新增shapecollision 用于计算多边形碰撞

This commit is contained in:
yhh
2020-06-12 20:24:51 +08:00
parent da5a1a0c79
commit 246e9a9511
18 changed files with 714 additions and 22 deletions

View File

@@ -379,6 +379,7 @@ declare class SpriteRenderer extends RenderableComponent {
declare abstract class Collider extends Component {
shape: Shape;
physicsLayer: number;
isTrigger: boolean;
readonly bounds: Rectangle;
}
declare class EntitySystem {
@@ -554,7 +555,12 @@ declare class Rectangle {
location: Vector2;
constructor(x: number, y: number, width: number, height: number);
intersects(value: Rectangle): boolean;
static fromMinMax(minX: number, minY: number, maxX: number, maxY: number): void;
contains(value: Vector2): boolean;
static fromMinMax(minX: number, minY: number, maxX: number, maxY: number): Rectangle;
getClosestPointOnRectangleBorderToPoint(point: Point): {
res: Vector2;
edgeNormal: Vector2;
};
calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2, rotation: number, width: number, height: number): void;
}
declare class Vector2 {
@@ -567,6 +573,7 @@ declare class Vector2 {
static subtract(value1: Vector2, value2: Vector2): Vector2;
normalize(): void;
length(): number;
static normalize(value: Vector2): Vector2;
static dot(value1: Vector2, value2: Vector2): number;
static distanceSquared(value1: Vector2, value2: Vector2): number;
static transform(position: Vector2, matrix: Matrix2D): Vector2;
@@ -597,25 +604,54 @@ declare class Collisions {
}
declare class Physics {
private static _spatialHash;
static readonly allLayers: number;
static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask?: number): number;
}
declare abstract class Shape {
bounds: Rectangle;
position: Vector2;
abstract pointCollidesWithShape(point: Vector2): CollisionResult;
}
declare class Circle extends Shape {
radius: number;
private _originalRadius;
constructor(radius: number);
pointCollidesWithShape(point: Vector2): CollisionResult;
collidesWithShape(other: Shape): CollisionResult;
}
declare class CollisionResult {
minimumTranslationVector: Vector2;
normal: Vector2;
point: Vector2;
}
declare class Polygon extends Shape {
points: Vector2[];
isUnrotated: boolean;
private _polygonCenter;
private _areEdgeNormalsDirty;
private _originalPoint;
constructor(vertCount: number, radius: number);
setPoints(points: Vector2[]): void;
recalculateCenterAndEdgeNormals(): void;
static findPolygonCenter(points: Vector2[]): Vector2;
static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): {
closestPoint: any;
distanceSquared: any;
edgeNormal: any;
};
pointCollidesWithShape(point: Vector2): CollisionResult;
containsPoint(point: Vector2): boolean;
static buildSymmertricalPolygon(vertCount: number, radius: number): any;
}
declare class Rect extends Polygon {
containsPoint(point: Vector2): boolean;
}
declare class ShapeCollisions {
static circleToRect(circle: Circle, box: Rect): CollisionResult;
static pointToCicle(point: Vector2, circle: Circle): CollisionResult;
static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: Vector2): Vector2;
static pointToPoly(point: Vector2, poly: Polygon): CollisionResult;
}
declare class Particle {
position: Vector2;
lastPosition: Vector2;
@@ -663,6 +699,7 @@ declare class VerletWorld {
private _composites;
private _fixedDeltaTimeSq;
private static _colliders;
private _tempCircle;
constructor(simulationBounds?: Rectangle);
update(): void;
private handleCollisions;

