修复circleToBox检测偏差问题
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@@ -2733,6 +2733,8 @@ var es;
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};
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SpriteRenderer.prototype.render = function (camera) {
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this.sync(camera);
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this.displayObject.x = this.entity.position.x - this.origin.x + this.localOffset.x - camera.position.x + camera.origin.x;
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this.displayObject.y = this.entity.position.y - this.origin.y + this.localOffset.y - camera.position.y + camera.origin.y;
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};
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return SpriteRenderer;
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}(es.RenderableComponent));
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@@ -2995,7 +2997,7 @@ var es;
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continue;
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var _internalcollisionResult = new es.CollisionResult();
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if (collider.collidesWith(neighbor, motion, _internalcollisionResult)) {
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motion.subtract(_internalcollisionResult.minimumTranslationVector);
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motion = motion.subtract(_internalcollisionResult.minimumTranslationVector);
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if (_internalcollisionResult.collider != null) {
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collisionResult = _internalcollisionResult;
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}
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@@ -3139,18 +3141,17 @@ var es;
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}
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var renderable = this.entity.getComponent(es.RenderableComponent);
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if (renderable) {
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var bounds = renderable.bounds;
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var width = bounds.width / this.entity.scale.x;
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var height = bounds.height / this.entity.scale.y;
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var renderableBounds = renderable.bounds;
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var width = renderableBounds.width / this.entity.scale.x;
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var height = renderableBounds.height / this.entity.scale.y;
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if (this instanceof es.CircleCollider) {
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var circleCollider = this;
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circleCollider.radius = Math.max(width, height) * 0.5;
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this.radius = Math.max(width, height) * 0.5;
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}
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else {
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this.width = width;
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this.height = height;
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}
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this.localOffset = es.Vector2.subtract(bounds.center, this.entity.transform.position);
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this.localOffset = es.Vector2.subtract(renderableBounds.center, this.entity.transform.position);
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}
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else {
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console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
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@@ -3202,7 +3203,7 @@ var es;
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};
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Collider.prototype.collidesWith = function (collider, motion, result) {
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var oldPosition = this.entity.position;
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this.entity.position.add(motion);
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this.entity.position = this.entity.position.add(motion);
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var didCollide = this.shape.collidesWithShape(collider.shape, result);
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if (didCollide)
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result.collider = collider;
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@@ -6090,7 +6091,7 @@ var es;
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edgeNormal = new es.Vector2(-line.y, line.x);
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}
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}
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es.Vector2Ext.normalize(edgeNormal);
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edgeNormal = es.Vector2Ext.normalize(edgeNormal);
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return closestPoint;
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};
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Polygon.prototype.recalculateBounds = function (collider) {
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@@ -6122,7 +6123,7 @@ var es;
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}
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this.position = es.Vector2.add(collider.entity.transform.position, this.center);
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this.bounds = es.Rectangle.rectEncompassingPoints(this.points);
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this.bounds.location = es.Vector2.add(this.bounds.location, this.position);
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this.bounds.location = this.bounds.location.add(this.position);
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};
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Polygon.prototype.overlaps = function (other) {
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var result = new es.CollisionResult();
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@@ -6394,7 +6395,7 @@ var es;
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var closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position, result.normal);
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if (box.containsPoint(circle.position)) {
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result.point = closestPointOnBounds;
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var safePlace = es.Vector2.add(closestPointOnBounds, es.Vector2.subtract(result.normal, new es.Vector2(circle.radius)));
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var safePlace = es.Vector2.add(closestPointOnBounds, es.Vector2.multiply(result.normal, new es.Vector2(circle.radius)));
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result.minimumTranslationVector = es.Vector2.subtract(circle.position, safePlace);
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return true;
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}
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@@ -6406,7 +6407,7 @@ var es;
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result.normal = es.Vector2.subtract(circle.position, closestPointOnBounds);
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var depth = result.normal.length() - circle.radius;
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result.point = closestPointOnBounds;
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es.Vector2Ext.normalize(result.normal);
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result.normal = es.Vector2Ext.normalize(result.normal);
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result.minimumTranslationVector = es.Vector2.multiply(new es.Vector2(depth), result.normal);
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return true;
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}
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2
source/bin/framework.min.js
vendored
2
source/bin/framework.min.js
vendored
File diff suppressed because one or more lines are too long
