优化碰撞算法
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@@ -5471,7 +5471,7 @@ var es;
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return true;
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};
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Collisions.lineToLineIntersection = function (a1, a2, b1, b2) {
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var intersection = new es.Vector2(0, 0);
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var intersection = es.Vector2.zero;
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var b = es.Vector2.subtract(a2, a1);
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var d = es.Vector2.subtract(b2, b1);
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var bDotDPerp = b.x * d.y - b.y * d.x;
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@@ -5507,8 +5507,8 @@ var es;
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Collisions.rectToCircle = function (rect, cPosition, cRadius) {
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if (this.rectToPoint(rect.x, rect.y, rect.width, rect.height, cPosition))
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return true;
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var edgeFrom = es.Vector2.zero;
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var edgeTo = es.Vector2.zero;
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var edgeFrom;
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var edgeTo;
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var 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 es.Vector2(rect.x, rect.y);
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@@ -5523,6 +5523,12 @@ var es;
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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 es.Vector2(rect.x, rect.y);
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edgeTo = new es.Vector2(rect.x, rect.y + rect.height);
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if (this.circleToLine(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 es.Vector2(rect.x + rect.width, rect.y);
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edgeTo = new es.Vector2(rect.x + rect.width, rect.y + rect.height);
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if (this.circleToLine(cPosition, cRadius, edgeFrom, edgeTo))
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@@ -5957,25 +5963,25 @@ var es;
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* @param layerMask
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*/
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SpatialHash.prototype.overlapCircle = function (circleCenter, radius, results, layerMask) {
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var _this = this;
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var bounds = new es.Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
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this._overlapTestCircle.radius = radius;
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this._overlapTestCircle.position = circleCenter;
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var resultCounter = 0;
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var potentials = this.aabbBroadphase(bounds, null, layerMask);
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for (var i = 0; i < potentials.size; i++) {
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var collider = potentials[i];
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potentials.forEach(function (collider) {
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if (collider instanceof es.BoxCollider) {
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results[resultCounter] = collider;
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resultCounter++;
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}
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else if (collider instanceof es.CircleCollider) {
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if (collider.shape.overlaps(this._overlapTestCircle)) {
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if (collider.shape.overlaps(_this._overlapTestCircle)) {
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results[resultCounter] = collider;
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resultCounter++;
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}
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}
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else if (collider instanceof es.PolygonCollider) {
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if (collider.shape.overlaps(this._overlapTestCircle)) {
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if (collider.shape.overlaps(_this._overlapTestCircle)) {
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results[resultCounter] = collider;
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resultCounter++;
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}
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@@ -5986,7 +5992,7 @@ var es;
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// 如果我们所有的结果数据有了则返回
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if (resultCounter == results.length)
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return resultCounter;
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}
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});
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return resultCounter;
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};
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/**
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@@ -6277,7 +6283,7 @@ var es;
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distanceSquared.value = Number.MAX_VALUE;
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edgeNormal.x = 0;
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edgeNormal.y = 0;
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var closestPoint = new es.Vector2(0, 0);
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var closestPoint = es.Vector2.zero;
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var tempDistanceSquared = 0;
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for (var i = 0; i < points.length; i++) {
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var j = i + 1;
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@@ -6677,23 +6683,19 @@ var es;
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axis = secondEdges[edgeIndex - firstEdges.length];
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}
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// 求多边形在当前轴上的投影
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var minA = 0;
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var minB = 0;
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var maxA = 0;
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var maxB = 0;
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var minA = new es.Ref(0);
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var minB = new es.Ref(0);
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var maxA = new es.Ref(0);
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var maxB = new es.Ref(0);
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var intervalDist = 0;
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var ta = this.getInterval(axis, first, minA, maxA);
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minA = ta.min;
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minB = ta.max;
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var tb = this.getInterval(axis, second, minB, maxB);
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minB = tb.min;
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maxB = tb.max;
