新增扇形collider
This commit is contained in:
@@ -1478,6 +1478,13 @@ var es;
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Vector2.prototype.lengthSquared = function () {
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return (this.x * this.x) + (this.y * this.y);
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};
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/**
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* 从原点到向量末端的距离
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* @returns
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*/
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Vector2.prototype.getLength = function () {
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return Math.sqrt(this.x * this.x + this.y * this.y);
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};
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/**
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* 四舍五入X和Y值
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*/
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@@ -1494,6 +1501,32 @@ var es;
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var two = right.sub(this);
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return es.Vector2Ext.angle(one, two);
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};
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Vector2.prototype.getDistance = function (other) {
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return Math.sqrt(this.getDistanceSquared(other));
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};
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Vector2.prototype.getDistanceSquared = function (other) {
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var dx = other.x - this.x;
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var dy = other.y - this.y;
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return dx * dx + dy * dy;
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};
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Vector2.prototype.isBetween = function (v1, v2) {
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var cross = v2.sub(v1).cross(this.sub(v1));
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return Math.abs(cross) < Number.EPSILON && this.dot(v2.sub(v1)) >= 0 && this.dot(v1.sub(v2)) >= 0;
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};
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/**
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* 两个向量的叉积
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* @param other
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* @returns
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*/
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Vector2.prototype.cross = function (other) {
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return this.x * other.y - this.y * other.x;
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};
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/**
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* 计算向量与x轴之间的夹角
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*/
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Vector2.prototype.getAngle = function () {
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return Math.atan2(this.y, this.x);
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};
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/**
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* 比较当前实例是否等于指定的对象
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* @param other 要比较的对象
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@@ -1543,9 +1576,18 @@ var es;
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var angle = Math.acos(es.MathHelper.clamp(from.dot(to), -1, 1)) * es.MathHelper.Rad2Deg;
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return round ? Math.round(angle) : angle;
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};
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Vector2.fromAngle = function (angle, magnitude) {
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if (magnitude === void 0) { magnitude = 1; }
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return new Vector2(magnitude * Math.cos(angle), magnitude * Math.sin(angle));
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};
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Vector2.prototype.clone = function () {
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return new Vector2(this.x, this.y);
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};
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Vector2.prototype.copyFrom = function (source) {
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this.x = source.x;
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this.y = source.y;
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return this;
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};
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return Vector2;
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}());
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es.Vector2 = Vector2;
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@@ -3728,6 +3770,22 @@ var es;
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es.PolygonCollider = PolygonCollider;
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})(es || (es = {}));
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var es;
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(function (es) {
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/**
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* 扇形碰撞器
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*/
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var SectorCollider = /** @class */ (function (_super) {
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__extends(SectorCollider, _super);
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function SectorCollider(center, radius, startAngle, endAngle) {
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var _this = _super.call(this) || this;
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_this.shape = new es.Sector(center, radius, startAngle, endAngle);
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return _this;
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}
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return SectorCollider;
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}(es.Collider));
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es.SectorCollider = SectorCollider;
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})(es || (es = {}));
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var es;
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(function (es) {
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function decode(key) {
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switch (typeof key) {
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@@ -9168,6 +9226,14 @@ var es;
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for (var i = 0; i < this.points.length; i++)
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this._originalPoints[i] = this.points[i];
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};
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Box.prototype.getEdges = function () {
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var edges = [];
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for (var i = 0; i < this.points.length; i++) {
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var j = (i + 1) % this.points.length;
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edges.push(new es.Line(this.points[i], this.points[j]));
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}
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return edges;
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};
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Box.prototype.overlaps = function (other) {
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// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
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if (this.isUnrotated) {
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@@ -9196,6 +9262,29 @@ var es;
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return es.ShapeCollisionsPoint.pointToBox(point, this, result);
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return _super.prototype.pointCollidesWithShape.call(this, point, result);
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};
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Box.prototype.getFurthestPoint = function (normal) {
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var furthestPoint = new es.Vector2(this.width / 2, this.height / 2);
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var dotProduct = furthestPoint.dot(normal);
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var tempPoint = new es.Vector2(-this.width / 2, this.height / 2);
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var tempDotProduct = tempPoint.dot(normal);
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if (tempDotProduct > dotProduct) {
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furthestPoint.copyFrom(tempPoint);
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dotProduct = tempDotProduct;
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}
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tempPoint.setTo(-this.width / 2, -this.height / 2);
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tempDotProduct = tempPoint.dot(normal);
