优化collision
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@@ -27,6 +27,10 @@ class MathHelper {
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return rightMin + (value - leftMin) * (rightMax - rightMin) / (leftMax - leftMin);
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}
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public static lerp(value1: number, value2: number, amount: number){
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return value1 + (value2 - value1) * amount;
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}
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public static clamp(value: number, min: number, max: number){
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if (value < min)
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return min;
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@@ -8,9 +8,9 @@ class Vector2 {
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* @param x 二维空间中的x坐标
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* @param y 二维空间的y坐标
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*/
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constructor(x: number, y: number){
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constructor(x: number, y?: number){
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this.x = x;
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this.y = y;
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this.y = y ? y : x;
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}
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public static add(value1: Vector2, value2: Vector2){
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@@ -78,6 +78,10 @@ class Vector2 {
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return (v1 * v1) + (v2 * v2);
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}
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public static lerp(value1: Vector2, value2: Vector2, amount: number){
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return new Vector2(MathHelper.lerp(value1.x, value2.x, amount), MathHelper.lerp(value1.y, value2.y, amount));
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}
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public static transform(position: Vector2, matrix: Matrix2D){
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return new Vector2((position.x * matrix.m11) + (position.y * matrix.m21), (position.x * matrix.m12) + (position.y * matrix.m22));
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}
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@@ -6,4 +6,8 @@ class Physics {
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public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1){
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return this._spatialHash.overlapCircle(center, randius, results, layerMask);
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}
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public static boxcastBroadphase(rect: Rectangle, layerMask: number = this.allLayers){
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return this._spatialHash.aabbBroadphase(rect, null, layerMask);
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}
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}
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@@ -4,13 +4,40 @@ class Polygon extends Shape {
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public isUnrotated: boolean = true;
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private _polygonCenter: Vector2;
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private _areEdgeNormalsDirty = true;
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private _originalPoint: Vector2[]
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private _originalPoint: Vector2[];
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public _edgeNormals: Vector2[];
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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 isBox: boolean;
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constructor(vertCount: number, radius: number) {
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super();
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this.setPoints(Polygon.buildSymmertricalPolygon(vertCount, radius));
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}
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private buildEdgeNormals(){
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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 Vector2[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 setPoints(points: Vector2[]) {
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this.points = points;
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this.recalculateCenterAndEdgeNormals();
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@@ -19,6 +46,11 @@ class Polygon extends Shape {
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this._originalPoint = points;
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}
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public collidesWithShape(other: Shape){
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if (other instanceof Polygon)
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return ShapeCollisions.polygonToPolygon(this, other);
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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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@@ -1,4 +1,37 @@
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class ShapeCollisions {
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public static polygonToPolygon(first: Polygon, second: Polygon){
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let result = new CollisionResult();
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let isIntersecting = true;
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// let firstEdges = first.ed
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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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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 = gpp.closestPoint;
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let distanceSquared: number = gpp.distanceSquared;
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result.normal = gpp.edgeNormal;
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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 result;
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let mtv: Vector2;
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if (circleCenterInsidePoly){
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mtv = Vector2.multiply(result.normal, new Vector2(Math.sqrt(distanceSquared) - circle.radius, Math.sqrt(distanceSquared) - circle.radius));
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}else{
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if (distanceSquared == 0){
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mtv = Vector2.multiply(result.normal, new Vector2(circle.radius, circle.radius));
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}else{
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let distance = Math.sqrt(distanceSquared);
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// mtv = Vector2.multiply( -Vector2.subtract(poly2Circle, closestPoint), new Vector2((circle.radius - distanceSquared) / distance))
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}
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}
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}
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public static circleToRect(circle: Circle, box: Rect): 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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@@ -3,6 +3,8 @@ class DistanceConstraint extends Constraint {
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public stiffness: number = 0;
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public restingDistance: number = 0;
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public tearSensitivity = Number.POSITIVE_INFINITY;
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public shouldApproximateCollisionWithPoints: boolean;
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public totalPointsToApproximateCollisionsWith = 5;
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private _particleOne: Particle;
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private _particleTwo: Particle;
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@@ -28,11 +30,48 @@ class DistanceConstraint extends Constraint {
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}
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public handleCollisions(collidersWithLayers){
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if (this.shouldApproximateCollisionWithPoints){
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this.approximateCollisionWithPoints(collidersWithLayers)
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return;
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}
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let minX = Math.min(this._particleOne.position.x, this._particleTwo.position.x);
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let maxX = Math.max(this._particleOne.position.x, this._particleTwo.position.x);
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let minY = Math.min(this._particleOne.position.y, this._particleTwo.position.y);
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let maxY = Math.max(this._particleOne.position.y, this._particleTwo.position.y);
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// DistanceConstraint._polygon.bounds = Rectangle.
