新增shapecollision 用于计算多边形碰撞
This commit is contained in:
39
source/bin/framework.d.ts
vendored
39
source/bin/framework.d.ts
vendored
@@ -379,6 +379,7 @@ declare class SpriteRenderer extends RenderableComponent {
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declare abstract class Collider extends Component {
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shape: Shape;
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physicsLayer: number;
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isTrigger: boolean;
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readonly bounds: Rectangle;
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}
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declare class EntitySystem {
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@@ -554,7 +555,12 @@ declare class Rectangle {
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location: Vector2;
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constructor(x: number, y: number, width: number, height: number);
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intersects(value: Rectangle): boolean;
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static fromMinMax(minX: number, minY: number, maxX: number, maxY: number): void;
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contains(value: Vector2): boolean;
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static fromMinMax(minX: number, minY: number, maxX: number, maxY: number): Rectangle;
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getClosestPointOnRectangleBorderToPoint(point: Point): {
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res: Vector2;
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edgeNormal: Vector2;
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};
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calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2, rotation: number, width: number, height: number): void;
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}
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declare class Vector2 {
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@@ -567,6 +573,7 @@ declare class Vector2 {
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static subtract(value1: Vector2, value2: Vector2): Vector2;
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normalize(): void;
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length(): number;
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static normalize(value: Vector2): Vector2;
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static dot(value1: Vector2, value2: Vector2): number;
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static distanceSquared(value1: Vector2, value2: Vector2): number;
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static transform(position: Vector2, matrix: Matrix2D): Vector2;
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@@ -597,25 +604,54 @@ declare class Collisions {
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}
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declare class Physics {
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private static _spatialHash;
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static readonly allLayers: number;
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static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask?: number): number;
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}
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declare abstract class Shape {
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bounds: Rectangle;
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position: Vector2;
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abstract pointCollidesWithShape(point: Vector2): CollisionResult;
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}
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declare class Circle extends Shape {
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radius: number;
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private _originalRadius;
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constructor(radius: number);
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pointCollidesWithShape(point: Vector2): CollisionResult;
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collidesWithShape(other: Shape): CollisionResult;
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}
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declare class CollisionResult {
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minimumTranslationVector: Vector2;
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normal: Vector2;
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point: Vector2;
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}
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declare class Polygon extends Shape {
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points: Vector2[];
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isUnrotated: boolean;
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private _polygonCenter;
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private _areEdgeNormalsDirty;
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private _originalPoint;
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constructor(vertCount: number, radius: number);
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setPoints(points: Vector2[]): void;
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recalculateCenterAndEdgeNormals(): void;
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static findPolygonCenter(points: Vector2[]): Vector2;
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static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): {
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closestPoint: any;
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distanceSquared: any;
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edgeNormal: any;
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};
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pointCollidesWithShape(point: Vector2): CollisionResult;
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containsPoint(point: Vector2): boolean;
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static buildSymmertricalPolygon(vertCount: number, radius: number): any;
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}
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declare class Rect extends Polygon {
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containsPoint(point: Vector2): boolean;
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}
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declare class ShapeCollisions {
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static circleToRect(circle: Circle, box: Rect): CollisionResult;
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static pointToCicle(point: Vector2, circle: Circle): CollisionResult;
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static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: Vector2): Vector2;
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static pointToPoly(point: Vector2, poly: Polygon): CollisionResult;
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}
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declare class Particle {
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position: Vector2;
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lastPosition: Vector2;
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@@ -663,6 +699,7 @@ declare class VerletWorld {
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private _composites;
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private _fixedDeltaTimeSq;
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private static _colliders;
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private _tempCircle;
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constructor(simulationBounds?: Rectangle);
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update(): void;
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private handleCollisions;
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@@ -2593,7 +2593,57 @@ var Rectangle = (function () {
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value.top < this.bottom &&
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this.top < value.bottom;
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};
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Rectangle.prototype.contains = function (value) {
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return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
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(this.y <= value.y)) &&
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(value.y < (this.y + this.height)));
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};
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Rectangle.fromMinMax = function (minX, minY, maxX, maxY) {
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return new Rectangle(minX, minY, maxX - minX, maxY - minY);
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};
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Rectangle.prototype.getClosestPointOnRectangleBorderToPoint = function (point) {