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this.getInterval(axis, first, minA, maxA);
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this.getInterval(axis, second, minB, maxB);
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// 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。
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var relativeIntervalOffset = es.Vector2.dot(polygonOffset, axis);
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minA += relativeIntervalOffset;
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maxA += relativeIntervalOffset;
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minA.value += relativeIntervalOffset;
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maxA.value += relativeIntervalOffset;
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// 检查多边形投影是否正在相交
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intervalDist = this.intervalDistance(minA, maxA, minB, maxB);
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intervalDist = this.intervalDistance(minA.value, maxA.value, minB.value, maxB.value);
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if (intervalDist > 0)
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isIntersecting = false;
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// 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
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@@ -6707,12 +6709,12 @@ var es;
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minIntervalDistance = intervalDist;
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translationAxis = axis;
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if (es.Vector2.dot(translationAxis, polygonOffset) < 0)
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translationAxis = new es.Vector2(-translationAxis);
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translationAxis = new es.Vector2(-translationAxis.x, -translationAxis.y);
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}
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}
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// 利用最小平移向量对多边形进行推入。
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result.normal = translationAxis;
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result.minimumTranslationVector = es.Vector2.multiply(new es.Vector2(-translationAxis.x, -translationAxis.y), new es.Vector2(minIntervalDistance));
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result.minimumTranslationVector = new es.Vector2(-translationAxis.x * minIntervalDistance, -translationAxis.y * minIntervalDistance);
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return true;
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};
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/**
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@@ -6736,17 +6738,16 @@ var es;
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*/
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ShapeCollisions.getInterval = function (axis, polygon, min, max) {
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var dot = es.Vector2.dot(polygon.points[0], axis);
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min = max = dot;
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min.value = max.value = dot;
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for (var i = 1; i < polygon.points.length; i++) {
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dot = es.Vector2.dot(polygon.points[i], axis);
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if (dot < min) {
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min = dot;
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if (dot < min.value) {
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min.value = dot;
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}
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else if (dot > max) {
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max = dot;
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else if (dot > max.value) {
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max.value = dot;
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}
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}
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return { min: min, max: max };
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};
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/**
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*
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@@ -6755,23 +6756,31 @@ var es;
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* @param result
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*/
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ShapeCollisions.circleToPolygon = function (circle, polygon, result) {
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// 圆圈在多边形中的位置坐标
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var poly2Circle = es.Vector2.subtract(circle.position, polygon.position);
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// 首先,我们需要找到从圆到多边形的最近距离
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var distanceSquared = new es.Ref(0);
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var closestPoint = es.Polygon.getClosestPointOnPolygonToPoint(polygon.points, poly2Circle, distanceSquared, result.normal);
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// 确保距离的平方小于半径的平方,否则我们不会相撞。
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// 请注意,如果圆完全包含在多边形中,距离可能大于半径。
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// 正因为如此,我们还要确保圆的位置不在多边形内。
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var circleCenterInsidePoly = polygon.containsPoint(circle.position);
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if (distanceSquared.value > circle.radius * circle.radius && !circleCenterInsidePoly)
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return false;
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// 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
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var mtv;
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if (circleCenterInsidePoly) {
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mtv = es.Vector2.multiply(result.normal, new es.Vector2(Math.sqrt(distanceSquared.value) - circle.radius));
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}
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else {
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// 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
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if (distanceSquared.value == 0) {
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mtv = es.Vector2.multiply(result.normal, new es.Vector2(circle.radius));
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mtv = new es.Vector2(result.normal.x * circle.radius, result.normal.y * circle.radius);
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}
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else {
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var distance = Math.sqrt(distanceSquared.value);
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mtv = es.Vector2.multiply(new es.Vector2(-es.Vector2.subtract(poly2Circle, closestPoint)), new es.Vector2((circle.radius - distanceSquared.value) / distance));
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mtv = new es.Vector2(-poly2Circle.x + closestPoint.x, -poly2Circle.y + closestPoint.y)
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.multiply(new es.Vector2((circle.radius - distance) / distance));
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}
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}
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result.minimumTranslationVector = mtv;
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