新增verlet物理引擎(实验性)

This commit is contained in:
yhh
2021-07-02 18:25:30 +08:00
parent 3d9c8699e7
commit 85bdd97d48
15 changed files with 1142 additions and 23 deletions

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///<reference path="./Constraint.ts" />
module es {
export class AngleConstraint extends Constraint {
public stiffness: number;
public angleInRadius: number;
_particleA: Particle;
_centerParticle: Particle;
_particleC: Particle;
constructor(a: Particle, center: Particle, c: Particle, stiffness: number) {
super();
this._particleA = a;
this._centerParticle = center;
this._particleC = c;
this.stiffness = stiffness;
this.collidesWithColliders = false;
this.angleInRadius = this.angleBetweenParticles();
}
angleBetweenParticles(): number {
const first = this._particleA.position.sub(this._centerParticle.position);
const second = this._particleC.position.sub(this._centerParticle.position);
return Math.atan2(first.x * second.y - first.y * second.x, first.x * second.x + first.y * second.y);
}
public solve() {
const angleBetween = this.angleBetweenParticles();
let diff = angleBetween - this.angleInRadius;
if (diff <= -Math.PI)
diff += 2 * Math.PI;
else if(diff >= Math.PI)
diff -= 2 * Math.PI;
diff *= this.stiffness;
this._particleA.position = MathHelper.rotateAround2(this._particleA.position, this._centerParticle.position, diff);
this._particleC.position = MathHelper.rotateAround2(this._particleC.position, this._centerParticle.position, -diff);
this._centerParticle.position = MathHelper.rotateAround2(this._centerParticle.position, this._particleA.position, diff);
this._centerParticle.position = MathHelper.rotateAround2(this._centerParticle.position, this._particleC.position, -diff);
}
}
}

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module es {
export abstract class Constraint {
public composite: Composite;
public collidesWithColliders: boolean = true;
public abstract solve(): void;
public handleCollisions(collidesWithLayers: number) {
}
public debugRender(batcher: IBatcher) {
}
}
}

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module es {
export class DistanceConstraint extends Constraint {
public stiffness: number;
public restingDistance: number;
public tearSensitivity = Number.POSITIVE_INFINITY;
public shouldApproximateCollisionsWithPoints: boolean;
public totalPointsToApproximateCollisionsWith = 5;
_particleOne: Particle;
_particleTwo: Particle;
static _polygon: Polygon = new Polygon([]);
constructor(first: Particle, second: Particle, stiffness: number, distance: number = -1) {
super();
DistanceConstraint._polygon.create(2, 1);
this._particleOne = first;
this._particleTwo = second;
this.stiffness = stiffness;
if (distance > -1)
this.restingDistance = distance;
else
this.restingDistance = Vector2.distance(first.position, second.position);
}
public static create(a: Particle, center: Particle, c: Particle, stiffness: number, angleInDegrees: number) {
const aToCenter = Vector2.distance(a.position, center.position);
const cToCenter = Vector2.distance(c.position, center.position);
const distance = Math.sqrt(aToCenter * aToCenter + cToCenter * cToCenter - (2 * aToCenter * cToCenter * Math.cos(angleInDegrees * MathHelper.Deg2Rad)));
return new DistanceConstraint(a, c, stiffness, distance);
}
public setTearSensitivity(tearSensitivity: number) {
this.tearSensitivity = tearSensitivity;
return this;
}
public setCollidesWithColliders(collidesWithColliders: boolean) {
this.collidesWithColliders = collidesWithColliders;
return this;
}
public setShouldApproximateCollisionsWithPoints(shouldApproximateCollisionsWithPoints: boolean) {
this.shouldApproximateCollisionsWithPoints = shouldApproximateCollisionsWithPoints;
return this;
}
public solve(): void {
const diff = this._particleOne.position.sub(this._particleTwo.position);
const d = diff.magnitude();
const difference = (this.restingDistance - d) / d;
if (d / this.restingDistance > this.tearSensitivity) {
this.composite.removeConstraint(this);
return;
}
const im1 = 1 / this._particleOne.mass;
const im2 = 1 / this._particleTwo.mass;
const scalarP1 = (im1 / (im1 + im2)) * this.stiffness;
const scalarP2 = this.stiffness - scalarP1;
this._particleOne.position = this._particleOne.position.add(diff.scale(scalarP1 * difference));
this._particleTwo.position = this._particleTwo.position.sub(diff.scale(scalarP2 * difference));
}
public handleCollisions(collidesWithLayers: number) {
if (this.shouldApproximateCollisionsWithPoints) {
this.approximateCollisionsWithPoints(collidesWithLayers);
return;
}
const minX = Math.min(this._particleOne.position.x, this._particleTwo.position.x);
const maxX = Math.max(this._particleOne.position.x, this._particleTwo.position.x);
const minY = Math.min(this._particleOne.position.y, this._particleTwo.position.y);
const maxY = Math.max(this._particleOne.position.y, this._particleTwo.position.y);
DistanceConstraint._polygon.bounds = Rectangle.fromMinMax(minX, minY, maxX, maxY);
let midPoint: Vector2;
this.preparePolygonForCollisionChecks(midPoint);
const colliders = Physics.boxcastBroadphase(DistanceConstraint._polygon.bounds, collidesWithLayers);
for (let i = 0; i < colliders.length; i ++) {
const collider = colliders[i];
const result = new CollisionResult();
if (DistanceConstraint._polygon.collidesWithShape(collider.shape, result)) {
this._particleOne.position = this._particleOne.position.sub(result.minimumTranslationVector);
this._particleTwo.position = this._particleTwo.position.sub(result.minimumTranslationVector);
}
}
}
approximateCollisionsWithPoints(collidesWithLayers: number) {
let pt: Vector2;
for (let j = 0; j < this.totalPointsToApproximateCollisionsWith - 1; j ++) {
pt = Vector2.lerp(this._particleOne.position, this._particleTwo.position, (j + 1) / this.totalPointsToApproximateCollisionsWith);
const collidedCount = Physics.overlapCircleAll(pt, 3, VerletWorld._colliders, collidesWithLayers);
for (let i = 0; i < collidedCount; i ++) {
const collider = VerletWorld._colliders[i];
const collisionResult = new CollisionResult();
if (collider.shape.pointCollidesWithShape(pt, collisionResult)) {
this._particleOne.position = this._particleOne.position.sub(collisionResult.minimumTranslationVector);
this._particleTwo.position = this._particleTwo.position.sub(collisionResult.minimumTranslationVector);
}
}
}
}
preparePolygonForCollisionChecks(midPoint: Vector2) {
const tempMidPoint = Vector2.lerp(this._particleOne.position, this._particleTwo.position, 0.5);
midPoint.setTo(tempMidPoint.x, tempMidPoint.y);
DistanceConstraint._polygon.position = midPoint;
DistanceConstraint._polygon.points[0] = this._particleOne.position.sub(DistanceConstraint._polygon.position);
DistanceConstraint._polygon.points[1] = this._particleTwo.position.sub(DistanceConstraint._polygon.position);
DistanceConstraint._polygon.recalculateCenterAndEdgeNormals();
}
public debugRender(batcher: IBatcher) {
batcher.drawLine(this._particleOne.position, this._particleTwo.position, new Color(67, 62, 54), 1);
}
}
}