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if (tempDotProduct > dotProduct) {
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furthestPoint.copyFrom(tempPoint);
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dotProduct = tempDotProduct;
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}
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tempPoint.setTo(this.width / 2, -this.height / 2);
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tempDotProduct = tempPoint.dot(normal);
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if (tempDotProduct > dotProduct) {
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furthestPoint.copyFrom(tempPoint);
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dotProduct = tempDotProduct;
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}
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return furthestPoint;
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};
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return Box;
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}(es.Polygon));
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es.Box = Box;
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@@ -9336,6 +9425,93 @@ var es;
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es.CollisionResult = CollisionResult;
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})(es || (es = {}));
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var es;
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(function (es) {
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var Line = /** @class */ (function () {
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function Line(start, end) {
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this.start = start.clone();
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this.end = end.clone();
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}
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Object.defineProperty(Line.prototype, "direction", {
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get: function () {
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return this.end.sub(this.start).normalize();
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},
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enumerable: true,
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configurable: true
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});
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Line.prototype.getNormal = function () {
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var angle = this.direction.getAngle() - Math.PI / 2;
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return new es.Vector2(Math.cos(angle), Math.sin(angle));
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};
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Line.prototype.getDirection = function (out) {
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return out.copyFrom(this.end).sub(this.start).normalize();
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};
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Line.prototype.getLength = function () {
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return this.start.getDistance(this.end);
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};
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Line.prototype.getLengthSquared = function () {
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return this.start.getDistanceSquared(this.end);
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};
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Line.prototype.distanceToPoint = function (normal, center) {
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return Math.abs((this.end.y - this.start.y) * normal.x - (this.end.x - this.start.x) * normal.y + this.end.x * this.start.y - this.end.y * this.start.x) / (2 * normal.magnitude());
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};
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Line.prototype.getFurthestPoint = function (direction) {
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var d1 = this.start.dot(direction);
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var d2 = this.end.dot(direction);
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return d1 > d2 ? this.start : this.end;
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};
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Line.prototype.getClosestPoint = function (point, out) {
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var delta = out.copyFrom(this.end).sub(this.start);
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var t = (point.sub(this.start)).dot(delta) / delta.lengthSquared();
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if (t < 0) {
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return out.copyFrom(this.start);
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}
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else if (t > 1) {
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return out.copyFrom(this.end);
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}
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return out.copyFrom(delta).multiplyScaler(t).add(this.start);
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};
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return Line;
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}());
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es.Line = Line;
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})(es || (es = {}));
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var es;
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(function (es) {
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/**
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* 计算投影和重叠区域
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*/
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var Projection = /** @class */ (function () {
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function Projection() {
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this.min = Number.MAX_VALUE;
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this.max = -Number.MAX_VALUE;
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}
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Projection.prototype.project = function (axis, polygon) {
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var points = polygon.points;
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var min = axis.dot(points[0]);
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var max = min;
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for (var i = 1; i < points.length; i++) {
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var p = points[i];
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var dot = axis.dot(p);
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if (dot < min) {
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min = dot;
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}
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else if (dot > max) {
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max = dot;
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}
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}
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this.min = min;
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this.max = max;
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};
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Projection.prototype.overlap = function (other) {
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return this.max >= other.min && other.max >= this.min;
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};
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Projection.prototype.getOverlap = function (other) {
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return Math.min(this.max, other.max) - Math.max(this.min, other.min);
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};
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return Projection;
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}());
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es.Projection = Projection;
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})(es || (es = {}));
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var es;
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(function (es) {
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var RealtimeCollisions = /** @class */ (function () {
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function RealtimeCollisions() {
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@@ -9406,6 +9582,270 @@ var es;
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es.RealtimeCollisions = RealtimeCollisions;
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})(es || (es = {}));
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var es;
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(function (es) {
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/**
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* 扇形形状
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*/
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var Sector = /** @class */ (function (_super) {
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__extends(Sector, _super);
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function Sector(center, radius, startAngle, endAngle) {
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var _this = _super.call(this) || this;
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_this.center = center;
