优化碰撞算法

This commit is contained in:
yhh
2020-12-03 20:43:59 +08:00
parent dac0ef1507
commit 8ce6b53cd5
7 changed files with 83 additions and 69 deletions

View File

@@ -5471,7 +5471,7 @@ var es;
return true;
};
Collisions.lineToLineIntersection = function (a1, a2, b1, b2) {
var intersection = new es.Vector2(0, 0);
var intersection = es.Vector2.zero;
var b = es.Vector2.subtract(a2, a1);
var d = es.Vector2.subtract(b2, b1);
var bDotDPerp = b.x * d.y - b.y * d.x;
@@ -5507,8 +5507,8 @@ var es;
Collisions.rectToCircle = function (rect, cPosition, cRadius) {
if (this.rectToPoint(rect.x, rect.y, rect.width, rect.height, cPosition))
return true;
var edgeFrom = es.Vector2.zero;
var edgeTo = es.Vector2.zero;
var edgeFrom;
var edgeTo;
var sector = this.getSector(rect.x, rect.y, rect.width, rect.height, cPosition);
if ((sector & PointSectors.top) != 0) {
edgeFrom = new es.Vector2(rect.x, rect.y);
@@ -5523,6 +5523,12 @@ var es;
return true;
}
if ((sector & PointSectors.left) != 0) {
edgeFrom = new es.Vector2(rect.x, rect.y);
edgeTo = new es.Vector2(rect.x, rect.y + rect.height);
if (this.circleToLine(cPosition, cRadius, edgeFrom, edgeTo))
return true;
}
if ((sector & PointSectors.right) != 0) {
edgeFrom = new es.Vector2(rect.x + rect.width, rect.y);
edgeTo = new es.Vector2(rect.x + rect.width, rect.y + rect.height);
if (this.circleToLine(cPosition, cRadius, edgeFrom, edgeTo))
@@ -5957,25 +5963,25 @@ var es;
* @param layerMask
*/
SpatialHash.prototype.overlapCircle = function (circleCenter, radius, results, layerMask) {
var _this = this;
var bounds = new es.Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
this._overlapTestCircle.radius = radius;
this._overlapTestCircle.position = circleCenter;
var resultCounter = 0;
var potentials = this.aabbBroadphase(bounds, null, layerMask);
for (var i = 0; i < potentials.size; i++) {
var collider = potentials[i];
potentials.forEach(function (collider) {
if (collider instanceof es.BoxCollider) {
results[resultCounter] = collider;
resultCounter++;
}
else if (collider instanceof es.CircleCollider) {
if (collider.shape.overlaps(this._overlapTestCircle)) {
if (collider.shape.overlaps(_this._overlapTestCircle)) {
results[resultCounter] = collider;
resultCounter++;
}
}
else if (collider instanceof es.PolygonCollider) {
if (collider.shape.overlaps(this._overlapTestCircle)) {
if (collider.shape.overlaps(_this._overlapTestCircle)) {
results[resultCounter] = collider;
resultCounter++;
}
@@ -5986,7 +5992,7 @@ var es;
// 如果我们所有的结果数据有了则返回
if (resultCounter == results.length)
return resultCounter;
}
});
return resultCounter;
};
/**
@@ -6277,7 +6283,7 @@ var es;
distanceSquared.value = Number.MAX_VALUE;
edgeNormal.x = 0;
edgeNormal.y = 0;
var closestPoint = new es.Vector2(0, 0);
var closestPoint = es.Vector2.zero;
var tempDistanceSquared = 0;
for (var i = 0; i < points.length; i++) {
var j = i + 1;
@@ -6677,23 +6683,19 @@ var es;
axis = secondEdges[edgeIndex - firstEdges.length];
}
// 求多边形在当前轴上的投影
var minA = 0;
var minB = 0;
var maxA = 0;
var maxB = 0;
var minA = new es.Ref(0);
var minB = new es.Ref(0);
var maxA = new es.Ref(0);
var maxB = new es.Ref(0);
var intervalDist = 0;
var ta = this.getInterval(axis, first, minA, maxA);
minA = ta.min;
minB = ta.max;
var tb = this.getInterval(axis, second, minB, maxB);
