新增renderablecomponent显示
优化返回值
This commit is contained in:
@@ -22,9 +22,7 @@ module es {
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for (let i = 0; i < colliders.length; i++) {
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let collider = colliders[i];
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let boxcastResult = Physics.boxcastBroadphase(collider.bounds, collider.collidesWithLayers);
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collider.bounds = boxcastResult.rect;
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let neighbors = boxcastResult.colliders;
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let neighbors = Physics.boxcastBroadphase(collider.bounds, collider.collidesWithLayers);
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for (let j = 0; j < neighbors.length; j++) {
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let neighbor = neighbors[j];
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if (!collider.isTrigger && !neighbor.isTrigger)
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@@ -17,15 +17,37 @@ module es {
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this._spatialHash.clear();
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}
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/**
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* 获取位于指定圆内的所有碰撞器
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* @param center
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* @param randius
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* @param results
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* @param layerMask
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*/
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public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1){
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if (results.length == 0){
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console.error("An empty results array was passed in. No results will ever be returned.");
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return;
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}
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return this._spatialHash.overlapCircle(center, randius, results, layerMask);
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}
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/**
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* 返回所有碰撞器与边界相交的碰撞器。bounds。请注意,这是一个broadphase检查,所以它只检查边界,不做单个碰撞到碰撞器的检查!
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* @param rect
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* @param layerMask
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*/
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public static boxcastBroadphase(rect: Rectangle, layerMask: number = this.allLayers){
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let boxcastResult = this._spatialHash.aabbBroadphase(rect, null, layerMask);
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return {colliders: boxcastResult.tempHashSet, rect: boxcastResult.bounds};
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return this._spatialHash.aabbBroadphase(rect, null, layerMask);
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}
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/**
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* 返回所有与边界相交的碰撞器,不包括传入的碰撞器(self)。如果您希望为其他查询自行创建扫过的边界,则此方法非常有用
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* @param collider
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* @param rect
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* @param layerMask
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*/
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public static boxcastBroadphaseExcludingSelf(collider: Collider, rect: Rectangle, layerMask = this.allLayers){
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return this._spatialHash.aabbBroadphase(rect, collider, layerMask);
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}
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@@ -66,15 +66,15 @@ module es {
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return super.overlaps(other);
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}
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public collidesWithShape(other: Shape){
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public collidesWithShape(other: Shape, result: CollisionResult): boolean{
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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 (other instanceof Box && (other as Box).isUnrotated){
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return ShapeCollisions.boxToBox(this, other);
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return ShapeCollisions.boxToBox(this, other, result);
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}
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// TODO: 让 minkowski 运行于 cricleToBox
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return super.collidesWithShape(other);
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return super.collidesWithShape(other, result);
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}
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public containsPoint(point: Vector2){
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@@ -34,6 +34,7 @@ module es {
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}
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public overlaps(other: Shape) {
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let result: CollisionResult = new CollisionResult();
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if (other instanceof Box && (other as Box).isUnrotated)
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return Collisions.isRectToCircle(other.bounds, this.position, this.radius);
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@@ -41,29 +42,29 @@ module es {
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return Collisions.isCircleToCircle(this.position, this.radius, other.position, (other as Circle).radius);
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if (other instanceof Polygon)
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return ShapeCollisions.circleToPolygon(this, other);
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return ShapeCollisions.circleToPolygon(this, other, result);
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throw new Error(`overlaps of circle to ${other} are not supported`);
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}
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public collidesWithShape(other: Shape): CollisionResult {
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public collidesWithShape(other: Shape, result: CollisionResult): boolean {
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if (other instanceof Box && (other as Box).isUnrotated) {
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return ShapeCollisions.circleToBox(this, other);
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return ShapeCollisions.circleToBox(this, other, result);
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}
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if (other instanceof Circle) {
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return ShapeCollisions.circleToCircle(this, other);
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return ShapeCollisions.circleToCircle(this, other, result);
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}
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if (other instanceof Polygon) {
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return ShapeCollisions.circleToPolygon(this, other);
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return ShapeCollisions.circleToPolygon(this, other, result);
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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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public pointCollidesWithShape(point: Vector2): CollisionResult {
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return ShapeCollisions.pointToCircle(point, this);
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public pointCollidesWithShape(point: Vector2, result: CollisionResult): boolean {
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return ShapeCollisions.pointToCircle(point, this, result);