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var edgeNormal = new Vector2(0, 0);
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var res = new Vector2(0, 0);
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res.x = MathHelper.clamp(point.x, this.left, this.right);
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res.y = MathHelper.clamp(point.y, this.top, this.bottom);
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if (this.contains(res)) {
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var dl = res.x - this.left;
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var dr = this.right - res.x;
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var dt = res.y - this.top;
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var db = this.bottom - res.y;
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var min = MathHelper.minOf(dl, dr, dt, db);
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if (min == dt) {
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res.y = this.top;
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edgeNormal.y = -1;
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}
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else if (min == db) {
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res.y = this.bottom;
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edgeNormal.y = 1;
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}
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else if (min == dl) {
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res.x = this.left;
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edgeNormal.x = -1;
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}
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else {
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res.x = this.right;
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edgeNormal.x = 1;
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}
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}
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else {
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if (res.x == this.left) {
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edgeNormal.x = -1;
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}
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if (res.x == this.right) {
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edgeNormal.x = 1;
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}
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if (res.y == this.top) {
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edgeNormal.y = -1;
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}
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if (res.y == this.bottom) {
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edgeNormal.y = 1;
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}
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}
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return { res: res, edgeNormal: edgeNormal };
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};
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Rectangle.prototype.calculateBounds = function (parentPosition, position, origin, scale, rotation, width, height) {
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if (rotation == 0) {
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@@ -2670,6 +2720,12 @@ var Vector2 = (function () {
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Vector2.prototype.length = function () {
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return Math.sqrt((this.x * this.x) + (this.y * this.y));
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};
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Vector2.normalize = function (value) {
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var val = 1 / Math.sqrt((value.x * value.x) + (value.y * value.y));
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value.x *= val;
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value.y *= val;
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return value;
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};
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Vector2.dot = function (value1, value2) {
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return (value1.x * value2.x) + (value1.y * value2.y);
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};
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@@ -2820,6 +2876,7 @@ var Physics = (function () {
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if (layerMask === void 0) { layerMask = -1; }
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return this._spatialHash.overlapCircle(center, randius, results, layerMask);
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};
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Physics.allLayers = -1;
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return Physics;
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}());
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var Shape = (function () {
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@@ -2835,20 +2892,40 @@ var Circle = (function (_super) {
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_this._originalRadius = radius;
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return _this;
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}
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Circle.prototype.pointCollidesWithShape = function (point) {
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return ShapeCollisions.pointToCicle(point, this);
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};
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Circle.prototype.collidesWithShape = function (other) {
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if (other instanceof Rect && other.isUnrotated) {
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return ShapeCollisions.circleToRect(this, other);
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}
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throw new Error("Collisions of Circle to " + other + " are not supported");
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};
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return Circle;
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}(Shape));
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var CollisionResult = (function () {
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function CollisionResult() {
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}
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return CollisionResult;
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}());
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var Polygon = (function (_super) {
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__extends(Polygon, _super);
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function Polygon(vertCount, radius) {
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var _this = _super.call(this) || this;
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_this.isUnrotated = true;
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_this._areEdgeNormalsDirty = true;
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_this.setPoints(Polygon.buildSymmertricalPolygon(vertCount, radius));
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return _this;
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}
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Polygon.prototype.setPoints = function (points) {
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this.points = points;
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this.recalculateCenterAndEdgeNormals();
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this._originalPoint = new Vector2[points.length];
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this._originalPoint = points;
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};
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Polygon.prototype.recalculateCenterAndEdgeNormals = function () {
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this._polygonCenter = Polygon.findPolygonCenter(this.points);
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this._areEdgeNormalsDirty = true;
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};
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Polygon.findPolygonCenter = function (points) {
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var x = 0, y = 0;
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@@ -2858,6 +2935,43 @@ var Polygon = (function (_super) {
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}
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return new Vector2(x / points.length, y / points.length);
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};
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Polygon.getClosestPointOnPolygonToPoint = function (points, point) {
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var distanceSquared = Number.MAX_VALUE;
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var edgeNormal = new Vector2(0, 0);
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var closestPoint = new Vector2(0, 0);