minB = tb.min;
maxB = tb.max;
this.getInterval(axis, first, minA, maxA);
this.getInterval(axis, second, minB, maxB);
// 将区间设为第二个多边形的空间。由轴上投影的位置差偏移。
var relativeIntervalOffset = es.Vector2.dot(polygonOffset, axis);
minA += relativeIntervalOffset;
maxA += relativeIntervalOffset;
minA.value += relativeIntervalOffset;
maxA.value += relativeIntervalOffset;
// 检查多边形投影是否正在相交
intervalDist = this.intervalDistance(minA, maxA, minB, maxB);
intervalDist = this.intervalDistance(minA.value, maxA.value, minB.value, maxB.value);
if (intervalDist > 0)
isIntersecting = false;
// 对于多对多数据类型转换添加一个Vector2?参数称为deltaMovement。为了提高速度我们这里不使用它
@@ -6707,12 +6709,12 @@ var es;
minIntervalDistance = intervalDist;
translationAxis = axis;
if (es.Vector2.dot(translationAxis, polygonOffset) < 0)
translationAxis = new es.Vector2(-translationAxis);
translationAxis = new es.Vector2(-translationAxis.x, -translationAxis.y);
}
}
// 利用最小平移向量对多边形进行推入。
result.normal = translationAxis;
result.minimumTranslationVector = es.Vector2.multiply(new es.Vector2(-translationAxis.x, -translationAxis.y), new es.Vector2(minIntervalDistance));
result.minimumTranslationVector = new es.Vector2(-translationAxis.x * minIntervalDistance, -translationAxis.y * minIntervalDistance);
return true;
};
/**
@@ -6736,17 +6738,16 @@ var es;
*/
ShapeCollisions.getInterval = function (axis, polygon, min, max) {
var dot = es.Vector2.dot(polygon.points[0], axis);
min = max = dot;
min.value = max.value = dot;
for (var i = 1; i < polygon.points.length; i++) {
dot = es.Vector2.dot(polygon.points[i], axis);
if (dot < min) {
min = dot;
if (dot < min.value) {
min.value = dot;
}
else if (dot > max) {
max = dot;
else if (dot > max.value) {
max.value = dot;
}
}
return { min: min, max: max };
};
/**
*
@@ -6755,23 +6756,31 @@ var es;
* @param result
*/
ShapeCollisions.circleToPolygon = function (circle, polygon, result) {
// 圆圈在多边形中的位置坐标
var poly2Circle = es.Vector2.subtract(circle.position, polygon.position);
// 首先,我们需要找到从圆到多边形的最近距离
var distanceSquared = new es.Ref(0);
var closestPoint = es.Polygon.getClosestPointOnPolygonToPoint(polygon.points, poly2Circle, distanceSquared, result.normal);
// 确保距离的平方小于半径的平方,否则我们不会相撞。
// 请注意,如果圆完全包含在多边形中,距离可能大于半径。
// 正因为如此,我们还要确保圆的位置不在多边形内。
var circleCenterInsidePoly = polygon.containsPoint(circle.position);
if (distanceSquared.value > circle.radius * circle.radius && !circleCenterInsidePoly)
return false;
// 算出MTV。我们要注意处理完全包含在多边形中的圆或包含其中心的圆
var mtv;
if (circleCenterInsidePoly) {
mtv = es.Vector2.multiply(result.normal, new es.Vector2(Math.sqrt(distanceSquared.value) - circle.radius));
}
else {
// 如果我们没有距离,这意味着圆心在多边形的边缘上。只需根据它的半径移动它
if (distanceSquared.value == 0) {
mtv = es.Vector2.multiply(result.normal, new es.Vector2(circle.radius));
mtv = new es.Vector2(result.normal.x * circle.radius, result.normal.y * circle.radius);
}
else {
var distance = Math.sqrt(distanceSquared.value);
mtv = es.Vector2.multiply(new es.Vector2(-es.Vector2.subtract(poly2Circle, closestPoint)), new es.Vector2((circle.radius - distanceSquared.value) / distance));
mtv = new es.Vector2(-poly2Circle.x + closestPoint.x, -poly2Circle.y + closestPoint.y)
.multiply(new es.Vector2((circle.radius - distance) / distance));
}
}
result.minimumTranslationVector = mtv;