shapeCollisions拆分
This commit is contained in:
@@ -0,0 +1,108 @@
|
||||
module es {
|
||||
export class ShapeCollisionsPolygon {
|
||||
/**
|
||||
* 检查两个多边形之间的碰撞
|
||||
* @param first
|
||||
* @param second
|
||||
* @param result
|
||||
*/
|
||||
public static polygonToPolygon(first: Polygon, second: Polygon, result: CollisionResult): boolean {
|
||||
let isIntersecting = true;
|
||||
|
||||
let firstEdges = first.edgeNormals.slice();
|
||||
let secondEdges = second.edgeNormals.slice();
|
||||
let minIntervalDistance = Number.POSITIVE_INFINITY;
|
||||
let translationAxis = new Vector2();
|
||||
let polygonOffset = Vector2.subtract(first.position, second.position);
|
||||
let axis: Vector2;
|
||||
|
||||
// 循环穿过两个多边形的所有边
|
||||
for (let edgeIndex = 0; edgeIndex < firstEdges.length + secondEdges.length; edgeIndex++) {
|
||||
// 1. 找出当前多边形是否相交
|
||||
// 多边形的归一化轴垂直于缓存给我们的当前边
|
||||
if (edgeIndex < firstEdges.length) {
|
||||
axis = firstEdges[edgeIndex];
|
||||
} else {
|
||||
axis = secondEdges[edgeIndex - firstEdges.length];
|
||||
}
|
||||
|
||||
// 求多边形在当前轴上的投影
|
||||
let minA = new Ref(0);
|
||||
let minB = new Ref(0);
|
||||
let maxA = new Ref(0);
|
||||
let maxB = new Ref(0);
|
||||
let intervalDist = 0;
|
||||
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。
|
||||
let relativeIntervalOffset = Vector2.dot(polygonOffset, axis);
|
||||
minA.value += relativeIntervalOffset;
|
||||
maxA.value += relativeIntervalOffset;
|
||||
|
||||
// 检查多边形投影是否正在相交
|
||||
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
|
||||
// TODO: 现在找出多边形是否会相交。只要检查速度就行了
|
||||
|
||||
// 如果多边形不相交,也不会相交,退出循环
|
||||
if (!isIntersecting)
|
||||
return false;
|
||||
|
||||
// 检查当前间隔距离是否为最小值。如果是,则存储间隔距离和当前距离。这将用于计算最小平移向量
|
||||
intervalDist = Math.abs(intervalDist);
|
||||
if (intervalDist < minIntervalDistance) {
|
||||
minIntervalDistance = intervalDist;
|
||||
translationAxis = axis;
|
||||
|
||||
if (Vector2.dot(translationAxis, polygonOffset) < 0)
|
||||
translationAxis = new 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 = new Vector2(-translationAxis.x * minIntervalDistance, -translationAxis.y * minIntervalDistance);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算一个多边形在一个轴上的投影,并返回一个[min,max]区间
|
||||
* @param axis
|
||||
* @param polygon
|
||||
* @param min
|
||||
* @param max
|
||||
*/
|
||||
public static getInterval(axis: Vector2, polygon: Polygon, min: Ref<number>, max: Ref<number>) {
|
||||
let dot = Vector2.dot(polygon.points[0], axis);
|
||||
min.value = max.value = dot;
|
||||
|
||||
for (let i = 1; i < polygon.points.length; i++) {
|
||||
dot = Vector2.dot(polygon.points[i], axis);
|
||||
if (dot < min.value) {
|
||||
min.value = dot;
|
||||
} else if (dot > max.value) {
|
||||
max.value = dot;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算[minA, maxA]和[minB, maxB]之间的距离。如果间隔重叠,距离是负的
|
||||
* @param minA
|
||||
* @param maxA
|
||||
* @param minB
|
||||
* @param maxB
|
||||
*/
|
||||
public static intervalDistance(minA: number, maxA: number, minB: number, maxB) {
|
||||
if (minA < minB)
|
||||
return minB - maxA;
|
||||
|
||||
return minA - maxB;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user