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var tempDistanceSquared;
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for (var i = 0; i < points.length; i++) {
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var j = i + 1;
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if (j == points.length)
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j = 0;
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var closest = ShapeCollisions.closestPointOnLine(points[i], points[j], point);
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tempDistanceSquared = Vector2.distanceSquared(point, closest);
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if (tempDistanceSquared < distanceSquared) {
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distanceSquared = tempDistanceSquared;
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closestPoint = closest;
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var line = Vector2.subtract(points[j], points[i]);
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edgeNormal.x = -line.y;
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edgeNormal.y = line.x;
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}
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}
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edgeNormal = Vector2.normalize(edgeNormal);
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return { closestPoint: closestPoint, distanceSquared: distanceSquared, edgeNormal: edgeNormal };
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};
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Polygon.prototype.pointCollidesWithShape = function (point) {
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return ShapeCollisions.pointToPoly(point, this);
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};
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Polygon.prototype.containsPoint = function (point) {
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point = Vector2.subtract(point, this.position);
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var isInside = false;
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for (var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
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if (((this.points[i].y > point.y) != (this.points[j].y > point.y)) &&
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(point.x < (this.points[j].x - this.points[i].x) * (point.y - this.points[i].y) / (this.points[j].y - this.points[i].y) +
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this.points[i].x)) {
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isInside = !isInside;
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}
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}
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return isInside;
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};
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Polygon.buildSymmertricalPolygon = function (vertCount, radius) {
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var verts = new Vector2[vertCount];
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for (var i = 0; i < vertCount; i++) {
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@@ -2868,6 +2982,67 @@ var Polygon = (function (_super) {
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};
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return Polygon;
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}(Shape));
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var Rect = (function (_super) {
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__extends(Rect, _super);
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function Rect() {
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return _super !== null && _super.apply(this, arguments) || this;
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}
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Rect.prototype.containsPoint = function (point) {
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if (this.isUnrotated)
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return this.bounds.contains(point);
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return _super.prototype.containsPoint.call(this, point);
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};
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return Rect;
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}(Polygon));
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var ShapeCollisions = (function () {
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function ShapeCollisions() {
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}
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ShapeCollisions.circleToRect = function (circle, box) {
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var result = new CollisionResult();
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var closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position).res;
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if (box.containsPoint(circle.position)) {
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result.point = closestPointOnBounds;
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var safePlace = Vector2.add(closestPointOnBounds, Vector2.subtract(result.normal, new Vector2(circle.radius, circle.radius)));
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}
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return result;
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};
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ShapeCollisions.pointToCicle = function (point, circle) {
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var result = new CollisionResult();
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var distanceSquared = Vector2.distanceSquared(point, circle.position);
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var sumOfRadii = 1 + circle.radius;
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var collided = distanceSquared < sumOfRadii * sumOfRadii;
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if (collided) {
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result.normal = Vector2.normalize(Vector2.subtract(point, circle.position));
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var depth = sumOfRadii - Math.sqrt(distanceSquared);
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result.minimumTranslationVector = Vector2.multiply(new Vector2(-depth, -depth), result.normal);
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result.point = Vector2.add(circle.position, Vector2.multiply(result.normal, new Vector2(circle.radius, circle.radius)));
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return result;
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}
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return result;
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};
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ShapeCollisions.closestPointOnLine = function (lineA, lineB, closestTo) {
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var v = Vector2.subtract(lineB, lineA);
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var w = Vector2.subtract(closestTo, lineA);
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var t = Vector2.dot(w, v) / Vector2.dot(v, v);
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t = MathHelper.clamp(t, 0, 1);
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return Vector2.add(lineA, Vector2.multiply(v, new Vector2(t, t)));
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};
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ShapeCollisions.pointToPoly = function (point, poly) {
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var result = new CollisionResult();
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if (poly.containsPoint(point)) {
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var distanceSquared = void 0;
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var gpp = Polygon.getClosestPointOnPolygonToPoint(poly.points, Vector2.subtract(point, poly.position));
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var closestPoint = gpp.closestPoint;
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distanceSquared = gpp.distanceSquared;
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result.normal = gpp.edgeNormal;
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result.minimumTranslationVector = Vector2.multiply(result.normal, new Vector2(Math.sqrt(distanceSquared), Math.sqrt(distanceSquared)));
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result.point = Vector2.add(closestPoint, poly.position);
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return result;
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}
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return result;
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};
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return ShapeCollisions;
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}());
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var Particle = (function () {
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function Particle(position) {
