reformat code
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@@ -9,19 +9,7 @@ module es {
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* 保持顺时针与凸边形
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*/
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public points: Vector2[];
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/**
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* 边缘法线用于SAT碰撞检测。缓存它们用于避免squareRoots
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* box只有两个边缘 因为其他两边是平行的
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*/
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public get edgeNormals(){
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if (this._areEdgeNormalsDirty)
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this.buildEdgeNormals();
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return this._edgeNormals;
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}
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public _areEdgeNormalsDirty = true;
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public _edgeNormals: Vector2[];
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/**
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* 多边形的原始数据
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*/
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@@ -39,61 +27,25 @@ module es {
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* @param points
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* @param isBox
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*/
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constructor(points: Vector2[], isBox?: boolean){
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constructor(points: Vector2[], isBox?: boolean) {
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super();
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this.setPoints(points);
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this.isBox = isBox;
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}
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/**
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* 重置点并重新计算中心和边缘法线
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* @param points
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*/
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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._originalPoints = [];
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for (let i = 0; i < this.points.length; i ++){
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this._originalPoints.push(this.points[i]);
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}
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}
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public _edgeNormals: Vector2[];
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/**
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* 重新计算多边形中心
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* 如果点数改变必须调用该方法
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* 边缘法线用于SAT碰撞检测。缓存它们用于避免squareRoots
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* box只有两个边缘 因为其他两边是平行的
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*/
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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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public get edgeNormals() {
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if (this._areEdgeNormalsDirty)
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this.buildEdgeNormals();
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return this._edgeNormals;
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}
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/**
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* 建立多边形边缘法线
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* 它们仅由edgeNormals getter惰性创建和更新
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*/
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public buildEdgeNormals(){
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// 对于box 我们只需要两条边,因为另外两条边是平行的
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let totalEdges = this.isBox ? 2 : this.points.length;
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if (this._edgeNormals == null || this._edgeNormals.length != totalEdges)
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this._edgeNormals = new Array(totalEdges);
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let p2: Vector2;
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for (let i = 0; i < totalEdges; i ++){
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let p1 = this.points[i];
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if (i + 1 >= this.points.length)
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p2 = this.points[0];
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else
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p2 = this.points[i + 1];
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let perp = Vector2Ext.perpendicular(p1, p2);
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perp = Vector2.normalize(perp);
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this._edgeNormals[i] = perp;
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}
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}
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/**
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* 建立一个对称的多边形(六边形,八角形,n角形)并返回点
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* @param vertCount
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@@ -114,9 +66,9 @@ module es {
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* 重定位多边形的点
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* @param points
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*/
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public static recenterPolygonVerts(points: Vector2[]){
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public static recenterPolygonVerts(points: Vector2[]) {
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let center = this.findPolygonCenter(points);
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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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points[i] = Vector2.subtract(points[i], center);
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}
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@@ -173,16 +125,63 @@ module es {
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return closestPoint;
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}
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public recalculateBounds(collider: Collider){
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/**
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* 重置点并重新计算中心和边缘法线
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* @param points
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*/
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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._originalPoints = [];
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for (let i = 0; i < this.points.length; i++) {
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this._originalPoints.push(this.points[i]);
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}
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}
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/**
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* 重新计算多边形中心
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* 如果点数改变必须调用该方法
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*/
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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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/**
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* 建立多边形边缘法线
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* 它们仅由edgeNormals getter惰性创建和更新
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*/
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public buildEdgeNormals() {
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// 对于box 我们只需要两条边,因为另外两条边是平行的
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let totalEdges = this.isBox ? 2 : this.points.length;
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if (this._edgeNormals == null || this._edgeNormals.length != totalEdges)
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this._edgeNormals = new Array(totalEdges);
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let p2: Vector2;
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for (let i = 0; i < totalEdges; i++) {
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let p1 = this.points[i];
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if (i + 1 >= this.points.length)
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p2 = this.points[0];
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else
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p2 = this.points[i + 1];
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let perp = Vector2Ext.perpendicular(p1, p2);
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perp = Vector2.normalize(perp);
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this._edgeNormals[i] = perp;
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}
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}
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public recalculateBounds(collider: Collider) {
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// 如果我们没有旋转或不关心TRS我们使用localOffset作为中心,我们会从那开始
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this.center = collider.localOffset;
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if (collider.shouldColliderScaleAndRotateWithTransform){
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if (collider.shouldColliderScaleAndRotateWithTransform) {
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let hasUnitScale = true;
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let tempMat: Matrix2D;
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let combinedMatrix = Matrix2D.create().translate(-this._polygonCenter.x, -this._polygonCenter.y);
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if (collider.entity.transform.scale != Vector2.zero){
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if (collider.entity.transform.scale != Vector2.zero) {
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tempMat = Matrix2D.create().scale(collider.entity.transform.scale.x, collider.entity.transform.scale.y);
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combinedMatrix = combinedMatrix.multiply(tempMat);
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hasUnitScale = false;
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@@ -191,7 +190,7 @@ module es {
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this.center = Vector2.multiply(collider.localOffset, collider.entity.transform.scale);
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}
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if (collider.entity.transform.rotation != 0){
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if (collider.entity.transform.rotation != 0) {
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tempMat = Matrix2D.create().rotate(collider.entity.transform.rotation);
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combinedMatrix = combinedMatrix.multiply(tempMat);
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@@ -222,13 +221,13 @@ module es {
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this.bounds.location = this.bounds.location.add(this.position);
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}
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public overlaps(other: Shape){
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public overlaps(other: Shape) {
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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, result);
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if (other instanceof Circle){
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if (ShapeCollisions.circleToPolygon(other, this, result)){
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if (other instanceof Circle) {
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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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@@ -239,13 +238,13 @@ 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, result: CollisionResult): boolean{
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if (other instanceof Polygon){
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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, result);
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}
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if (other instanceof Circle){
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if (ShapeCollisions.circleToPolygon(other, this, result)){
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if (other instanceof Circle) {
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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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