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}
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}
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}
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@@ -141,10 +141,12 @@ module es {
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* 点应该在多边形的空间中(点-多边形.位置)
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* @param points
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* @param point
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* @param distanceSquared
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* @param edgeNormal
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*/
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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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public static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2, distanceSquared: number, edgeNormal: Vector2): Vector2 {
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distanceSquared = Number.MAX_VALUE;
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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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@@ -166,9 +168,9 @@ module es {
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}
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}
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edgeNormal = Vector2.normalize(edgeNormal);
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Vector2Ext.normalize(edgeNormal);
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return { closestPoint: closestPoint, distanceSquared: distanceSquared, edgeNormal: edgeNormal };
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return closestPoint;
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}
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public recalculateBounds(collider: Collider){
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@@ -221,13 +223,12 @@ module es {
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}
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public overlaps(other: Shape){
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let result: CollisionResult;
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let result: CollisionResult = new CollisionResult();
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if (other instanceof Polygon)
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return ShapeCollisions.polygonToPolygon(this, other);
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return ShapeCollisions.polygonToPolygon(this, other, result);
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if (other instanceof Circle){
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result = ShapeCollisions.circleToPolygon(other, this);
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if (result){
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if (ShapeCollisions.circleToPolygon(other, this, result)){
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result.invertResult();
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return true;
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}
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@@ -238,20 +239,18 @@ module es {
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throw new Error(`overlaps of Pologon to ${other} are not supported`);
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}
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public collidesWithShape(other: Shape){
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let result = new CollisionResult();
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public collidesWithShape(other: Shape, result: CollisionResult): boolean{
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if (other instanceof Polygon){
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return ShapeCollisions.polygonToPolygon(this, other);
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return ShapeCollisions.polygonToPolygon(this, other, result);
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}
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if (other instanceof Circle){
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result = ShapeCollisions.circleToPolygon(other, this);
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if (result){
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if (ShapeCollisions.circleToPolygon(other, this, result)){
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result.invertResult();
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return result;
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return true;
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}
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return null;
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return false;
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}
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throw new Error(`overlaps of Polygon to ${other} are not supported`);
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@@ -278,8 +277,8 @@ module es {
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return isInside;
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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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public pointCollidesWithShape(point: Vector2, result: CollisionResult): boolean {
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return ShapeCollisions.pointToPoly(point, this, result);
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}
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}
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}
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@@ -16,9 +16,9 @@ module es {
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public bounds: Rectangle;
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public abstract recalculateBounds(collider: Collider);
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public abstract pointCollidesWithShape(point: Vector2): CollisionResult;
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public abstract overlaps(other: Shape);
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public abstract collidesWithShape(other: Shape): CollisionResult;
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public abstract overlaps(other: Shape): boolean;
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public abstract collidesWithShape(other: Shape, collisionResult: CollisionResult): boolean;
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public abstract pointCollidesWithShape(point: Vector2, result: CollisionResult): boolean;
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public clone(): Shape{
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return ObjectUtils.clone<Shape>(this);
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@@ -4,9 +4,9 @@ module es {
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* 检查两个多边形之间的碰撞
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* @param first
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* @param second
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* @param result
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*/
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public static polygonToPolygon(first: Polygon, second: Polygon) {
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let result = new CollisionResult();
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public static polygonToPolygon(first: Polygon, second: Polygon, result: CollisionResult): boolean {
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let isIntersecting = true;
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let firstEdges = first.edgeNormals;
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@@ -54,7 +54,7 @@ module es {
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// 如果多边形不相交,也不会相交,退出循环
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if (!isIntersecting)
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return null;
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return false;
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// 检查当前间隔距离是否为最小值。如果是,则存储间隔距离和当前距离。这将用于计算最小平移向量
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intervalDist = Math.abs(intervalDist);
