新增碰撞检测算法
This commit is contained in:
@@ -1,5 +1,8 @@
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class Entity {
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private static _idGenerator: number;
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public name: string;
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public readonly id: number;
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/** 当前实体所属的场景 */
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public scene: Scene;
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/** 封装实体的位置/旋转/缩放,并允许设置一个高层结构 */
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@@ -9,6 +12,7 @@ class Entity {
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private _updateOrder: number = 0;
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private _enabled: boolean = true;
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private _isDestoryed: boolean;
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private _tag: number = 0;
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public componentBits: BitSet;
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@@ -116,10 +120,20 @@ class Entity {
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return this;
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}
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public get tag(){
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return this._tag;
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}
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public set tag(value: number){
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this.setTag(value);
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}
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constructor(name: string){
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this.name = name;
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this.transform = new Transform(this);
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this.components = new ComponentList(this);
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this.id = Entity._idGenerator ++;
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this.componentBits = new BitSet();
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}
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@@ -142,6 +156,20 @@ class Entity {
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}
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}
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public setTag(tag: number): Entity{
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if (this._tag != tag){
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if (this.scene){
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this.scene.entities.removeFromTagList(this);
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}
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this._tag = tag;
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if (this.scene){
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this.scene.entities.addToTagList(this);
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}
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}
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return this;
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}
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public attachToScene(newScene: Scene){
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this.scene = newScene;
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newScene.entities.add(this);
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@@ -4,6 +4,8 @@ class EntityList{
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private _entitiesToAdded: Entity[] = [];
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private _tempEntityList: Entity[] = [];
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private _entities: Entity[] = [];
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private _entityDict: Map<number, Entity[]> = new Map<number, Entity[]>();
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private _unsortedTags: number[] = [];
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constructor(scene: Scene){
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this.scene = scene;
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@@ -40,6 +42,31 @@ class EntityList{
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return this._entitiesToAdded.firstOrDefault(entity => entity.name == name);
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}
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public getTagList(tag: number){
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let list = this._entityDict.get(tag);
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if (!list){
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list = [];
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this._entityDict.set(tag, list);
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}
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return this._entityDict.get(tag);
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}
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public addToTagList(entity: Entity){
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let list = this.getTagList(entity.tag);
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if (!list.contains(entity)){
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list.push(entity);
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this._unsortedTags.push(entity.tag);
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}
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}
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public removeFromTagList(entity: Entity){
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let list = this._entityDict.get(entity.tag);
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if (list){
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list.remove(entity);
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}
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}
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public update(){
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for (let i = 0; i < this._entities.length; i++){
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let entity = this._entities[i];
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@@ -58,6 +85,7 @@ class EntityList{
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}
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this._entities.length = 0;
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this._entityDict.clear();
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}
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public updateLists(){
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@@ -89,5 +117,13 @@ class EntityList{
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this._tempEntityList.forEach(entity => entity.onAddedToScene());
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this._tempEntityList.length = 0;
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}
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if (this._unsortedTags.length > 0){
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this._unsortedTags.forEach(tag => {
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this._entityDict.get(tag).sort();
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});
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this._unsortedTags.length = 0;
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}
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}
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}
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13
source/src/Math/Rectangle.ts
Normal file
13
source/src/Math/Rectangle.ts
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@@ -0,0 +1,13 @@
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class Rectangle {
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public x: number;
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public y: number;
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public width: number;
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public height: number;
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constructor(x: number, y: number, width: number, height: number){
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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}
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}
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@@ -3,10 +3,15 @@ class Vector2 {
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public x: number = 0;
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public y: number = 0;
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private static readonly unitVector2 = new Vector2(1, 1);
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private static readonly zeroVector = new Vector2(0, 0);
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private static readonly unitVector = new Vector2(1, 1);
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public static get One(){
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return this.unitVector2;
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return this.unitVector;
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}
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public static get Zero(){
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return this.zeroVector;
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}
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/**
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@@ -50,6 +55,25 @@ class Vector2 {
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this.y *= val;
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}
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/**
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* 返回两个向量的点积
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* @param value1
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* @param value2
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*/
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public static dot(value1: Vector2, value2: Vector2): number{
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return (value1.x * value2.x) + (value1.y * value2.y);
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}
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/**
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* 返回两个向量之间距离的平方
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* @param value1
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* @param value2
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*/
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public static distanceSquared(value1: Vector2, value2: Vector2){
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let v1 = value1.x - value2.x, v2 = value1.y - value2.y;
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return (v1 * v1) + (v2 * v2);
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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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198
source/src/Physics/Collision.ts
Normal file
198
source/src/Physics/Collision.ts
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@@ -0,0 +1,198 @@
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enum PointSectors {
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center = 0,
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top = 1,
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bottom = 2,
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topLeft = 9,
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topRight = 5,
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left = 8,
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right = 4,
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bottomLeft = 10,
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bottomRight = 6
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}
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class Collisions {
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public static isLineToLine(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2): boolean {
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let b = Vector2.subtract(a2, a1);
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let d = Vector2.subtract(b2, b1);
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let bDotDPerp = b.x * d.y - b.y * d.x;
