优化spriteRenderer渲染方法
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@@ -1,4 +1,7 @@
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///<reference path="./Polygon.ts" />
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/**
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* 多边形的特殊情况。在进行SAT碰撞检查时,我们只需要检查2个轴而不是8个轴
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*/
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class Box extends Polygon {
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public width: number;
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public height: number;
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@@ -9,7 +12,13 @@ class Box extends Polygon {
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this.height = height;
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}
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/**
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* 在一个盒子的形状中建立多边形需要的点的帮助方法
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* @param width
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* @param height
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*/
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private static buildBox(width: number, height: number): Vector2[]{
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// 我们在(0,0)的中心周围创建点
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let halfWidth = width / 2;
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let halfHeight = height / 2;
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let verts = new Array(4);
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@@ -21,11 +30,8 @@ class Box extends Polygon {
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return verts;
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}
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/**
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*
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* @param other
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*/
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public overlaps(other: Shape){
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// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
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if (this.isUnrotated){
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if (other instanceof Box && other.isUnrotated)
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return this.bounds.intersects(other.bounds);
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@@ -37,11 +43,8 @@ class Box extends Polygon {
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return super.overlaps(other);
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}
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/**
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*
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* @param other
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*/
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public collidesWithShape(other: Shape){
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// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
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if (this.isUnrotated && other instanceof Box && other.isUnrotated){
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return ShapeCollisions.boxToBox(this, other);
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}
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@@ -51,10 +54,16 @@ class Box extends Polygon {
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return super.collidesWithShape(other);
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}
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/**
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* 更新框点,重新计算中心,设置宽度/高度
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* @param width
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* @param height
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*/
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public updateBox(width: number, height: number){
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this.width = width;
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this.height = height;
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// 我们在(0,0)的中心周围创建点
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let halfWidth = width / 2;
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let halfHeight = height / 2;
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@@ -69,7 +78,7 @@ class Box extends Polygon {
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public containsPoint(point: Vector2){
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if (this.isUnrotated)
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return this.bounds.contains(point);
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return this.bounds.containsInVec(point);
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return super.containsPoint(point);
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}
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@@ -32,7 +32,7 @@ class Circle extends Shape {
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public recalculateBounds(collider: Collider) {
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this.center = collider.localOffset;
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if (collider.shouldColliderScaleAndRotationWithTransform) {
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if (collider.shouldColliderScaleAndRotateWithTransform) {
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let scale = collider.entity.scale;
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let hasUnitScale = scale.x == 1 && scale.y == 1;
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let maxScale = Math.max(scale.x, scale.y);
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@@ -103,6 +103,13 @@ class Polygon extends Shape {
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return new Vector2(x / points.length, y / points.length);
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}
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/**
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* 迭代多边形的所有边,并得到任意边上离点最近的点。
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* 通过最近点的平方距离和它所在的边的法线返回。
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* 点应该在多边形的空间中(点-多边形.位置)
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* @param points
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* @param point
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*/
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public static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): { closestPoint, distanceSquared, edgeNormal } {
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let distanceSquared = Number.MAX_VALUE;
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let edgeNormal = new Vector2(0, 0);
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@@ -121,6 +128,7 @@ class Polygon extends Shape {
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distanceSquared = tempDistanceSquared;
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closestPoint = closest;
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// 求直线的法线
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let line = Vector2.subtract(points[j], points[i]);
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edgeNormal.x = -line.y;
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edgeNormal.y = line.x;
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@@ -136,7 +144,13 @@ class Polygon extends Shape {
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return ShapeCollisions.pointToPoly(point, this);
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}
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/**
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* 本质上,这个算法所做的就是从一个点发射一条射线。
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* 如果它与奇数条多边形边相交,我们就知道它在多边形内部。
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* @param point
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*/
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public containsPoint(point: Vector2) {
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// 将点归一化到多边形坐标空间中
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point = Vector2.subtract(point, this.position);
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let isInside = false;
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@@ -171,7 +185,7 @@ class Polygon extends Shape {
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// 如果我们没有旋转或不关心TRS我们使用localOffset作为中心,我们会从那开始
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this.center = collider.localOffset;
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if (collider.shouldColliderScaleAndRotationWithTransform){
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if (collider.shouldColliderScaleAndRotateWithTransform){
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let hasUnitScale = true;
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let tempMat: Matrix2D;
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let combinedMatrix = Matrix2D.createTranslation(-this._polygonCenter.x, -this._polygonCenter.y);
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@@ -188,7 +202,7 @@ class Polygon extends Shape {
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}
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if (collider.entity.rotation != 0){
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tempMat = Matrix2D.createRotation(collider.entity.rotation);
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tempMat = Matrix2D.createRotation(collider.entity.rotation, tempMat);
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combinedMatrix = Matrix2D.multiply(combinedMatrix, tempMat);
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// 为了处理偏移原点的旋转我们只需要将圆心在(0,0)附近移动我们的偏移使角度为0
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@@ -204,10 +218,6 @@ class Polygon extends Shape {
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// 最后变换原始点
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Vector2Ext.transform(this._originalPoints, combinedMatrix, this.points);
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this.isUnrotated = collider.entity.rotation == 0;
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// 如果旋转的话,我们只需要重建边的法线
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if (collider._isRotationDirty)
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this._areEdgeNormalsDirty = true;
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}
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this.position = Vector2.add(collider.entity.position, this.center);
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@@ -274,7 +274,7 @@ class ShapeCollisions {
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let result = new CollisionResult();
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let minkowskiDiff = this.minkowskiDifference(first, second);
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if (minkowskiDiff.contains(new Vector2(0, 0))){
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if (minkowskiDiff.containsInVec(new Vector2(0, 0))){
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// 计算MTV。如果它是零,我们就可以称它为非碰撞
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result.minimumTranslationVector = minkowskiDiff.getClosestPointOnBoundsToOrigin();
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