新增碰撞检测算法

This commit is contained in:
YHH
2020-06-09 22:32:18 +08:00
parent 0fd33be5f9
commit 831152aa26
5 changed files with 301 additions and 2 deletions

View File

@@ -1,5 +1,8 @@
class Entity {
private static _idGenerator: number;
public name: string;
public readonly id: number;
/** 当前实体所属的场景 */
public scene: Scene;
/** 封装实体的位置/旋转/缩放,并允许设置一个高层结构 */
@@ -9,6 +12,7 @@ class Entity {
private _updateOrder: number = 0;
private _enabled: boolean = true;
private _isDestoryed: boolean;
private _tag: number = 0;
public componentBits: BitSet;
@@ -116,10 +120,20 @@ class Entity {
return this;
}
public get tag(){
return this._tag;
}
public set tag(value: number){
this.setTag(value);
}
constructor(name: string){
this.name = name;
this.transform = new Transform(this);
this.components = new ComponentList(this);
this.id = Entity._idGenerator ++;
this.componentBits = new BitSet();
}
@@ -142,6 +156,20 @@ class Entity {
}
}
public setTag(tag: number): Entity{
if (this._tag != tag){
if (this.scene){
this.scene.entities.removeFromTagList(this);
}
this._tag = tag;
if (this.scene){
this.scene.entities.addToTagList(this);
}
}
return this;
}
public attachToScene(newScene: Scene){
this.scene = newScene;
newScene.entities.add(this);

View File

@@ -4,6 +4,8 @@ class EntityList{
private _entitiesToAdded: Entity[] = [];
private _tempEntityList: Entity[] = [];
private _entities: Entity[] = [];
private _entityDict: Map<number, Entity[]> = new Map<number, Entity[]>();
private _unsortedTags: number[] = [];
constructor(scene: Scene){
this.scene = scene;
@@ -40,6 +42,31 @@ class EntityList{
return this._entitiesToAdded.firstOrDefault(entity => entity.name == name);
}
public getTagList(tag: number){
let list = this._entityDict.get(tag);
if (!list){
list = [];
this._entityDict.set(tag, list);
}
return this._entityDict.get(tag);
}
public addToTagList(entity: Entity){
let list = this.getTagList(entity.tag);
if (!list.contains(entity)){
list.push(entity);
this._unsortedTags.push(entity.tag);
}
}
public removeFromTagList(entity: Entity){
let list = this._entityDict.get(entity.tag);
if (list){
list.remove(entity);
}
}
public update(){
for (let i = 0; i < this._entities.length; i++){
let entity = this._entities[i];
@@ -58,6 +85,7 @@ class EntityList{
}
this._entities.length = 0;
this._entityDict.clear();
}
public updateLists(){
@@ -89,5 +117,13 @@ class EntityList{
this._tempEntityList.forEach(entity => entity.onAddedToScene());
this._tempEntityList.length = 0;
}
if (this._unsortedTags.length > 0){
this._unsortedTags.forEach(tag => {
this._entityDict.get(tag).sort();
});
this._unsortedTags.length = 0;
}
}
}

View File

@@ -0,0 +1,13 @@
class Rectangle {
public x: number;
public y: number;
public width: number;
public height: number;
constructor(x: number, y: number, width: number, height: number){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
}

View File

@@ -3,10 +3,15 @@ class Vector2 {
public x: number = 0;
public y: number = 0;
private static readonly unitVector2 = new Vector2(1, 1);
private static readonly zeroVector = new Vector2(0, 0);
private static readonly unitVector = new Vector2(1, 1);
public static get One(){
return this.unitVector2;
return this.unitVector;
}
public static get Zero(){
return this.zeroVector;
}
/**
@@ -50,6 +55,25 @@ class Vector2 {
this.y *= val;
}
/**
* 返回两个向量的点积
* @param value1
* @param value2
*/
public static dot(value1: Vector2, value2: Vector2): number{
return (value1.x * value2.x) + (value1.y * value2.y);
}
/**
* 返回两个向量之间距离的平方
* @param value1
* @param value2
*/
public static distanceSquared(value1: Vector2, value2: Vector2){
let v1 = value1.x - value2.x, v2 = value1.y - value2.y;
return (v1 * v1) + (v2 * v2);
}
public static transform(position: Vector2, matrix: Matrix2D){
return new Vector2((position.x * matrix.m11) + (position.y * matrix.m21), (position.x * matrix.m12) + (position.y * matrix.m22));
}

View 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CohenSutherland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;
}
}