新增碰撞检测算法
This commit is contained in:
198
source/src/Physics/Collision.ts
Normal file
198
source/src/Physics/Collision.ts
Normal file
@@ -0,0 +1,198 @@
|
||||
enum PointSectors {
|
||||
center = 0,
|
||||
top = 1,
|
||||
bottom = 2,
|
||||
topLeft = 9,
|
||||
topRight = 5,
|
||||
left = 8,
|
||||
right = 4,
|
||||
bottomLeft = 10,
|
||||
bottomRight = 6
|
||||
}
|
||||
|
||||
class Collisions {
|
||||
public static isLineToLine(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2): boolean {
|
||||
let b = Vector2.subtract(a2, a1);
|
||||
let d = Vector2.subtract(b2, b1);
|
||||
let bDotDPerp = b.x * d.y - b.y * d.x;
|
||||
|
||||
// 如果b*d = 0,表示这两条直线平行,因此有无穷个交点
|
||||
if (bDotDPerp == 0)
|
||||
return false;
|
||||
|
||||
let c = Vector2.subtract(b1, a1);
|
||||
let t = (c.x * d.y - c.y * d.x) / bDotDPerp;
|
||||
if (t < 0 || t > 1)
|
||||
return false;
|
||||
|
||||
let u = (c.x * b.y - c.y * b.x) / bDotDPerp;
|
||||
if (u < 0 || u > 1)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static lineToLineIntersection(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2): Vector2 {
|
||||
let intersection = Vector2.Zero;
|
||||
|
||||
let b = Vector2.subtract(a2, a1);
|
||||
let d = Vector2.subtract(b2, b1);
|
||||
let bDotDPerp = b.x * d.y - b.y * d.x;
|
||||
|
||||
// 如果b*d = 0,表示这两条直线平行,因此有无穷个交点
|
||||
if (bDotDPerp == 0)
|
||||
return intersection;
|
||||
|
||||
let c = Vector2.subtract(b1, a1);
|
||||
let t = (c.x * d.y - c.y * d.x) / bDotDPerp;
|
||||
if (t < 0 || t > 1)
|
||||
return intersection;
|
||||
|
||||
let u = (c.x * b.y - c.y * b.x) / bDotDPerp;
|
||||
if (u < 0 || u > 1)
|
||||
return intersection;
|
||||
|
||||
intersection = Vector2.add(a1, new Vector2(t * b.x, t * b.y));
|
||||
|
||||
return intersection;
|
||||
}
|
||||
|
||||
public static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: Vector2) {
|
||||
let v = Vector2.subtract(lineB, lineA);
|
||||
let w = Vector2.subtract(closestTo, lineA);
|
||||
let t = Vector2.dot(w, v) / Vector2.dot(v, v);
|
||||
t = MathHelper.clamp(t, 0, 1);
|
||||
|
||||
return Vector2.add(lineA, new Vector2(v.x * t, v.y * t));
|
||||
}
|
||||
|
||||
public static isCircleToCircle(circleCenter1: Vector2, circleRadius1: number, circleCenter2: Vector2, circleRadius2: number): boolean {
|
||||
return Vector2.distanceSquared(circleCenter1, circleCenter2) < (circleRadius1 + circleRadius2) * (circleRadius1 + circleRadius2);
|
||||
}
|
||||
|
||||
public static isCircleToLine(circleCenter: Vector2, radius: number, lineFrom: Vector2, lineTo: Vector2): boolean {
|
||||
return Vector2.distanceSquared(circleCenter, this.closestPointOnLine(lineFrom, lineTo, circleCenter)) < radius * radius;
|
||||
}
|
||||
|
||||
public static isCircleToPoint(circleCenter: Vector2, radius: number, point: Vector2): boolean {
|
||||
return Vector2.distanceSquared(circleCenter, point) < radius * radius;
|
||||
}
|
||||
|
||||
public static isRectToCircle(rect: Rectangle, cPosition: Vector2, cRadius: number): boolean {
|
||||
if (this.isRectToPoint(rect.x, rect.y, rect.width, rect.height, cPosition))
|
||||
return true;
|
||||
|
||||
let edgeFrom: Vector2;
|
||||
let edgeTo: Vector2;
|
||||
let sector = this.getSector(rect.x, rect.y, rect.width, rect.height, cPosition);
|
||||
|
||||
if ((sector & PointSectors.top) != 0) {
|
||||
edgeFrom = new Vector2(rect.x, rect.y);
|
||||
edgeTo = new Vector2(rect.x + rect.width, rect.y);
|
||||