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@@ -2593,7 +2593,57 @@ var Rectangle = (function () {
value.top < this.bottom &&
this.top < value.bottom;
};
Rectangle.prototype.contains = function (value) {
return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
(this.y <= value.y)) &&
(value.y < (this.y + this.height)));
};
Rectangle.fromMinMax = function (minX, minY, maxX, maxY) {
return new Rectangle(minX, minY, maxX - minX, maxY - minY);
};
Rectangle.prototype.getClosestPointOnRectangleBorderToPoint = function (point) {
var edgeNormal = new Vector2(0, 0);
var res = new Vector2(0, 0);
res.x = MathHelper.clamp(point.x, this.left, this.right);
res.y = MathHelper.clamp(point.y, this.top, this.bottom);
if (this.contains(res)) {
var dl = res.x - this.left;
var dr = this.right - res.x;
var dt = res.y - this.top;
var db = this.bottom - res.y;
var min = MathHelper.minOf(dl, dr, dt, db);
if (min == dt) {
res.y = this.top;
edgeNormal.y = -1;
}
else if (min == db) {
res.y = this.bottom;
edgeNormal.y = 1;
}
else if (min == dl) {
res.x = this.left;
edgeNormal.x = -1;
}
else {
res.x = this.right;
edgeNormal.x = 1;
}
}
else {
if (res.x == this.left) {
edgeNormal.x = -1;
}
if (res.x == this.right) {
edgeNormal.x = 1;
}
if (res.y == this.top) {
edgeNormal.y = -1;
}
if (res.y == this.bottom) {
edgeNormal.y = 1;
}
}
return { res: res, edgeNormal: edgeNormal };
};
Rectangle.prototype.calculateBounds = function (parentPosition, position, origin, scale, rotation, width, height) {
if (rotation == 0) {
@@ -2670,6 +2720,12 @@ var Vector2 = (function () {
Vector2.prototype.length = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Vector2.normalize = function (value) {
var val = 1 / Math.sqrt((value.x * value.x) + (value.y * value.y));
value.x *= val;
value.y *= val;
return value;
};
Vector2.dot = function (value1, value2) {
return (value1.x * value2.x) + (value1.y * value2.y);
};
@@ -2820,6 +2876,7 @@ var Physics = (function () {
if (layerMask === void 0) { layerMask = -1; }
return this._spatialHash.overlapCircle(center, randius, results, layerMask);
};
Physics.allLayers = -1;
return Physics;
}());
var Shape = (function () {
@@ -2835,20 +2892,40 @@ var Circle = (function (_super) {
_this._originalRadius = radius;
return _this;
}
Circle.prototype.pointCollidesWithShape = function (point) {
return ShapeCollisions.pointToCicle(point, this);
};
Circle.prototype.collidesWithShape = function (other) {
if (other instanceof Rect && other.isUnrotated) {
return ShapeCollisions.circleToRect(this, other);
}
throw new Error("Collisions of Circle to " + other + " are not supported");
};
return Circle;
}(Shape));
var CollisionResult = (function () {
function CollisionResult() {
}
return CollisionResult;
}());
var Polygon = (function (_super) {
__extends(Polygon, _super);
function Polygon(vertCount, radius) {
var _this = _super.call(this) || this;
_this.isUnrotated = true;
_this._areEdgeNormalsDirty = true;
_this.setPoints(Polygon.buildSymmertricalPolygon(vertCount, radius));
return _this;
}
Polygon.prototype.setPoints = function (points) {
this.points = points;
this.recalculateCenterAndEdgeNormals();
this._originalPoint = new Vector2[points.length];
this._originalPoint = points;
};
Polygon.prototype.recalculateCenterAndEdgeNormals = function () {
this._polygonCenter = Polygon.findPolygonCenter(this.points);
this._areEdgeNormalsDirty = true;
};
Polygon.findPolygonCenter = function (points) {
var x = 0, y = 0;
@@ -2858,6 +2935,43 @@ var Polygon = (function (_super) {
}
return new Vector2(x / points.length, y / points.length);
};
Polygon.getClosestPointOnPolygonToPoint = function (points, point) {
var distanceSquared = Number.MAX_VALUE;
var edgeNormal = new Vector2(0, 0);
var closestPoint = new Vector2(0, 0);
var tempDistanceSquared;
for (var i = 0; i < points.length; i++) {
var j = i + 1;
if (j == points.length)
j = 0;
var closest = ShapeCollisions.closestPointOnLine(points[i], points[j], point);
tempDistanceSquared = Vector2.distanceSquared(point, closest);
if (tempDistanceSquared < distanceSquared) {
distanceSquared = tempDistanceSquared;
closestPoint = closest;
var line = Vector2.subtract(points[j], points[i]);
edgeNormal.x = -line.y;
edgeNormal.y = line.x;
}
}
edgeNormal = Vector2.normalize(edgeNormal);
return { closestPoint: closestPoint, distanceSquared: distanceSquared, edgeNormal: edgeNormal };
};
Polygon.prototype.pointCollidesWithShape = function (point) {
return ShapeCollisions.pointToPoly(point, this);
};
Polygon.prototype.containsPoint = function (point) {
point = Vector2.subtract(point, this.position);
var isInside = false;
for (var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
