新增扇形collider

This commit is contained in:
yhh
2023-02-24 19:16:20 +08:00
parent 34f0c4ac2d
commit 3f3fd16110
11 changed files with 1068 additions and 7295 deletions

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@@ -0,0 +1,16 @@
module es {
/**
* 扇形碰撞器
*/
export class SectorCollider extends Collider {
constructor(
center: Vector2,
radius: number,
startAngle: number,
endAngle: number
) {
super();
this.shape = new Sector(center, radius, startAngle, endAngle);
}
}
}

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@@ -337,6 +337,14 @@ module es {
return (this.x * this.x) + (this.y * this.y);
}
/**
* 从原点到向量末端的距离
* @returns
*/
public getLength(): number {
return Math.sqrt(this.x * this.x + this.y * this.y);
}
/**
* 四舍五入X和Y值
*/
@@ -355,6 +363,37 @@ module es {
return Vector2Ext.angle(one, two);
}
public getDistance(other: Vector2): number {
return Math.sqrt(this.getDistanceSquared(other));
}
public getDistanceSquared(other: Vector2): number {
const dx = other.x - this.x;
const dy = other.y - this.y;
return dx * dx + dy * dy;
}
public isBetween(v1: Vector2, v2: Vector2): boolean {
const cross = v2.sub(v1).cross(this.sub(v1));
return Math.abs(cross) < Number.EPSILON && this.dot(v2.sub(v1)) >= 0 && this.dot(v1.sub(v2)) >= 0;
}
/**
* 两个向量的叉积
* @param other
* @returns
*/
public cross(other: Vector2): number {
return this.x * other.y - this.y * other.x;
}
/**
* 计算向量与x轴之间的夹角
*/
public getAngle(): number {
return Math.atan2(this.y, this.x);
}
/**
* 比较当前实例是否等于指定的对象
* @param other 要比较的对象
@@ -412,9 +451,19 @@ module es {
return round ? Math.round(angle) : angle;
}
public static fromAngle(angle: number, magnitude: number = 1): Vector2 {
return new Vector2(magnitude * Math.cos(angle), magnitude * Math.sin(angle));
}
public clone(): Vector2 {
return new Vector2(this.x, this.y);
}
public copyFrom(source: Vector2): Vector2 {
this.x = source.x;
this.y = source.y;
return this;
}
}
}

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@@ -53,6 +53,17 @@ module es {
this._originalPoints[i] = this.points[i];
}
public getEdges(): Array<Line> {
const edges = [];
for (let i = 0; i < this.points.length; i++) {
const j = (i + 1) % this.points.length;
edges.push(new Line(this.points[i], this.points[j]));
}
return edges;
}
public overlaps(other: Shape) {
// 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
if (this.isUnrotated) {
@@ -90,5 +101,33 @@ module es {
return super.pointCollidesWithShape(point, result);
}
public getFurthestPoint(normal: Vector2): Vector2 {
let furthestPoint = new Vector2(this.width / 2, this.height / 2);
let dotProduct = furthestPoint.dot(normal);
let tempPoint = new Vector2(-this.width / 2, this.height / 2);
let tempDotProduct = tempPoint.dot(normal);
if (tempDotProduct > dotProduct) {
furthestPoint.copyFrom(tempPoint);
dotProduct = tempDotProduct;
}
tempPoint.setTo(-this.width / 2, -this.height / 2);
tempDotProduct = tempPoint.dot(normal);
if (tempDotProduct > dotProduct) {
furthestPoint.copyFrom(tempPoint);
dotProduct = tempDotProduct;
}
tempPoint.setTo(this.width / 2, -this.height / 2);
tempDotProduct = tempPoint.dot(normal);
if (tempDotProduct > dotProduct) {
furthestPoint.copyFrom(tempPoint);
dotProduct = tempDotProduct;
}
return furthestPoint;
}
}
}

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@@ -0,0 +1,55 @@
module es {
export class Line {
public start: Vector2;
public end: Vector2;
constructor(start: Vector2, end: Vector2) {
this.start = start.clone();
this.end = end.clone();
}
public get direction(): Vector2 {
return this.end.sub(this.start).normalize();
}
public getNormal(): Vector2 {
const angle = this.direction.getAngle() - Math.PI / 2;
return new Vector2(Math.cos(angle), Math.sin(angle));
}
public getDirection(out: Vector2) {
return out.copyFrom(this.end).sub(this.start).normalize();
}
public getLength() {
return this.start.getDistance(this.end);
}
public getLengthSquared() {
return this.start.getDistanceSquared(this.end);
}
public distanceToPoint(normal: Vector2, center: Vector2): number {
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());
}
public getFurthestPoint(direction: Vector2): Vector2 {
const d1 = this.start.dot(direction);
const d2 = this.end.dot(direction);
return d1 > d2 ? this.start : this.end;
}
public getClosestPoint(point: Vector2, out: Vector2) {
const delta = out.copyFrom(this.end).sub(this.start);
const t = (point.sub(this.start)).dot(delta) / delta.lengthSquared();
if (t < 0) {
return out.copyFrom(this.start);
} else if (t > 1) {
return out.copyFrom(this.end);
}
return out.copyFrom(delta).multiplyScaler(t).add(this.start);
}
}
}