@@ -124,22 +124,21 @@ module es {
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let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
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if (renderable) {
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let bounds = renderable.bounds;
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let renderableBounds = renderable.bounds;
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// 这里我们需要大小*反尺度,因为当我们自动调整碰撞器的大小时,它需要没有缩放的渲染
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let width = bounds.width / this.entity.scale.x;
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let height = bounds.height / this.entity.scale.y;
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let width = renderableBounds.width / this.entity.scale.x;
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let height = renderableBounds.height / this.entity.scale.y;
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// 圆碰撞器需要特别注意原点
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if (this instanceof CircleCollider) {
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let circleCollider = this as CircleCollider;
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circleCollider.radius = Math.max(width, height) * 0.5;
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this.radius = Math.max(width, height) * 0.5;
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} else {
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this.width = width;
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this.height = height;
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}
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// 获取渲染的中心,将其转移到本地坐标,并使用它作为碰撞器的localOffset
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this.localOffset = Vector2.subtract(bounds.center, this.entity.transform.position);
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this.localOffset = Vector2.subtract(renderableBounds.center, this.entity.transform.position);
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} else {
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console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
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}
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@@ -218,7 +217,7 @@ module es {
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public collidesWith(collider: Collider, motion: Vector2, result: CollisionResult): boolean {
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// 改变形状的位置,使它在移动后的位置,这样我们可以检查重叠
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let oldPosition = this.entity.position;
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this.entity.position.add(motion);
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this.entity.position = this.entity.position.add(motion);
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let didCollide = this.shape.collidesWithShape(collider.shape, result);
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if (didCollide)
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@@ -47,7 +47,7 @@ module es {
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let _internalcollisionResult: CollisionResult = new CollisionResult();
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if (collider.collidesWith(neighbor, motion, _internalcollisionResult)){
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// 如果碰撞 则退回之前的移动量
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motion.subtract(_internalcollisionResult.minimumTranslationVector);
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motion = motion.subtract(_internalcollisionResult.minimumTranslationVector);
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// 如果我们碰到多个对象,为了简单起见,只取第一个。
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if (_internalcollisionResult.collider != null){
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@@ -121,6 +121,9 @@ module es {
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public render(camera: Camera) {
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this.sync(camera);
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this.displayObject.x = this.entity.position.x - this.origin.x + this.localOffset.x - camera.position.x + camera.origin.x;
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this.displayObject.y = this.entity.position.y - this.origin.y + this.localOffset.y - camera.position.y + camera.origin.y;
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}
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}
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}
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@@ -168,7 +168,7 @@ module es {
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}
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}
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Vector2Ext.normalize(edgeNormal);
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edgeNormal = Vector2Ext.normalize(edgeNormal);
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return closestPoint;
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}
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@@ -219,7 +219,7 @@ module es {
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this.position = Vector2.add(collider.entity.transform.position, this.center);
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this.bounds = Rectangle.rectEncompassingPoints(this.points);
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this.bounds.location = Vector2.add(this.bounds.location, this.position);
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this.bounds.location = this.bounds.location.add(this.position);
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}
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public overlaps(other: Shape){
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@@ -154,16 +154,19 @@ module es {
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public static circleToBox(circle: Circle, box: Box, result: CollisionResult): boolean {
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let closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position, result.normal);
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// 处理那些中心在盒子里的圆,因为比较好操作,
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if (box.containsPoint(circle.position)) {
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result.point = closestPointOnBounds;
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let safePlace = Vector2.add(closestPointOnBounds, Vector2.subtract(result.normal, new Vector2(circle.radius)));
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// 计算mtv。找到安全的,没有碰撞的位置,然后从那里得到mtv
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let safePlace = Vector2.add(closestPointOnBounds, Vector2.multiply(result.normal, new Vector2(circle.radius)));
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result.minimumTranslationVector = Vector2.subtract(circle.position, safePlace);
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return true;
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}
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let sqrDistance = Vector2.distanceSquared(closestPointOnBounds, circle.position);
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// 看盒子上的点与圆的距离是否小于半径
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if (sqrDistance == 0) {
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result.minimumTranslationVector = Vector2.multiply(result.normal, new Vector2(circle.radius));
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} else if (sqrDistance <= circle.radius * circle.radius) {
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@@ -171,7 +174,7 @@ module es {
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let depth = result.normal.length() - circle.radius;
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result.point = closestPointOnBounds;
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Vector2Ext.normalize(result.normal);
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result.normal = Vector2Ext.normalize(result.normal);
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result.minimumTranslationVector = Vector2.multiply(new Vector2(depth), result.normal);
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return true;
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