if (((this.points[i].y > point.y) != (this.points[j].y > point.y)) &&
(point.x < (this.points[j].x - this.points[i].x) * (point.y - this.points[i].y) / (this.points[j].y - this.points[i].y) +
this.points[i].x)) {
isInside = !isInside;
}
}
return isInside;
};
Polygon.buildSymmertricalPolygon = function (vertCount, radius) {
var verts = new Vector2[vertCount];
for (var i = 0; i < vertCount; i++) {
@@ -2868,6 +2982,67 @@ var Polygon = (function (_super) {
};
return Polygon;
}(Shape));
var Rect = (function (_super) {
__extends(Rect, _super);
function Rect() {
return _super !== null && _super.apply(this, arguments) || this;
}
Rect.prototype.containsPoint = function (point) {
if (this.isUnrotated)
return this.bounds.contains(point);
return _super.prototype.containsPoint.call(this, point);
};
return Rect;
}(Polygon));
var ShapeCollisions = (function () {
function ShapeCollisions() {
}
ShapeCollisions.circleToRect = function (circle, box) {
var result = new CollisionResult();
var closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position).res;
if (box.containsPoint(circle.position)) {
result.point = closestPointOnBounds;
var safePlace = Vector2.add(closestPointOnBounds, Vector2.subtract(result.normal, new Vector2(circle.radius, circle.radius)));
}
return result;
};
ShapeCollisions.pointToCicle = function (point, circle) {
var result = new CollisionResult();
var distanceSquared = Vector2.distanceSquared(point, circle.position);
var sumOfRadii = 1 + circle.radius;
var collided = distanceSquared < sumOfRadii * sumOfRadii;
if (collided) {
result.normal = Vector2.normalize(Vector2.subtract(point, circle.position));
var depth = sumOfRadii - Math.sqrt(distanceSquared);
result.minimumTranslationVector = Vector2.multiply(new Vector2(-depth, -depth), result.normal);
result.point = Vector2.add(circle.position, Vector2.multiply(result.normal, new Vector2(circle.radius, circle.radius)));
return result;
}
return result;
};
ShapeCollisions.closestPointOnLine = function (lineA, lineB, closestTo) {
var v = Vector2.subtract(lineB, lineA);
var w = Vector2.subtract(closestTo, lineA);
var t = Vector2.dot(w, v) / Vector2.dot(v, v);
t = MathHelper.clamp(t, 0, 1);
return Vector2.add(lineA, Vector2.multiply(v, new Vector2(t, t)));
};
ShapeCollisions.pointToPoly = function (point, poly) {
var result = new CollisionResult();
if (poly.containsPoint(point)) {
var distanceSquared = void 0;
var gpp = Polygon.getClosestPointOnPolygonToPoint(poly.points, Vector2.subtract(point, poly.position));
var closestPoint = gpp.closestPoint;
distanceSquared = gpp.distanceSquared;
result.normal = gpp.edgeNormal;
result.minimumTranslationVector = Vector2.multiply(result.normal, new Vector2(Math.sqrt(distanceSquared), Math.sqrt(distanceSquared)));
result.point = Vector2.add(closestPoint, poly.position);
return result;
}
return result;
};
return ShapeCollisions;
}());
var Particle = (function () {
function Particle(position) {
this.position = new Vector2(0, 0);
@@ -2984,6 +3159,7 @@ var VerletWorld = (function () {
this._iterationSteps = 0;
this._fixedDeltaTime = 1 / 60;
this._composites = [];
this._tempCircle = new Circle(1);
this.simulationBounds = simulationBounds;
this._fixedDeltaTimeSq = Math.pow(this._fixedDeltaTime, 2);
}
@@ -3002,12 +3178,33 @@ var VerletWorld = (function () {
if (this.simulationBounds) {
this.constrainParticleToBounds(p);
}
if (p.collidesWithColliders)
this.handleCollisions(p, composite.collidesWithLayers);
}
}
}
};
VerletWorld.prototype.handleCollisions = function (p, collidesWithLayers) {
var collidedCount = Physics.overlapCircleAll(p.position, p.radius, VerletWorld._colliders, collidesWithLayers);
for (var i = 0; i < collidedCount; i++) {
var collider = VerletWorld._colliders[i];
if (collider.isTrigger)
continue;
if (p.radius < 2) {
var collisionResult = collider.shape.pointCollidesWithShape(p.position);
if (collisionResult) {
p.position = Vector2.subtract(p.position, collisionResult.minimumTranslationVector);
}
}
else {
this._tempCircle.radius = p.radius;
this._tempCircle.position = p.position;
var collisionResult = this._tempCircle.collidesWithShape(collider.shape);
if (collisionResult) {
p.position = Vector2.subtract(p.position, collisionResult.minimumTranslationVector);
}
}
}
};
VerletWorld.prototype.constrainParticleToBounds = function (p) {
var tempPos = p.position;
@@ -3071,7 +3268,7 @@ var Composite = (function () {
this.drawParticles = true;
this.drawConstraints = true;
this.particles = [];
this.collidesWithLayers = -1;
this.collidesWithLayers = Physics.allLayers;
}
Composite.prototype.solveConstraints = function () {
for (var i = this._constraints.length - 1; i >= 0; i--) {

