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