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_this.radius = radius;
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_this.startAngle = startAngle;
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_this.endAngle = endAngle;
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_this.angle = endAngle - startAngle;
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_this.radiusSquared = radius * radius;
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_this.points = _this.getPoints();
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_this.calculateProperties();
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return _this;
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}
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Object.defineProperty(Sector.prototype, "sectorAngle", {
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get: function () {
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var angle = this.endAngle - this.startAngle;
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if (angle < 0)
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angle += 360;
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return angle;
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},
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enumerable: true,
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configurable: true
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});
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/**
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* 扇形的圆心和半径计算出扇形的重心
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* @returns
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*/
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Sector.prototype.getCentroid = function () {
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var x = (Math.cos(this.startAngle) + Math.cos(this.endAngle)) * this.radius / 3;
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var y = (Math.sin(this.startAngle) + Math.sin(this.endAngle)) * this.radius / 3;
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return new es.Vector2(x + this.center.x, y + this.center.y);
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};
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/**
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* 计算向量角度
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* @returns
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*/
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Sector.prototype.getAngle = function () {
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return this.startAngle;
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};
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Sector.prototype.recalculateBounds = function (collider) {
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var localCenter = this.center.add(collider.localOffset);
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var x = localCenter.x - this.radius;
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var y = localCenter.y - this.radius;
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var width = this.radius * 2;
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var height = this.radius * 2;
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var bounds = new es.Rectangle(x, y, width, height);
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this.bounds = bounds;
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this.center = localCenter;
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};
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Sector.prototype.overlaps = function (other) {
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var result = new es.Out();
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if (other instanceof es.Polygon)
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return es.ShapeCollisionSector.sectorToPolygon(this, other, result);
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if (other instanceof es.Circle) {
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if (es.ShapeCollisionSector.sectorToCircle(this, other, result)) {
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result.value.invertResult();
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return true;
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}
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return false;
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}
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throw new Error("overlaps of Sector to " + other + " are not supported");
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};
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Sector.prototype.collidesWithShape = function (other, collisionResult) {
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if (other instanceof es.Box) {
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return es.ShapeCollisionSector.sectorToBox(this, other, collisionResult);
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}
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if (other instanceof es.Polygon) {
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return es.ShapeCollisionSector.sectorToPolygon(this, other, collisionResult);
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}
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if (other instanceof es.Circle) {
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return es.ShapeCollisionSector.sectorToCircle(this, other, collisionResult);
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}
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throw new Error("overlaps of Polygon to " + other + " are not supported");
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};
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Sector.prototype.collidesWithLine = function (start, end, hit) {
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var toStart = start.sub(this.center);
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var toEnd = end.sub(this.center);
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var angleStart = toStart.getAngle();
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var angleEnd = toEnd.getAngle();
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var angleDiff = angleEnd - angleStart;
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if (angleDiff > Math.PI) {
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angleDiff -= 2 * Math.PI;
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}
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else if (angleDiff < -Math.PI) {
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angleDiff += 2 * Math.PI;
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}
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if (angleDiff >= this.startAngle && angleDiff <= this.endAngle) {
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var r = toStart.getLength();
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var t = this.startAngle - angleStart;
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var x = r * Math.cos(t);
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var y = r * Math.sin(t);
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var intersection = new es.Vector2(x, y);
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if (intersection.isBetween(start, end)) {
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var distance = intersection.sub(start).getLength();
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var fraction = distance / start.getDistance(end);
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var normal = intersection.sub(this.center).normalize();
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var point = intersection.add(this.center);
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var raycastHit = new es.RaycastHit();
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raycastHit.setValues(fraction, distance, point, normal);
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hit.value = raycastHit;
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return true;
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}
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}
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return false;
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};
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Sector.prototype.containsPoint = function (point) {
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var toPoint = point.sub(this.center);
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var distanceSquared = toPoint.lengthSquared();
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if (distanceSquared > this.radiusSquared) {
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return false;
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}
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var angle = toPoint.getAngle();
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var startAngle = this.startAngle;
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var endAngle = startAngle + this.angle;
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var angleDiff = angle - startAngle;
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if (angleDiff < 0) {
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angleDiff += Math.PI * 2;
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}
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if (angleDiff > this.angle) {
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return false;