File diff suppressed because one or more lines are too long

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@@ -1,6 +1,7 @@
abstract class Collider extends Component{
public shape: Shape;
public physicsLayer = 1 << 0;
public isTrigger: boolean;
public get bounds(): Rectangle {
return this.shape.bounds;

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@@ -46,8 +46,59 @@ class Rectangle {
this.top < value.bottom;
}
public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number){
public contains(value: Vector2) {
return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
(this.y <= value.y)) &&
(value.y < (this.y + this.height)));
}
public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number) {
return new Rectangle(minX, minY, maxX - minX, maxY - minY);
}
public getClosestPointOnRectangleBorderToPoint(point: Point): {res: Vector2, edgeNormal: Vector2} {
let edgeNormal = new Vector2(0, 0);
let res = new Vector2(0, 0);
res.x = MathHelper.clamp(point.x, this.left, this.right);
res.y = MathHelper.clamp(point.y, this.top, this.bottom);
if (this.contains(res)){
let dl = res.x - this.left;
let dr = this.right - res.x;
let dt = res.y - this.top;
let db = this.bottom - res.y;
let min = MathHelper.minOf(dl, dr, dt, db);
if (min == dt){
res.y = this.top;
edgeNormal.y = -1;
} else if(min == db){
res.y = this.bottom;
edgeNormal.y = 1;
} else if(min == dl){
res.x = this.left;
edgeNormal.x = -1;
} else{
res.x = this.right;
edgeNormal.x = 1;
}
} else {
if (res.x == this.left){
edgeNormal.x = -1;
}
if (res.x == this.right){
edgeNormal.x = 1;
}
if (res.y == this.top){
edgeNormal.y = -1;
}
if (res.y == this.bottom){
edgeNormal.y = 1;
}
}
return {res: res, edgeNormal: edgeNormal};
}
public calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2,
@@ -57,7 +108,7 @@ class Rectangle {
this.y = parentPosition.y + position.y - origin.y * scale.y;
this.width = width * scale.x;
this.height = height * scale.y;
}else{
} else {
let worldPosX = parentPosition.x + position.x;
let worldPosY = parentPosition.y + position.y;

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@@ -52,6 +52,13 @@ class Vector2 {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
}
public static normalize(value: Vector2){
let val = 1 / Math.sqrt((value.x * value.x) + (value.y * value.y));
value.x *= val;
value.y *= val;
return value;
}
/**
* 返回两个向量的点积
* @param value1

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@@ -1,6 +1,8 @@
class Physics {
private static _spatialHash: SpatialHash;
public static readonly allLayers: number = -1;
public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1){
return this._spatialHash.overlapCircle(center, randius, results, layerMask);
}

