag: number): boolean; static isFlagSet(self: number, flag: number): boolean;
static isUnshiftedFlagSet(self: number, flag: number): boolean; static isUnshiftedFlagSet(self: number, flag: number): boolean;
@@ -806,6 +821,7 @@ declare class MathHelper {
static clamp(value: number, min: number, max: number): number; static clamp(value: number, min: number, max: number): number;
static pointOnCirlce(circleCenter: Vector2, radius: number, angleInDegrees: number): Vector2; static pointOnCirlce(circleCenter: Vector2, radius: number, angleInDegrees: number): Vector2;
static isEven(value: number): boolean; static isEven(value: number): boolean;
static clamp01(value: number): number;
static angleBetweenVectors(from: Vector2, to: Vector2): number; static angleBetweenVectors(from: Vector2, to: Vector2): number;
} }
declare class Matrix2D { declare class Matrix2D {

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@@ -2137,6 +2137,47 @@ var Mover = (function (_super) {
}; };
return Mover; return Mover;
}(Component)); }(Component));
var ProjectileMover = (function (_super) {
__extends(ProjectileMover, _super);
function ProjectileMover() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this._tempTriggerList = [];
return _this;
}
ProjectileMover.prototype.onAddedToEntity = function () {
this._collider = this.entity.getComponent(Collider);
if (!this._collider)
console.warn("ProjectileMover has no Collider. ProjectilMover requires a Collider!");
};
ProjectileMover.prototype.move = function (motion) {
if (!this._collider)
return false;
var didCollide = false;
this.entity.position = Vector2.add(this.entity.position, motion);
var neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
for (var i = 0; i < neighbors.colliders.length; i++) {
var neighbor = neighbors.colliders[i];
if (this._collider.overlaps(neighbor)) {
didCollide = true;
this.notifyTriggerListeners(this._collider, neighbor);
}
}
return didCollide;
};
ProjectileMover.prototype.notifyTriggerListeners = function (self, other) {
other.entity.getComponents("ITriggerListener", this._tempTriggerList);
for (var i = 0; i < this._tempTriggerList.length; i++) {
this._tempTriggerList[i].onTriggerEnter(self, other);
}
this._tempTriggerList.length = 0;
this.entity.getComponents("ITriggerListener", this._tempTriggerList);
for (var i = 0; i < this._tempTriggerList.length; i++) {
this._tempTriggerList[i].onTriggerEnter(other, self);
}
this._tempTriggerList.length = 0;
};
return ProjectileMover;
}(Component));
var Collider = (function (_super) { var Collider = (function (_super) {
__extends(Collider, _super); __extends(Collider, _super);
function Collider() { function Collider() {
@@ -3509,6 +3550,54 @@ var WindTransition = (function (_super) {
}; };
return WindTransition; return WindTransition;
}(SceneTransition)); }(SceneTransition));
var Bezier = (function () {
function Bezier() {
}
Bezier.getPoint = function (p0, p1, p2, t) {
t = MathHelper.clamp01(t);
var oneMinusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMinusT * oneMinusT), p0), Vector2.multiply(new Vector2(2 * oneMinusT * t), p1)), Vector2.multiply(new Vector2(t * t), p2));
};
Bezier.getFirstDerivative = function (p0, p1, p2, t) {
return Vector2.add(Vector2.multiply(new Vector2(2 * (1 - t)), Vector2.subtract(p1, p0)), Vector2.multiply(new Vector2(2 * t), Vector2.subtract(p2, p1)));
};
Bezier.getFirstDerivativeThree = function (start, firstControlPoint, secondControlPoint, end, t) {
t = MathHelper.clamp01(t);
var oneMunusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT), Vector2.subtract(firstControlPoint, start)), Vector2.multiply(new Vector2(6 * oneMunusT * t), Vector2.subtract(secondControlPoint, firstControlPoint))), Vector2.multiply(new Vector2(3 * t * t), Vector2.subtract(end, secondControlPoint)));
};
Bezier.getPointThree = function (start, firstControlPoint, secondControlPoint, end, t) {
t = MathHelper.clamp01(t);
var oneMunusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMunusT * oneMunusT * oneMunusT), start), Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT * t), firstControlPoint)), Vector2.multiply(new Vector2(3 * oneMunusT * t * t), secondControlPoint)), Vector2.multiply(new Vector2(t * t * t), end));
};
Bezier.getOptimizedDrawingPoints = function (start, firstCtrlPoint, secondCtrlPoint, end, distanceTolerance) {
if (distanceTolerance === void 0) { distanceTolerance = 1; }
var points = ListPool.obtain();
points.push(start);
this.recursiveGetOptimizedDrawingPoints(start, firstCtrlPoint, secondCtrlPoint, end, points, distanceTolerance);
points.push(end);
return points;
};
Bezier.recursiveGetOptimizedDrawingPoints = function (start, firstCtrlPoint, secondCtrlPoint, end, points, distanceTolerance) {
var pt12 = Vector2.divide(Vector2.add(start, firstCtrlPoint), new Vector2(2));
var pt23 = Vector2.divide(Vector2.add(firstCtrlPoint, secondCtrlPoint), new Vector2(2));
var pt34 = Vector2.divide(Vector2.add(secondCtrlPoint, end), new Vector2(2));
var pt123 = Vector2.divide(Vector2.add(pt12, pt23), new Vector2(2));
var pt234 = Vector2.divide(Vector2.add(pt23, pt34), new Vector2(2));
var pt1234 = Vector2.divide(Vector2.add(pt123, pt234), new Vector2(2));
var deltaLine = Vector2.subtract(end, start);
var d2 = Math.abs(((firstCtrlPoint.x, end.x) * deltaLine.y - (firstCtrlPoint.y - end.y) * deltaLine.x));
var d3 = Math.abs(((secondCtrlPoint.x - end.x) * deltaLine.y - (secondCtrlPoint.y - end.y) * deltaLine.x));
if ((d2 + d3) * (d2 + d3) < distanceTolerance * (deltaLine.x * deltaLine.x + deltaLine.y * deltaLine.y)) {
points.push(pt1234);
return;
}
this.recursiveGetOptimizedDrawingPoints(start, pt12, pt123, pt1234, points, distanceTolerance);
this.recursiveGetOptimizedDrawingPoints(pt1234, pt234, pt34, end, points, distanceTolerance);
};
return Bezier;
}());
var Flags = (function () { var Flags = (function () {
function Flags() { function Flags() {
} }
@@ -3563,6 +3652,13 @@ var MathHelper = (function () {
MathHelper.isEven = function (value) { MathHelper.isEven = function (value) {
return value % 2 == 0; return value % 2 == 0;
}; };
MathHelper.clamp01 = function (value) {
if (value < 0)
return 0;
if (value > 1)
return 1;
return value;
};
MathHelper.angleBetweenVectors = function (from, to) { MathHelper.angleBetweenVectors = function (from, to) {
return Math.atan2(to.y - from.y, to.x - from.x); return Math.atan2(to.y - from.y, to.x - from.x);
}; };

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@@ -23,11 +23,12 @@ class Mover extends Component {
return null; return null;
} }
// 移动所有的非触发碰撞器并获得最近的碰撞
let colliders: Collider[] = this.entity.getComponents(Collider); let colliders: Collider[] = this.entity.getComponents(Collider);
for (let i = 0; i < colliders.length; i ++){ for (let i = 0; i < colliders.length; i ++){
let collider = colliders[i]; let collider = colliders[i];
// 不检测触发器 // 不检测触发器 在我们移动后会重新访问它
if (collider.isTrigger) if (collider.isTrigger)
continue; continue;
@@ -63,13 +64,23 @@ class Mover extends Component {