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@@ -71,7 +71,7 @@ module es {
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result.normal = translationAxis;
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result.minimumTranslationVector = Vector2.multiply(new Vector2(-translationAxis.x, -translationAxis.y), new Vector2(minIntervalDistance));
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return result;
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return true;
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}
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/**
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@@ -115,20 +115,17 @@ module es {
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*
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* @param circle
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* @param polygon
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* @param result
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*/
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public static circleToPolygon(circle: Circle, polygon: Polygon) {
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let result = new CollisionResult();
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public static circleToPolygon(circle: Circle, polygon: Polygon, result: CollisionResult): boolean {
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let poly2Circle = Vector2.subtract(circle.position, polygon.position);
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let gpp = Polygon.getClosestPointOnPolygonToPoint(polygon.points, poly2Circle);
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let closestPoint: Vector2 = gpp.closestPoint;
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let distanceSquared: number = gpp.distanceSquared;
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result.normal = gpp.edgeNormal;
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let distanceSquared = 0;
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let closestPoint = Polygon.getClosestPointOnPolygonToPoint(polygon.points, poly2Circle, distanceSquared, result.normal);
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let circleCenterInsidePoly = polygon.containsPoint(circle.position);
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if (distanceSquared > circle.radius * circle.radius && !circleCenterInsidePoly)
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return null;
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return false;
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let mtv: Vector2;
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if (circleCenterInsidePoly) {
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@@ -145,17 +142,17 @@ module es {
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result.minimumTranslationVector = mtv;
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result.point = Vector2.add(closestPoint, polygon.position);
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return result;
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return true;
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}
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/**
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* 适用于圆心在方框内以及只与方框外圆心重叠的圆。
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* @param circle
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* @param box
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* @param result
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*/
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public static circleToBox(circle: Circle, box: Box): CollisionResult {
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let result = new CollisionResult();
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let closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position).res;
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public static circleToBox(circle: Circle, box: Box, result: CollisionResult): boolean {
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let closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position, result.normal);
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if (box.containsPoint(circle.position)) {
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result.point = closestPointOnBounds;
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@@ -163,7 +160,7 @@ module es {
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let safePlace = Vector2.add(closestPointOnBounds, Vector2.subtract(result.normal, new Vector2(circle.radius)));
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result.minimumTranslationVector = Vector2.subtract(circle.position, safePlace);
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return result;
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return true;
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}
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let sqrDistance = Vector2.distanceSquared(closestPointOnBounds, circle.position);
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@@ -172,23 +169,24 @@ module es {
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} else if (sqrDistance <= circle.radius * circle.radius) {
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result.normal = Vector2.subtract(circle.position, closestPointOnBounds);
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let depth = result.normal.length() - circle.radius;
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result.normal = Vector2Ext.normalize(result.normal);
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result.point = closestPointOnBounds;
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Vector2Ext.normalize(result.normal);
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result.minimumTranslationVector = Vector2.multiply(new Vector2(depth), result.normal);
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return result;
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return true;
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}
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return null;
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return false;
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}
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/**
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*
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* @param point
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* @param circle
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* @param result
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*/
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public static pointToCircle(point: Vector2, circle: Circle) {
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let result = new CollisionResult();
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public static pointToCircle(point: Vector2, circle: Circle, result: CollisionResult): boolean {
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let distanceSquared = Vector2.distanceSquared(point, circle.position);
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let sumOfRadii = 1 + circle.radius;
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let collided = distanceSquared < sumOfRadii * sumOfRadii;
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@@ -198,10 +196,10 @@ module es {
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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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return true;
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}
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return null;
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return false;
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}
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/**
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@@ -210,7 +208,7 @@ module es {
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* @param lineB
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* @param closestTo
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*/
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public static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: Vector2) {
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public static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: Vector2): Vector2 {