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// 如果b*d = 0,表示这两条直线平行,因此有无穷个交点
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if (bDotDPerp == 0)
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return false;
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let c = Vector2.subtract(b1, a1);
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let t = (c.x * d.y - c.y * d.x) / bDotDPerp;
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if (t < 0 || t > 1)
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return false;
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let u = (c.x * b.y - c.y * b.x) / bDotDPerp;
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if (u < 0 || u > 1)
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return false;
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return true;
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}
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public static lineToLineIntersection(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2): Vector2 {
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let intersection = Vector2.Zero;
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let b = Vector2.subtract(a2, a1);
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let d = Vector2.subtract(b2, b1);
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let bDotDPerp = b.x * d.y - b.y * d.x;
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// 如果b*d = 0,表示这两条直线平行,因此有无穷个交点
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if (bDotDPerp == 0)
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return intersection;
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let c = Vector2.subtract(b1, a1);
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let t = (c.x * d.y - c.y * d.x) / bDotDPerp;
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if (t < 0 || t > 1)
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return intersection;
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let u = (c.x * b.y - c.y * b.x) / bDotDPerp;
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if (u < 0 || u > 1)
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return intersection;
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intersection = Vector2.add(a1, new Vector2(t * b.x, t * b.y));
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return intersection;
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}
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public static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: 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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t = MathHelper.clamp(t, 0, 1);
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return Vector2.add(lineA, new Vector2(v.x * t, v.y * t));
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}
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public static isCircleToCircle(circleCenter1: Vector2, circleRadius1: number, circleCenter2: Vector2, circleRadius2: number): boolean {
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return Vector2.distanceSquared(circleCenter1, circleCenter2) < (circleRadius1 + circleRadius2) * (circleRadius1 + circleRadius2);
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}
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public static isCircleToLine(circleCenter: Vector2, radius: number, lineFrom: Vector2, lineTo: Vector2): boolean {
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return Vector2.distanceSquared(circleCenter, this.closestPointOnLine(lineFrom, lineTo, circleCenter)) < radius * radius;
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}
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public static isCircleToPoint(circleCenter: Vector2, radius: number, point: Vector2): boolean {
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return Vector2.distanceSquared(circleCenter, point) < radius * radius;
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}
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public static isRectToCircle(rect: Rectangle, cPosition: Vector2, cRadius: number): boolean {
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if (this.isRectToPoint(rect.x, rect.y, rect.width, rect.height, cPosition))
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return true;
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let edgeFrom: Vector2;
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let edgeTo: Vector2;
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let sector = this.getSector(rect.x, rect.y, rect.width, rect.height, cPosition);
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if ((sector & PointSectors.top) != 0) {
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edgeFrom = new Vector2(rect.x, rect.y);
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edgeTo = new Vector2(rect.x + rect.width, rect.y);
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if (this.isCircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
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return true;
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}
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if ((sector & PointSectors.bottom) != 0) {
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edgeFrom = new Vector2(rect.x, rect.y + rect.height);
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edgeTo = new Vector2(rect.x + rect.width, rect.y + rect.height);
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if (this.isCircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
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return true;
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}
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if ((sector & PointSectors.left) != 0) {
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edgeFrom = new Vector2(rect.x, rect.y);
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edgeTo = new Vector2(rect.x, rect.y + rect.height);
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if (this.isCircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
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return true;
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}
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if ((sector & PointSectors.right) != 0) {
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edgeFrom = new Vector2(rect.x + rect.width, rect.y);
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edgeTo = new Vector2(rect.x + rect.width, rect.y + rect.height);
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if (this.isCircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
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return true;
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}
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return false;
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}
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public static isRectToLine(rect: Rectangle, lineFrom: Vector2, lineTo: Vector2){
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let fromSector = this.getSector(rect.x, rect.y, rect.width, rect.height, lineFrom);
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let toSector = this.getSector(rect.x, rect.y, rect.width, rect.height, lineTo);
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if (fromSector == PointSectors.center || toSector == PointSectors.center){
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return true;
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} else if((fromSector & toSector) != 0){
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return false;
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} else{
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let both = fromSector | toSector;
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// 线对边进行检查
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let edgeFrom: Vector2;
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let edgeTo: Vector2;
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if ((both & PointSectors.top) != 0){
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edgeFrom = new Vector2(rect.x, rect.y);
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edgeTo = new Vector2(rect.x + rect.width, rect.y);
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if (this.isLineToLine(edgeFrom, edgeTo, lineFrom, lineTo))
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return true;
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}
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if ((both & PointSectors.bottom) != 0){
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edgeFrom = new Vector2(rect.x, rect.y + rect.height);
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edgeTo = new Vector2(rect.x + rect.width, rect.y + rect.height);
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if (this.isLineToLine(edgeFrom, edgeTo, lineFrom, lineTo))
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return true;
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}
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if ((both & PointSectors.left) != 0){
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edgeFrom = new Vector2(rect.x, rect.y);
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edgeTo = new Vector2(rect.x, rect.y + rect.height);
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if (this.isLineToLine(edgeFrom, edgeTo, lineFrom, lineTo))
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return true;
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}
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if ((both & PointSectors.right) != 0){
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edgeFrom = new Vector2(rect.x + rect.width, rect.y);
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edgeTo = new Vector2(rect.x + rect.width, rect.y + rect.height);
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if (this.isLineToLine(edgeFrom, edgeTo, lineFrom, lineTo))
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return true;
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}
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}
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return false;
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}
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public static isRectToPoint(rX: number, rY: number, rW: number, rH: number, point: Vector2) {
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return point.x >= rX && point.y >= rY && point.x < rX + rW && point.y < rY + rH;
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}
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/**
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* 位标志和帮助使用Cohen–Sutherland算法
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*
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* 位标志:
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* 1001 1000 1010
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* 0001 0000 0010
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* 0101 0100 0110
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* @param rX
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* @param rY
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* @param rW
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* @param rH
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* @param point
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*/
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public static getSector(rX: number, rY: number, rW: number, rH: number, point: Vector2): PointSectors {
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let sector = PointSectors.center;
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if (point.x < rX)
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sector |= PointSectors.left;
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else if (point.x >= rX + rW)
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sector |= PointSectors.right;
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if (point.y < rY)
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sector |= PointSectors.top;
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else if (point.y >= rY + rH)
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sector |= PointSectors.bottom;
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return sector;
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}
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}
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