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this.position = new Vector2(0, 0);
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@@ -2984,6 +3159,7 @@ var VerletWorld = (function () {
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this._iterationSteps = 0;
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this._fixedDeltaTime = 1 / 60;
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this._composites = [];
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this._tempCircle = new Circle(1);
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this.simulationBounds = simulationBounds;
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this._fixedDeltaTimeSq = Math.pow(this._fixedDeltaTime, 2);
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}
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@@ -3002,12 +3178,33 @@ var VerletWorld = (function () {
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if (this.simulationBounds) {
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this.constrainParticleToBounds(p);
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}
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if (p.collidesWithColliders)
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this.handleCollisions(p, composite.collidesWithLayers);
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}
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}
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}
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};
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VerletWorld.prototype.handleCollisions = function (p, collidesWithLayers) {
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var collidedCount = Physics.overlapCircleAll(p.position, p.radius, VerletWorld._colliders, collidesWithLayers);
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for (var i = 0; i < collidedCount; i++) {
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var collider = VerletWorld._colliders[i];
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if (collider.isTrigger)
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continue;
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if (p.radius < 2) {
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var collisionResult = collider.shape.pointCollidesWithShape(p.position);
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if (collisionResult) {
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p.position = Vector2.subtract(p.position, collisionResult.minimumTranslationVector);
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}
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}
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else {
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this._tempCircle.radius = p.radius;
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this._tempCircle.position = p.position;
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var collisionResult = this._tempCircle.collidesWithShape(collider.shape);
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if (collisionResult) {
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p.position = Vector2.subtract(p.position, collisionResult.minimumTranslationVector);
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}
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}
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}
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};
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VerletWorld.prototype.constrainParticleToBounds = function (p) {
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var tempPos = p.position;
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@@ -3071,7 +3268,7 @@ var Composite = (function () {
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this.drawParticles = true;
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this.drawConstraints = true;
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this.particles = [];
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this.collidesWithLayers = -1;
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this.collidesWithLayers = Physics.allLayers;
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}
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Composite.prototype.solveConstraints = function () {
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for (var i = this._constraints.length - 1; i >= 0; i--) {
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2
source/bin/framework.min.js
vendored
2
source/bin/framework.min.js
vendored
File diff suppressed because one or more lines are too long
@@ -1,6 +1,7 @@
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abstract class Collider extends Component{
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public shape: Shape;
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public physicsLayer = 1 << 0;
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public isTrigger: boolean;
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public get bounds(): Rectangle {
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return this.shape.bounds;
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@@ -46,8 +46,59 @@ class Rectangle {
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this.top < value.bottom;
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}
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public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number){
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public contains(value: Vector2) {
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return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
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(this.y <= value.y)) &&
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(value.y < (this.y + this.height)));
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}
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public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number) {
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return new Rectangle(minX, minY, maxX - minX, maxY - minY);
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}
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public getClosestPointOnRectangleBorderToPoint(point: Point): {res: Vector2, edgeNormal: Vector2} {
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let edgeNormal = new Vector2(0, 0);
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let res = new Vector2(0, 0);
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res.x = MathHelper.clamp(point.x, this.left, this.right);
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res.y = MathHelper.clamp(point.y, this.top, this.bottom);
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if (this.contains(res)){
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let dl = res.x - this.left;
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let dr = this.right - res.x;
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let dt = res.y - this.top;
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let db = this.bottom - res.y;
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let min = MathHelper.minOf(dl, dr, dt, db);
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if (min == dt){
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res.y = this.top;
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edgeNormal.y = -1;
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} else if(min == db){
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res.y = this.bottom;
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edgeNormal.y = 1;
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} else if(min == dl){
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res.x = this.left;
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edgeNormal.x = -1;
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} 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;
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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`);
|
||||
}
|
||||
}
|
||||
5
source/src/Physics/Shapes/CollisionResult.ts
Normal file
5
source/src/Physics/Shapes/CollisionResult.ts
Normal file
@@ -0,0 +1,5 @@
|
||||
class CollisionResult {
|
||||
public minimumTranslationVector: Vector2;
|
||||
public normal: Vector2;
|
||||
public point: Vector2;
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
8
source/src/Physics/Shapes/Rect.ts
Normal file
8
source/src/Physics/Shapes/Rect.ts
Normal file
@@ -0,0 +1,8 @@
|
||||
class Rect extends Polygon {
|
||||
public containsPoint(point: Vector2){
|
||||
if (this.isUnrotated)
|
||||
return this.bounds.contains(point);
|
||||
|
||||
return super.containsPoint(point);
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,6 @@
|
||||
abstract class Shape {
|
||||
public bounds: Rectangle;
|
||||
public position: Vector2;
|
||||
|
||||
public abstract pointCollidesWithShape(point: Vector2): CollisionResult;
|
||||
}
|
||||
60
source/src/Physics/Shapes/ShapeCollisions/ShapeCollisions.ts
Normal file
60
source/src/Physics/Shapes/ShapeCollisions/ShapeCollisions.ts
Normal file
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
|
||||
@@ -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){
|
||||
|
||||
Reference in New Issue
Block a user