add collision readme

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yhh
2021-07-27 14:03:57 +08:00
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- [创建系统](docs/system.md) - [创建系统](docs/system.md)
- [全局时间Time](docs/time.md) - [全局时间Time](docs/time.md)
- [协程Coroutine](docs/coroutine.md) - [协程Coroutine](docs/coroutine.md)
- [Physics/Collision](docs/physics.md) - [Physics](docs/physics.md)
- [Emitter](docs/emitter.md) - [Emitter](docs/emitter.md)
- [Collision](docs/collision.md)
## 交流群 ## 交流群
点击链接加入群聊【ecs游戏框架交流】https://jq.qq.com/?_wv=1027&k=29w1Nud6 点击链接加入群聊【ecs游戏框架交流】https://jq.qq.com/?_wv=1027&k=29w1Nud6

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docs/collision.md Normal file
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# Collision
碰撞检测在大多数游戏中都很常见。框架内使用了一些更先进的碰撞/重叠检查方法如Minkowski、分离轴定理和古老的三角法
## 线与线相交 [lineToLine]
- 返回是否相交
```typescript
const a1 = new es.Vector2(0, 0);
const a2 = new es.Vector2(100, 100);
const b1 = new es.Vector2(-100, 0);
const b2 = new es.Vector2(100, 200);
const result = es.Collisions.lineToLine(a1, a2, b1, b2);
```
- 返回是否相交并获得相交的点
```typescript
const a1 = new es.Vector2(0, 0);
const a2 = new es.Vector2(100, 100);
const b1 = new es.Vector2(-100, 0);
const b2 = new es.Vector2(100, 200);
// 相交的点坐标
const intersection = new es.Vector2();
const result = es.Collisions.lineToLineIntersection(a1, a2, b1, b2, intersection);
```
## 圆和圆相交 [circleToCircle]
```typescript
const center1 = new es.Vector2(0, 0);
const radius1 = 50;
const center2 = new es.Vector2(30, 30);
const radius2 = 50;
const result = es.Collisions.circleToCircle(center1, radius1, center2, radius2);
```
## 圆和线相交 [circleToLine]
```typescript
const center1 = new es.Vector2(0, 0);
const radius1 = 50;
const a1 = new es.Vector2(0, 0);
const a2 = new es.Vector2(100, 100);
const result = es.Collisions.circleToLine(center1, radius1, a1, a2);
```
## 点是否在圆内 [circleToPoint]
```typescript
const center1 = new es.Vector2(0, 0);
const radius1 = 50;
const point = new es.Vector2(0, 0);
const result = es.Collisions.circleToPoint(center1, radius1, point);
```
## 圆是否和矩形相交 [rectToCircle]
```typescript
const rect = new es.Rectangle(0, 0, 100, 100);
const center = new es.Vector2(30, 30);
const radius = 50;
const result = es.Collisions.rectToCircle(rect, center, radius);
```
## 矩形与线是否相交 [rectToLine]
```typescript
const rect = new es.Rectangle(0, 0, 100, 100);
const a1 = new es.Vector2(0, 0);
const a2 = new es.Vector2(100, 100);
const result = es.Collisions.rectToLine(rect, a1, a2);
```
## 点是否在矩形内 [rectToPoint]
```typescript
const point = new es.Vector2(100, 100);
const result = es.Collisions.rectToPoint(0, 0, 100, 100, point);
```