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DistanceConstraint._polygon.bounds = Rectangle.fromMinMax(minX, minY, maxX, maxY);
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let midPoint: Vector2 = this.preparePolygonForCollisionChecks();
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let colliders = Physics.boxcastBroadphase(DistanceConstraint._polygon.bounds, collidersWithLayers);
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colliders.forEach(collider => {
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});
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}
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private preparePolygonForCollisionChecks(){
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let midPoint = Vector2.lerp(this._particleOne.position, this._particleTwo.position, 0.5);
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DistanceConstraint._polygon.position = midPoint;
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DistanceConstraint._polygon.points[0] = Vector2.subtract(this._particleOne.position, DistanceConstraint._polygon.position);
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DistanceConstraint._polygon.points[1] = Vector2.subtract(this._particleTwo.position, DistanceConstraint._polygon.position);
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DistanceConstraint._polygon.recalculateCenterAndEdgeNormals();
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return midPoint;
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}
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private approximateCollisionWithPoints(collidersWithLayers: number){
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let pt;
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for (let j = 0; j < this.totalPointsToApproximateCollisionsWith - 1; j ++){
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pt = Vector2.lerp(this._particleOne.position, this._particleTwo.position, (j + 1) / this.totalPointsToApproximateCollisionsWith);
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let collidedCount = Physics.overlapCircleAll(pt, 3, VerletWorld.colliders, collidersWithLayers);
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for (let i = 0; i < collidedCount; i ++){
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let collider = VerletWorld.colliders[i];
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let collisionResult: CollisionResult = collider.shape.pointCollidesWithShape(pt);
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if (collisionResult){
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this._particleOne.position = Vector2.subtract(this._particleOne.position, collisionResult.minimumTranslationVector);
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this._particleTwo.position = Vector2.subtract(this._particleTwo.position, collisionResult.minimumTranslationVector);
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}
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}
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}
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}
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public solve() {
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@@ -14,7 +14,7 @@ class VerletWorld {
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private _composites: Composite[] = [];
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private _fixedDeltaTimeSq: number;
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private static _colliders: Collider[] = new Array(4);
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public static colliders: Collider[] = new Array(4);
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private _tempCircle: Circle = new Circle(1);
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constructor(simulationBounds?: Rectangle){
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@@ -52,9 +52,9 @@ class VerletWorld {
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}
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private handleCollisions(p: Particle, collidesWithLayers: number){
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let collidedCount = Physics.overlapCircleAll(p.position, p.radius, VerletWorld._colliders, collidesWithLayers);
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let collidedCount = Physics.overlapCircleAll(p.position, p.radius, VerletWorld.colliders, collidesWithLayers);
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for (let i = 0; i < collidedCount; i ++){
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let collider = VerletWorld._colliders[i];
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let collider = VerletWorld.colliders[i];
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if (collider.isTrigger)
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continue;
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@@ -17,4 +17,13 @@ class Vector2Ext {
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public static cross(u: Vector2, v: Vector2){
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return u.y * v.x - u.x * v.y;
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}
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/**
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* 返回与传入向量垂直的向量
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* @param first
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* @param second
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*/
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public static perpendicular(first: Vector2, second: Vector2){
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return new Vector2(-1 * (second.y - first.y), second.x - first.x);
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}
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}
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