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@@ -8,4 +8,16 @@ class Circle extends Shape {
this.radius = radius;
this._originalRadius = radius;
}
public pointCollidesWithShape(point: Vector2): CollisionResult {
return ShapeCollisions.pointToCicle(point, this);
}
public collidesWithShape(other: Shape): CollisionResult{
if (other instanceof Rect && (other as Rect).isUnrotated){
return ShapeCollisions.circleToRect(this, other as Rect);
}
throw new Error(`Collisions of Circle to ${other} are not supported`);
}
}

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@@ -0,0 +1,5 @@
class CollisionResult {
public minimumTranslationVector: Vector2;
public normal: Vector2;
public point: Vector2;
}

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@@ -1,25 +1,33 @@
///<reference path="./Shape.ts" />
class Polygon extends Shape {
public points: Vector2[];
public isUnrotated: boolean = true;
private _polygonCenter: Vector2;
private _areEdgeNormalsDirty = true;
private _originalPoint: Vector2[]
constructor(vertCount: number, radius: number){
constructor(vertCount: number, radius: number) {
super();
this.setPoints(Polygon.buildSymmertricalPolygon(vertCount, radius));
}
public setPoints(points: Vector2[]){
public setPoints(points: Vector2[]) {
this.points = points;
this.recalculateCenterAndEdgeNormals();
this._originalPoint = new Vector2[points.length];
this._originalPoint = points;
}
public recalculateCenterAndEdgeNormals(){
public recalculateCenterAndEdgeNormals() {
this._polygonCenter = Polygon.findPolygonCenter(this.points);
this._areEdgeNormalsDirty = true;
}
public static findPolygonCenter(points: Vector2[]){
public static findPolygonCenter(points: Vector2[]) {
let x = 0, y = 0;
for (let i = 0; i < points.length; i++){
for (let i = 0; i < points.length; i++) {
x += points[i].x;
y += points[i].y;
}
@@ -27,10 +35,58 @@ class Polygon extends Shape {
return new Vector2(x / points.length, y / points.length);
}
public static buildSymmertricalPolygon(vertCount: number, radius: number){
public static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): { closestPoint, distanceSquared, edgeNormal } {
let distanceSquared = Number.MAX_VALUE;
let edgeNormal = new Vector2(0, 0);
let closestPoint = new Vector2(0, 0);
let tempDistanceSquared;
for (let i = 0; i < points.length; i++) {
let j = i + 1;
if (j == points.length)
j = 0;
let closest = ShapeCollisions.closestPointOnLine(points[i], points[j], point);
tempDistanceSquared = Vector2.distanceSquared(point, closest);
if (tempDistanceSquared < distanceSquared) {
distanceSquared = tempDistanceSquared;
closestPoint = closest;
let line = Vector2.subtract(points[j], points[i]);
edgeNormal.x = -line.y;
edgeNormal.y = line.x;
}
}
edgeNormal = Vector2.normalize(edgeNormal);
return { closestPoint: closestPoint, distanceSquared: distanceSquared, edgeNormal: edgeNormal };
}
public pointCollidesWithShape(point: Vector2): CollisionResult {
return ShapeCollisions.pointToPoly(point, this);
}
public containsPoint(point: Vector2) {
point = Vector2.subtract(point, this.position);
let isInside = false;
for (let i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
if (((this.points[i].y > point.y) != (this.points[j].y > point.y)) &&
(point.x < (this.points[j].x - this.points[i].x) * (point.y - this.points[i].y) / (this.points[j].y - this.points[i].y) +
this.points[i].x)) {
isInside = !isInside;
}
}
return isInside;
}
public static buildSymmertricalPolygon(vertCount: number, radius: number) {
let verts = new Vector2[vertCount];
for (let i = 0; i < vertCount; i ++){
for (let i = 0; i < vertCount; i++) {
let a = 2 * Math.PI * (i / vertCount);
verts[i] = new Vector2(Math.cos(a), Math.sign(a) * radius);
}

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@@ -0,0 +1,8 @@
class Rect extends Polygon {
public containsPoint(point: Vector2){
if (this.isUnrotated)
return this.bounds.contains(point);
return super.containsPoint(point);
}
}