return {collisionResult: collisionResult, motion: motion}; return {collisionResult: collisionResult, motion: motion};
} }
/**
* 将calculatemomovement应用到实体并更新triggerHelper
* @param motion
*/
public applyMovement(motion: Vector2){ public applyMovement(motion: Vector2){
// 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
this.entity.position = Vector2.add(this.entity.position, motion); this.entity.position = Vector2.add(this.entity.position, motion);
// 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。
if (this._triggerHelper) if (this._triggerHelper)
this._triggerHelper.update(); this._triggerHelper.update();
} }
/**
* 通过调用calculateMovement和applyMovement来移动考虑碰撞的实体;
* @param motion
*/
public move(motion: Vector2){ public move(motion: Vector2){
let movementResult = this.calculateMovement(motion); let movementResult = this.calculateMovement(motion);
let collisionResult = movementResult.collisionResult; let collisionResult = movementResult.collisionResult;

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@@ -0,0 +1,56 @@
/**
* 只向itriggerlistener报告冲突的移动器
* 该对象将始终移动完整的距离
*/
class ProjectileMover extends Component {
private _tempTriggerList: ITriggerListener[] = [];
private _collider: Collider;
public onAddedToEntity(){
this._collider = this.entity.getComponent<Collider>(Collider);
if (!this._collider)
console.warn("ProjectileMover has no Collider. ProjectilMover requires a Collider!");
}
/**
* 移动考虑碰撞的实体
* @param motion
*/
public move(motion: Vector2): boolean{
if (!this._collider)
return false;
let didCollide = false;
// 获取我们在新位置可能发生碰撞的任何东西
this.entity.position = Vector2.add(this.entity.position, motion);
// 获取任何可能在新位置发生碰撞的东西
let neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
for (let i = 0; i < neighbors.colliders.length; i ++){
let neighbor = neighbors.colliders[i];
if (this._collider.overlaps(neighbor)){
didCollide = true;
this.notifyTriggerListeners(this._collider, neighbor);
}
}
return didCollide;
}
private notifyTriggerListeners(self: Collider, other: Collider){
// 通知我们重叠的碰撞器实体上的任何侦听器
other.entity.getComponents("ITriggerListener", this._tempTriggerList);
for (let i = 0; i < this._tempTriggerList.length; i ++){
this._tempTriggerList[i].onTriggerEnter(self, other);
}
this._tempTriggerList.length = 0;
// 通知此实体上的任何侦听器
this.entity.getComponents("ITriggerListener", this._tempTriggerList);
for (let i = 0; i < this._tempTriggerList.length; i ++){
this._tempTriggerList[i].onTriggerEnter(other, self);
}
this._tempTriggerList.length = 0;
}
}

121
source/src/Math/Bezier.ts Normal file
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@@ -0,0 +1,121 @@
/** 贝塞尔帮助类 */
class Bezier {
/**
* 二次贝塞尔曲线
* @param p0
* @param p1
* @param p2
* @param t
*/
public static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2 {
t = MathHelper.clamp01(t);
let oneMinusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMinusT * oneMinusT), p0),
Vector2.multiply(new Vector2(2 * oneMinusT * t), p1)), Vector2.multiply(new Vector2(t * t), p2));
}
/**
* 得到二次贝塞尔函数的一阶导数
* @param p0
* @param p1
* @param p2
* @param t
*/
public static getFirstDerivative(p0: Vector2, p1: Vector2, p2: Vector2, t: number) {
return Vector2.add(Vector2.multiply(new Vector2(2 * (1 - t)), Vector2.subtract(p1, p0)),
Vector2.multiply(new Vector2(2 * t), Vector2.subtract(p2, p1)));
}
/**
* 得到一个三次贝塞尔函数的一阶导数
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
* @param t
*/
public static getFirstDerivativeThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2,