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}
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return true;
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};
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Sector.prototype.pointCollidesWithShape = function (point, result) {
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if (!this.containsPoint(point)) {
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if (result) {
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result.value = null;
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}
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return false;
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}
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if (result) {
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result.value = new es.CollisionResult();
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result.value.normal = point.sub(this.center).normalize();
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result.value.minimumTranslationVector = result.value.normal.scale(this.radius - point.sub(this.center).getLength());
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result.value.point = point;
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}
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return true;
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};
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Sector.prototype.getPoints = function () {
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var points = new Array(this.numberOfPoints);
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for (var i = 0; i < this.numberOfPoints; i++) {
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var angle = this.startAngle + i * this.angleStep;
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points[i] = es.Vector2.fromAngle(angle, this.radius).add(this.center);
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}
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return points;
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};
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Sector.prototype.calculateProperties = function () {
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this.numberOfPoints = Math.max(10, Math.floor(this.radius * 0.1));
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this.angleStep = (this.endAngle - this.startAngle) / (this.numberOfPoints - 1);
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};
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Sector.prototype.getFurthestPoint = function (normal) {
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var maxProjection = -Number.MAX_VALUE;
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var furthestPoint = new es.Vector2();
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for (var i = 0; i < this.numberOfPoints; i++) {
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var projection = this.points[i].dot(normal);
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if (projection > maxProjection) {
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maxProjection = projection;
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furthestPoint.copyFrom(this.points[i]);
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}
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}
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return furthestPoint;
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};
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return Sector;
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}(es.Shape));
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es.Sector = Sector;
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})(es || (es = {}));
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var es;
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(function (es) {
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var ShapeCollisionSector = /** @class */ (function () {
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function ShapeCollisionSector() {
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}
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ShapeCollisionSector.sectorToPolygon = function (first, second, result) {
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var numPoints = second.points.length;
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var collision = false;
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var edgeStart = new es.Vector2();
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var edgeEnd = new es.Vector2();
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var hit = new es.Out();
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for (var i = 0; i < numPoints; i++) {
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var point = second.points[i];
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if (first.containsPoint(point)) {
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if (result) {
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result.value = new es.CollisionResult();
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result.value.point = point.clone();
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result.value.normal = point.sub(first.center).normalize();
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}
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collision = true;
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break;
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}
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}
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if (!collision && second.containsPoint(first.center)) {
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if (result) {
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result.value = new es.CollisionResult();
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result.value.point = first.center.clone();
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result.value.normal = new es.Vector2(0, 0);
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}
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collision = true;
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}
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if (!collision) {
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for (var i = 0; i < numPoints; i++) {
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var p1 = second.points[i];
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var p2 = second.points[(i + 1) % numPoints];
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edgeStart.copyFrom(p1);
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edgeEnd.copyFrom(p2);
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if (first.collidesWithLine(edgeStart, edgeEnd, hit)) {
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if (result) {
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result.value = new es.CollisionResult();
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result.value.point.copyFrom(hit.value.point);
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result.value.normal.copyFrom(hit.value.normal);
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}
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collision = true;
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break;
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}
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}
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||||
}
|
||||
return collision;
|
||||
};
|
||||
ShapeCollisionSector.sectorToCircle = function (first, second, result) {
|
||||
var radiusSquared = second.radius * second.radius;
|
||||
var distanceSquared = first.center.getDistanceSquared(second.center);
|
||||
var angleDiff = Math.abs(second.center.sub(first.center).getAngle() - first.getAngle());
|
||||
var sectorAngle = first.endAngle - first.startAngle;
|
||||
if (distanceSquared <= radiusSquared && angleDiff <= sectorAngle / 2) {
|
||||
if (result) {
|
||||
result.value = new es.CollisionResult();
|
||||
result.value.normal = second.center.sub(first.center).normalize();
|
||||
result.value.point = second.center.clone().add(result.value.normal.clone().multiplyScaler(second.radius));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
if (result) {
|
||||
result.value = null;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
ShapeCollisionSector.sectorToBox = function (first, second, result) {
|
||||
result.value = new es.CollisionResult();
|
||||
// 获取box的四条边
|
||||
var boxEdges = second.getEdges();
|
||||
// 遍历box的每一条边
|
||||
for (var i = 0; i < boxEdges.length; i++) {
|
||||
var normal = boxEdges[i].getNormal();
|
||||
var furthestPointBox = second.getFurthestPoint(normal);
|
||||
var furthestPointSector = first.getFurthestPoint(normal.negate());
|
||||
var distance = normal.dot(furthestPointSector.sub(furthestPointBox));
|
||||
// 没有相交
|
||||
if (distance > 0)
|
||||
return false;
|
||||
if (result.value && Math.abs(distance) < result.value.minimumTranslationVector.getLength()) {
|
||||
result.value.minimumTranslationVector = normal.clone().multiplyScaler(distance);
|
||||
result.value.normal = normal;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
return ShapeCollisionSector;
|
||||
}());
|
||||
es.ShapeCollisionSector = ShapeCollisionSector;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
var ShapeCollisionsBox = /** @class */ (function () {
|
||||
function ShapeCollisionsBox() {
|
||||
|
||||
Reference in New Issue
Block a user