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@@ -1,4 +1,6 @@
abstract class Shape {
public bounds: Rectangle;
public position: Vector2;
public abstract pointCollidesWithShape(point: Vector2): CollisionResult;
}

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@@ -0,0 +1,60 @@
class ShapeCollisions {
public static circleToRect(circle: Circle, box: Rect): CollisionResult{
let result = new CollisionResult();
let closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position).res;
if (box.containsPoint(circle.position)){
result.point = closestPointOnBounds;
let safePlace = Vector2.add(closestPointOnBounds, Vector2.subtract(result.normal, new Vector2(circle.radius, circle.radius)));
}
return result;
}
public static pointToCicle(point: Vector2, circle: Circle){
let result = new CollisionResult();
let distanceSquared = Vector2.distanceSquared(point, circle.position);
let sumOfRadii = 1 + circle.radius;
let collided = distanceSquared < sumOfRadii * sumOfRadii;
if (collided){
result.normal = Vector2.normalize(Vector2.subtract(point, circle.position));
let depth = sumOfRadii - Math.sqrt(distanceSquared);
result.minimumTranslationVector = Vector2.multiply(new Vector2(-depth, -depth), result.normal);
result.point = Vector2.add(circle.position, Vector2.multiply(result.normal, new Vector2(circle.radius, circle.radius)));
return result;
}
return result;
}
public static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: Vector2){
let v = Vector2.subtract(lineB, lineA);
let w = Vector2.subtract(closestTo, lineA);
let t = Vector2.dot(w, v) / Vector2.dot(v, v);
t = MathHelper.clamp(t, 0, 1);
return Vector2.add(lineA, Vector2.multiply(v, new Vector2(t, t)));
}
public static pointToPoly(point: Vector2, poly: Polygon){
let result = new CollisionResult();
if (poly.containsPoint(point)){
let distanceSquared: number;
let gpp = Polygon.getClosestPointOnPolygonToPoint(poly.points, Vector2.subtract(point, poly.position));
let closestPoint = gpp.closestPoint;
distanceSquared = gpp.distanceSquared;
result.normal = gpp.edgeNormal;
result.minimumTranslationVector = Vector2.multiply(result.normal, new Vector2(Math.sqrt(distanceSquared), Math.sqrt(distanceSquared)));
result.point = Vector2.add(closestPoint, poly.position);
return result;
}
return result;
}
}

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@@ -5,7 +5,7 @@ class Composite {
public drawParticles: boolean = true;
public drawConstraints: boolean = true;
public particles: Particle[] = [];
public collidesWithLayers = -1;
public collidesWithLayers = Physics.allLayers;
/**
* 处理解决所有约束条件

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@@ -14,7 +14,8 @@ class VerletWorld {
private _composites: Composite[] = [];
private _fixedDeltaTimeSq: number;
private static _colliders = new Array(4);
private static _colliders: Collider[] = new Array(4);
private _tempCircle: Circle = new Circle(1);
constructor(simulationBounds?: Rectangle){
this.simulationBounds = simulationBounds;
@@ -43,8 +44,8 @@ class VerletWorld {
this.constrainParticleToBounds(p);
}
// if (p.collidesWithColliders)
// this.handleCollisions(p, -1);
if (p.collidesWithColliders)
this.handleCollisions(p, composite.collidesWithLayers);
}
}
}
@@ -52,7 +53,26 @@ class VerletWorld {
private handleCollisions(p: Particle, collidesWithLayers: number){
let collidedCount = Physics.overlapCircleAll(p.position, p.radius, VerletWorld._colliders, collidesWithLayers);
// handle
for (let i = 0; i < collidedCount; i ++){
let collider = VerletWorld._colliders[i];
if (collider.isTrigger)
continue;
if (p.radius < 2){
let collisionResult = collider.shape.pointCollidesWithShape(p.position);
if (collisionResult){
p.position = Vector2.subtract(p.position, collisionResult.minimumTranslationVector);
}
}else{
this._tempCircle.radius = p.radius;
this._tempCircle.position = p.position;
let collisionResult = this._tempCircle.collidesWithShape(collider.shape);
if (collisionResult){
p.position = Vector2.subtract(p.position, collisionResult.minimumTranslationVector);
}
}
}
}
private constrainParticleToBounds(p: Particle){