end: Vector2, t: number) {
t = MathHelper.clamp01(t);
let oneMunusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT), Vector2.subtract(firstControlPoint, start)),
Vector2.multiply(new Vector2(6 * oneMunusT * t), Vector2.subtract(secondControlPoint, firstControlPoint))),
Vector2.multiply(new Vector2(3 * t * t), Vector2.subtract(end, secondControlPoint)));
}
/**
* 计算一个三次贝塞尔
* @param start
* @param firstControlPoint
* @param secondControlPoint
* @param end
* @param t
*/
public static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2,
end: Vector2, t: number) {
t = MathHelper.clamp01(t);
let oneMunusT = 1 - t;
return Vector2.add(Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMunusT * oneMunusT * oneMunusT), start),
Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT * t), firstControlPoint)),
Vector2.multiply(new Vector2(3 * oneMunusT * t * t), secondControlPoint)),
Vector2.multiply(new Vector2(t * t * t), end));
}
/**
* 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。返回完成后应返回到ListPool的合并列表。
* @param start
* @param firstCtrlPoint
* @param secondCtrlPoint
* @param end
* @param distanceTolerance
*/
public static getOptimizedDrawingPoints(start: Vector2, firstCtrlPoint: Vector2, secondCtrlPoint: Vector2,
end: Vector2, distanceTolerance: number = 1) {
let points = ListPool.obtain<Vector2>();
points.push(start);
this.recursiveGetOptimizedDrawingPoints(start, firstCtrlPoint, secondCtrlPoint, end, points, distanceTolerance);
points.push(end);
return points;
}
/**
* 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。
* @param start
* @param firstCtrlPoint
* @param secondCtrlPoint
* @param end
* @param points
* @param distanceTolerance
*/
private static recursiveGetOptimizedDrawingPoints(start: Vector2, firstCtrlPoint: Vector2, secondCtrlPoint: Vector2,
end: Vector2, points: Vector2[], distanceTolerance: number) {
// 计算线段的所有中点
let pt12 = Vector2.divide(Vector2.add(start, firstCtrlPoint), new Vector2(2));
let pt23 = Vector2.divide(Vector2.add(firstCtrlPoint, secondCtrlPoint), new Vector2(2));
let pt34 = Vector2.divide(Vector2.add(secondCtrlPoint, end), new Vector2(2));
// 计算新半直线的中点
let pt123 = Vector2.divide(Vector2.add(pt12, pt23), new Vector2(2));
let pt234 = Vector2.divide(Vector2.add(pt23, pt34), new Vector2(2));
// 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。
let pt1234 = Vector2.divide(Vector2.add(pt123, pt234), new Vector2(2));
// 试着用一条直线来近似整个三次曲线
let deltaLine = Vector2.subtract(end, start);
let d2 = Math.abs(((firstCtrlPoint.x, end.x) * deltaLine.y - (firstCtrlPoint.y - end.y) * deltaLine.x));
let d3 = Math.abs(((secondCtrlPoint.x - end.x) * deltaLine.y - (secondCtrlPoint.y - end.y) * deltaLine.x));
if ((d2 + d3) * (d2 + d3) < distanceTolerance * (deltaLine.x * deltaLine.x + deltaLine.y * deltaLine.y)) {
points.push(pt1234);
return;
}
// 继续细分
this.recursiveGetOptimizedDrawingPoints(start, pt12, pt123, pt1234, points, distanceTolerance);
this.recursiveGetOptimizedDrawingPoints(pt1234, pt234, pt34, end, points, distanceTolerance);
}
}

View File

@@ -58,6 +58,20 @@ class MathHelper {
return value % 2 == 0; return value % 2 == 0;
} }
/**
* 数值限定在0-1之间
* @param value
*/
public static clamp01(value: number){
if (value < 0)
return 0;
if (value > 1)
return 1;
return value;
}
public static angleBetweenVectors(from: Vector2, to: Vector2){ public static angleBetweenVectors(from: Vector2, to: Vector2){
return Math.atan2(to.y - from.y, to.x - from.x); return Math.atan2(to.y - from.y, to.x - from.x);
} }