优化collision
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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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