if (this.isCircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((sector & PointSectors.bottom) != 0) {
|
||||
edgeFrom = new Vector2(rect.x, rect.y + rect.height);
|
||||
edgeTo = new Vector2(rect.x + rect.width, rect.y + rect.height);
|
||||
if (this.isCircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((sector & PointSectors.left) != 0) {
|
||||
edgeFrom = new Vector2(rect.x, rect.y);
|
||||
edgeTo = new Vector2(rect.x, rect.y + rect.height);
|
||||
if (this.isCircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((sector & PointSectors.right) != 0) {
|
||||
edgeFrom = new Vector2(rect.x + rect.width, rect.y);
|
||||
edgeTo = new Vector2(rect.x + rect.width, rect.y + rect.height);
|
||||
if (this.isCircleToLine(cPosition, cRadius, edgeFrom, edgeTo))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public static isRectToLine(rect: Rectangle, lineFrom: Vector2, lineTo: Vector2){
|
||||
let fromSector = this.getSector(rect.x, rect.y, rect.width, rect.height, lineFrom);
|
||||
let toSector = this.getSector(rect.x, rect.y, rect.width, rect.height, lineTo);
|
||||
|
||||
if (fromSector == PointSectors.center || toSector == PointSectors.center){
|
||||
return true;
|
||||
} else if((fromSector & toSector) != 0){
|
||||
return false;
|
||||
} else{
|
||||
let both = fromSector | toSector;
|
||||
// 线对边进行检查
|
||||
let edgeFrom: Vector2;
|
||||
let edgeTo: Vector2;
|
||||
|
||||
if ((both & PointSectors.top) != 0){
|
||||
edgeFrom = new Vector2(rect.x, rect.y);
|
||||
edgeTo = new Vector2(rect.x + rect.width, rect.y);
|
||||
if (this.isLineToLine(edgeFrom, edgeTo, lineFrom, lineTo))
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((both & PointSectors.bottom) != 0){
|
||||
edgeFrom = new Vector2(rect.x, rect.y + rect.height);
|
||||
edgeTo = new Vector2(rect.x + rect.width, rect.y + rect.height);
|
||||
if (this.isLineToLine(edgeFrom, edgeTo, lineFrom, lineTo))
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((both & PointSectors.left) != 0){
|
||||
edgeFrom = new Vector2(rect.x, rect.y);
|
||||
edgeTo = new Vector2(rect.x, rect.y + rect.height);
|
||||
if (this.isLineToLine(edgeFrom, edgeTo, lineFrom, lineTo))
|
||||
return true;
|
||||
}
|
||||
|
||||
if ((both & PointSectors.right) != 0){
|
||||
edgeFrom = new Vector2(rect.x + rect.width, rect.y);
|
||||
edgeTo = new Vector2(rect.x + rect.width, rect.y + rect.height);
|
||||
if (this.isLineToLine(edgeFrom, edgeTo, lineFrom, lineTo))
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public static isRectToPoint(rX: number, rY: number, rW: number, rH: number, point: Vector2) {
|
||||
return point.x >= rX && point.y >= rY && point.x < rX + rW && point.y < rY + rH;
|
||||
}
|
||||
|
||||
/**
|
||||
* 位标志和帮助使用Cohen–Sutherland算法
|
||||
*
|
||||
* 位标志:
|
||||
* 1001 1000 1010
|
||||
* 0001 0000 0010
|
||||
* 0101 0100 0110
|
||||
* @param rX
|
||||
* @param rY
|
||||
* @param rW
|
||||
* @param rH
|
||||
* @param point
|
||||
*/
|
||||
public static getSector(rX: number, rY: number, rW: number, rH: number, point: Vector2): PointSectors {
|
||||
let sector = PointSectors.center;
|
||||
|
||||
if (point.x < rX)
|
||||
sector |= PointSectors.left;
|
||||
else if (point.x >= rX + rW)
|
||||
sector |= PointSectors.right;
|
||||
|
||||
if (point.y < rY)
|
||||
sector |= PointSectors.top;
|
||||
else if (point.y >= rY + rH)
|
||||
sector |= PointSectors.bottom;
|
||||
|
||||
return sector;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user