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@@ -0,0 +1,41 @@
module es {
/**
* 计算投影和重叠区域
*/
export class Projection {
public min: number;
public max: number;
constructor() {
this.min = Number.MAX_VALUE;
this.max = -Number.MAX_VALUE;
}
public project(axis: Vector2, polygon: Polygon) {
const points = polygon.points;
let min = axis.dot(points[0]);
let max = min;
for (let i = 1; i < points.length; i++) {
const p = points[i];
const dot = axis.dot(p);
if (dot < min) {
min = dot;
} else if (dot > max) {
max = dot;
}
}
this.min = min;
this.max = max;
}
public overlap(other: Projection): boolean {
return this.max >= other.min && other.max >= this.min;
}
public getOverlap(other: Projection): number {
return Math.min(this.max, other.max) - Math.max(this.min, other.min);
}
}
}

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@@ -0,0 +1,205 @@
module es {
/**
* 扇形形状
*/
export class Sector extends Shape {
public center: Vector2;
public radius: number;
public startAngle: number;
public endAngle: number;
public angle: number;
public radiusSquared: number;
public numberOfPoints: number;
public angleStep: number;
public points: Vector2[];
public get sectorAngle(): number {
let angle = this.endAngle - this.startAngle;
if (angle < 0) angle += 360;
return angle;
}
constructor(center: Vector2, radius: number, startAngle: number, endAngle: number) {
super();
this.center = center;
this.radius = radius;
this.startAngle = startAngle;
this.endAngle = endAngle;
this.angle = endAngle - startAngle;
this.radiusSquared = radius * radius;
this.points = this.getPoints();
this.calculateProperties();
}
/**
* 扇形的圆心和半径计算出扇形的重心
* @returns
*/
public getCentroid(): Vector2 {
const x = (Math.cos(this.startAngle) + Math.cos(this.endAngle)) * this.radius / 3;
const y = (Math.sin(this.startAngle) + Math.sin(this.endAngle)) * this.radius / 3;
return new Vector2(x + this.center.x, y + this.center.y);
}
/**
* 计算向量角度
* @returns
*/
public getAngle(): number {
return this.startAngle;
}
public recalculateBounds(collider: Collider): void {
const localCenter = this.center.add(collider.localOffset);
const x = localCenter.x - this.radius;
const y = localCenter.y - this.radius;
const width = this.radius * 2;
const height = this.radius * 2;
const bounds = new Rectangle(x, y, width, height);
this.bounds = bounds;
this.center = localCenter;
}
public overlaps(other: Shape): boolean {
let result = new Out<CollisionResult>();
if (other instanceof Polygon)
return ShapeCollisionSector.sectorToPolygon(this, other, result);
if (other instanceof Circle) {
if (ShapeCollisionSector.sectorToCircle(this, other, result)) {
result.value.invertResult();
return true;
}
return false;
}
throw new Error(`overlaps of Sector to ${other} are not supported`);
}
public collidesWithShape(other: Shape, collisionResult: Out<CollisionResult>): boolean {
if (other instanceof Box) {
return ShapeCollisionSector.sectorToBox(this, other, collisionResult);
}
if (other instanceof Polygon) {
return ShapeCollisionSector.sectorToPolygon(this, other, collisionResult);
}
if (other instanceof Circle) {
return ShapeCollisionSector.sectorToCircle(this, other, collisionResult);
}
throw new Error(`overlaps of Polygon to ${other} are not supported`);
}
public collidesWithLine(start: Vector2, end: Vector2, hit: Out<RaycastHit>): boolean {
const toStart = start.sub(this.center);
const toEnd = end.sub(this.center);
const angleStart = toStart.getAngle();
const angleEnd = toEnd.getAngle();
let angleDiff = angleEnd - angleStart;
if (angleDiff > Math.PI) {
angleDiff -= 2 * Math.PI;
} else if (angleDiff < -Math.PI) {
angleDiff += 2 * Math.PI;
}
if (angleDiff >= this.startAngle && angleDiff <= this.endAngle) {
const r = toStart.getLength();
const t = this.startAngle - angleStart;
const x = r * Math.cos(t);
const y = r * Math.sin(t);
const intersection = new Vector2(x, y);
if (intersection.isBetween(start, end)) {
const distance = intersection.sub(start).getLength();
const fraction = distance / start.getDistance(end);
const normal = intersection.sub(this.center).normalize();
const point = intersection.add(this.center);
const raycastHit = new RaycastHit();
raycastHit.setValues(fraction, distance, point, normal);
hit.value = raycastHit;
return true;
}
}
return false;
}
public containsPoint(point: Vector2) {
const toPoint = point.sub(this.center);
const distanceSquared = toPoint.lengthSquared();
if (distanceSquared > this.radiusSquared) {
return false;
}
const angle = toPoint.getAngle();
const startAngle = this.startAngle;
const endAngle = startAngle + this.angle;
let angleDiff = angle - startAngle;
if (angleDiff < 0) {
angleDiff += Math.PI * 2;
}
if (angleDiff > this.angle) {
return false;
}
return true;
}
public pointCollidesWithShape(point: Vector2, result: Out<CollisionResult>): boolean {
if (!this.containsPoint(point)) {
if (result) {
result.value = null;
}
return false;
}
if (result) {
result.value = new CollisionResult();
result.value.normal = point.sub(this.center).normalize();
result.value.minimumTranslationVector = result.value.normal.scale(
this.radius - point.sub(this.center).getLength()
);
result.value.point = point;
}
return true;
}
public getPoints(): Vector2[] {
let points = new Array<Vector2>(this.numberOfPoints);
for (let i = 0; i < this.numberOfPoints; i++) {
let angle = this.startAngle + i * this.angleStep;
points[i] = Vector2.fromAngle(angle, this.radius).add(this.center);
}
return points;
}
private calculateProperties() {
this.numberOfPoints = Math.max(10, Math.floor(this.radius * 0.1));
this.angleStep = (this.endAngle - this.startAngle) / (this.numberOfPoints - 1);
}
public getFurthestPoint(normal: Vector2): Vector2 {
let maxProjection = -Number.MAX_VALUE;
let furthestPoint = new Vector2();
for (let i = 0; i < this.numberOfPoints; i++) {
let projection = this.points[i].dot(normal);
if (projection > maxProjection) {
maxProjection = projection;
furthestPoint.copyFrom(this.points[i]);
}
}
return furthestPoint;
}
}
}

