优化collision

This commit is contained in:
YHH
2020-06-15 08:46:38 +08:00
parent 246e9a9511
commit 7f8f1cf0d0
8 changed files with 132 additions and 7 deletions

View File

@@ -6,4 +6,8 @@ class Physics {
public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1){
return this._spatialHash.overlapCircle(center, randius, results, layerMask);
}
public static boxcastBroadphase(rect: Rectangle, layerMask: number = this.allLayers){
return this._spatialHash.aabbBroadphase(rect, null, layerMask);
}
}

View File

@@ -4,13 +4,40 @@ class Polygon extends Shape {
public isUnrotated: boolean = true;
private _polygonCenter: Vector2;
private _areEdgeNormalsDirty = true;
private _originalPoint: Vector2[]
private _originalPoint: Vector2[];
public _edgeNormals: Vector2[];
public get edgeNormals(){
if (this._areEdgeNormalsDirty)
this.buildEdgeNormals();
return this._edgeNormals;
}
public isBox: boolean;
constructor(vertCount: number, radius: number) {
super();
this.setPoints(Polygon.buildSymmertricalPolygon(vertCount, radius));
}
private buildEdgeNormals(){
let totalEdges = this.isBox ? 2 : this.points.length;
if (this._edgeNormals == null || this._edgeNormals.length != totalEdges)
this._edgeNormals = new Vector2[totalEdges];
let p2: Vector2;
for (let i = 0; i < totalEdges; i ++){
let p1 = this.points[i];
if (i + 1 >= this.points.length)
p2 = this.points[0];
else
p2 = this.points[i + 1];
let perp = Vector2Ext.perpendicular(p1, p2);
perp = Vector2.normalize(perp);
this._edgeNormals[i] = perp;
}
}
public setPoints(points: Vector2[]) {
this.points = points;
this.recalculateCenterAndEdgeNormals();
@@ -19,6 +46,11 @@ class Polygon extends Shape {
this._originalPoint = points;
}
public collidesWithShape(other: Shape){
if (other instanceof Polygon)
return ShapeCollisions.polygonToPolygon(this, other);
}
public recalculateCenterAndEdgeNormals() {
this._polygonCenter = Polygon.findPolygonCenter(this.points);
this._areEdgeNormalsDirty = true;

View File

@@ -1,4 +1,37 @@
class ShapeCollisions {
public static polygonToPolygon(first: Polygon, second: Polygon){
let result = new CollisionResult();
let isIntersecting = true;
// let firstEdges = first.ed
}
public static circleToPolygon(circle: Circle, polygon: Polygon){
let result = new CollisionResult();
let poly2Circle = Vector2.subtract(circle.position, polygon.position);
let gpp = Polygon.getClosestPointOnPolygonToPoint(polygon.points, poly2Circle);
let closestPoint = gpp.closestPoint;
let distanceSquared: number = gpp.distanceSquared;
result.normal = gpp.edgeNormal;
let circleCenterInsidePoly = polygon.containsPoint(circle.position);
if (distanceSquared > circle.radius * circle.radius && !circleCenterInsidePoly)
return result;
let mtv: Vector2;
if (circleCenterInsidePoly){
mtv = Vector2.multiply(result.normal, new Vector2(Math.sqrt(distanceSquared) - circle.radius, Math.sqrt(distanceSquared) - circle.radius));
}else{
if (distanceSquared == 0){
mtv = Vector2.multiply(result.normal, new Vector2(circle.radius, circle.radius));
}else{
let distance = Math.sqrt(distanceSquared);
// mtv = Vector2.multiply( -Vector2.subtract(poly2Circle, closestPoint), new Vector2((circle.radius - distanceSquared) / distance))
}
}
}
public static circleToRect(circle: Circle, box: Rect): CollisionResult{
let result = new CollisionResult();
let closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position).res;

View File

@@ -3,6 +3,8 @@ class DistanceConstraint extends Constraint {
public stiffness: number = 0;
public restingDistance: number = 0;
public tearSensitivity = Number.POSITIVE_INFINITY;
public shouldApproximateCollisionWithPoints: boolean;
public totalPointsToApproximateCollisionsWith = 5;
private _particleOne: Particle;
private _particleTwo: Particle;
@@ -28,11 +30,48 @@ class DistanceConstraint extends Constraint {
}
public handleCollisions(collidersWithLayers){
if (this.shouldApproximateCollisionWithPoints){
this.approximateCollisionWithPoints(collidersWithLayers)
return;
}
let minX = Math.min(this._particleOne.position.x, this._particleTwo.position.x);
let maxX = Math.max(this._particleOne.position.x, this._particleTwo.position.x);
let minY = Math.min(this._particleOne.position.y, this._particleTwo.position.y);
let maxY = Math.max(this._particleOne.position.y, this._particleTwo.position.y);
// DistanceConstraint._polygon.bounds = Rectangle.
DistanceConstraint._polygon.bounds = Rectangle.fromMinMax(minX, minY, maxX, maxY);
let midPoint: Vector2 = this.preparePolygonForCollisionChecks();
let colliders = Physics.boxcastBroadphase(DistanceConstraint._polygon.bounds, collidersWithLayers);
colliders.forEach(collider => {
});
}
private preparePolygonForCollisionChecks(){
let midPoint = Vector2.lerp(this._particleOne.position, this._particleTwo.position, 0.5);
DistanceConstraint._polygon.position = midPoint;
DistanceConstraint._polygon.points[0] = Vector2.subtract(this._particleOne.position, DistanceConstraint._polygon.position);
DistanceConstraint._polygon.points[1] = Vector2.subtract(this._particleTwo.position, DistanceConstraint._polygon.position);
DistanceConstraint._polygon.recalculateCenterAndEdgeNormals();
return midPoint;
}
private approximateCollisionWithPoints(collidersWithLayers: number){
let pt;
for (let j = 0; j < this.totalPointsToApproximateCollisionsWith - 1; j ++){
pt = Vector2.lerp(this._particleOne.position, this._particleTwo.position, (j + 1) / this.totalPointsToApproximateCollisionsWith);
let collidedCount = Physics.overlapCircleAll(pt, 3, VerletWorld.colliders, collidersWithLayers);
for (let i = 0; i < collidedCount; i ++){
let collider = VerletWorld.colliders[i];
let collisionResult: CollisionResult = collider.shape.pointCollidesWithShape(pt);
if (collisionResult){
this._particleOne.position = Vector2.subtract(this._particleOne.position, collisionResult.minimumTranslationVector);
this._particleTwo.position = Vector2.subtract(this._particleTwo.position, collisionResult.minimumTranslationVector);
}
}
}
}
public solve() {

View File

@@ -14,7 +14,7 @@ class VerletWorld {
private _composites: Composite[] = [];
private _fixedDeltaTimeSq: number;
private static _colliders: Collider[] = new Array(4);
public static colliders: Collider[] = new Array(4);
private _tempCircle: Circle = new Circle(1);
constructor(simulationBounds?: Rectangle){
@@ -52,9 +52,9 @@ class VerletWorld {
}
private handleCollisions(p: Particle, collidesWithLayers: number){
let collidedCount = Physics.overlapCircleAll(p.position, p.radius, VerletWorld._colliders, collidesWithLayers);
let collidedCount = Physics.overlapCircleAll(p.position, p.radius, VerletWorld.colliders, collidesWithLayers);
for (let i = 0; i < collidedCount; i ++){
let collider = VerletWorld._colliders[i];
let collider = VerletWorld.colliders[i];
if (collider.isTrigger)
continue;