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let v = Vector2.subtract(lineB, lineA);
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let w = Vector2.subtract(closestTo, lineA);
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let t = Vector2.dot(w, v) / Vector2.dot(v, v);
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@@ -223,24 +221,20 @@ module es {
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*
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* @param point
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* @param poly
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* @param result
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*/
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public static pointToPoly(point: Vector2, poly: Polygon) {
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let result = new CollisionResult();
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public static pointToPoly(point: Vector2, poly: Polygon, result: CollisionResult): boolean {
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if (poly.containsPoint(point)) {
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let distanceSquared: number;
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let gpp = Polygon.getClosestPointOnPolygonToPoint(poly.points, Vector2.subtract(point, poly.position));
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let closestPoint = gpp.closestPoint;
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distanceSquared = gpp.distanceSquared;
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result.normal = gpp.edgeNormal;
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let distanceSquared: number = 0;
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let closestPoint = Polygon.getClosestPointOnPolygonToPoint(poly.points, Vector2.subtract(point, poly.position), distanceSquared, result.normal);
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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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return true;
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}
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return null;
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return false;
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}
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/**
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@@ -248,9 +242,7 @@ module es {
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* @param first
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* @param second
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*/
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public static circleToCircle(first: Circle, second: Circle){
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let result = new CollisionResult();
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public static circleToCircle(first: Circle, second: Circle, result: CollisionResult): boolean{
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let distanceSquared = Vector2.distanceSquared(first.position, second.position);
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let sumOfRadii = first.radius + second.radius;
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let collided = distanceSquared < sumOfRadii * sumOfRadii;
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@@ -260,35 +252,34 @@ module es {
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result.minimumTranslationVector = Vector2.multiply(new Vector2(-depth), result.normal);
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result.point = Vector2.add(second.position, Vector2.multiply(result.normal, new Vector2(second.radius)));
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return result;
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return true;
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}
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return null;
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return false;
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}
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/**
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*
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* @param first
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* @param second
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* @param result
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*/
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public static boxToBox(first: Box, second: Box){
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let result = new CollisionResult();
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public static boxToBox(first: Box, second: Box, result: CollisionResult): boolean{
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let minkowskiDiff = this.minkowskiDifference(first, second);
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if (minkowskiDiff.contains(0, 0)){
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// 计算MTV。如果它是零,我们就可以称它为非碰撞
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result.minimumTranslationVector = minkowskiDiff.getClosestPointOnBoundsToOrigin();
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if (result.minimumTranslationVector.x == 0 && result.minimumTranslationVector.y == 0)
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return null;
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if (result.minimumTranslationVector.equals(Vector2.zero))
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return false;
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result.normal = new Vector2(-result.minimumTranslationVector.x, -result.minimumTranslationVector.y);
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result.normal.normalize();
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return result;
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return true;
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}
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return null;
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return false;
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}
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private static minkowskiDifference(first: Box, second: Box){
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@@ -144,7 +144,7 @@ module es {
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* @param excludeCollider
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* @param layerMask
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*/
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public aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number) {
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public aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number) : Collider[]{
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this._tempHashSet.length = 0;
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let p1 = this.cellCoords(bounds.x, bounds.y);
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@@ -172,7 +172,7 @@ module es {
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}
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}
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return {tempHashSet: this._tempHashSet, bounds: bounds};
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||||
return this._tempHashSet;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -182,16 +182,14 @@ module es {
|
||||
* @param results
|
||||
* @param layerMask
|
||||
*/
|
||||
public overlapCircle(circleCenter: Vector2, radius: number, results: Collider[], layerMask) {
|
||||
public overlapCircle(circleCenter: Vector2, radius: number, results: Collider[], layerMask): number {
|
||||
let bounds = new Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
|
||||
|
||||
this._overlapTestCircle.radius = radius;
|
||||
this._overlapTestCircle.position = circleCenter;
|
||||
|
||||
let resultCounter = 0;
|
||||
let aabbBroadphaseResult = this.aabbBroadphase(bounds, null, layerMask);
|
||||
bounds = aabbBroadphaseResult.bounds;
|
||||
let potentials = aabbBroadphaseResult.tempHashSet;
|
||||
let potentials = this.aabbBroadphase(bounds, null, layerMask);
|
||||
for (let i = 0; i < potentials.length; i++) {
|
||||
let collider = potentials[i];
|
||||
if (collider instanceof BoxCollider) {
|
||||
|
||||
Reference in New Issue
Block a user