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@@ -0,0 +1,103 @@
module es {
export class ShapeCollisionSector {
public static sectorToPolygon(first: Sector, second: Polygon, result: Out<CollisionResult>): boolean {
const numPoints = second.points.length;
let collision = false;
const edgeStart = new Vector2();
const edgeEnd = new Vector2();
const hit = new Out<RaycastHit>();
for (let i = 0; i < numPoints; i++) {
const point = second.points[i];
if (first.containsPoint(point)) {
if (result) {
result.value = new CollisionResult();
result.value.point = point.clone();
result.value.normal = point.sub(first.center).normalize();
}
collision = true;
break;
}
}
if (!collision && second.containsPoint(first.center)) {
if (result) {
result.value = new CollisionResult();
result.value.point = first.center.clone();
result.value.normal = new Vector2(0, 0);
}
collision = true;
}
if (!collision) {
for (let i = 0; i < numPoints; i++) {
const p1 = second.points[i];
const p2 = second.points[(i + 1) % numPoints];
edgeStart.copyFrom(p1);
edgeEnd.copyFrom(p2);
if (first.collidesWithLine(edgeStart, edgeEnd, hit)) {
if (result) {
result.value = new CollisionResult();
result.value.point.copyFrom(hit.value.point);
result.value.normal.copyFrom(hit.value.normal);
}
collision = true;
break;
}
}
}
return collision;
}
public static sectorToCircle(first: Sector, second: Circle, result: Out<CollisionResult>): boolean {
const radiusSquared = second.radius * second.radius;
const distanceSquared = first.center.getDistanceSquared(second.center);
const angleDiff = Math.abs(second.center.sub(first.center).getAngle() - first.getAngle());
const sectorAngle = first.endAngle - first.startAngle;
if (distanceSquared <= radiusSquared && angleDiff <= sectorAngle / 2) {
if (result) {
result.value = new 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;
}
public static sectorToBox(first: Sector, second: Box, result: Out<CollisionResult>): boolean {
result.value = new CollisionResult();
// 获取box的四条边
let boxEdges = second.getEdges();
// 遍历box的每一条边
for (let i = 0; i < boxEdges.length; i++) {
let normal = boxEdges[i].getNormal();
let furthestPointBox = second.getFurthestPoint(normal);
let furthestPointSector = first.getFurthestPoint(normal.negate());
let 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;
}
}
}