修复circleToBox检测偏差问题

This commit is contained in:
yhh
2020-07-27 18:16:19 +08:00
parent 60921f703b
commit d730851d97
9 changed files with 45 additions and 38 deletions

View File

@@ -124,22 +124,21 @@ module es {
let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
if (renderable) {
let bounds = renderable.bounds;
let renderableBounds = renderable.bounds;
// 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
let width = bounds.width / this.entity.scale.x;
let height = bounds.height / this.entity.scale.y;
let width = renderableBounds.width / this.entity.scale.x;
let height = renderableBounds.height / this.entity.scale.y;
// 圆碰撞器需要特别注意原点
if (this instanceof CircleCollider) {
let circleCollider = this as CircleCollider;
circleCollider.radius = Math.max(width, height) * 0.5;
this.radius = Math.max(width, height) * 0.5;
} else {
this.width = width;
this.height = height;
}
// 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
this.localOffset = Vector2.subtract(bounds.center, this.entity.transform.position);
this.localOffset = Vector2.subtract(renderableBounds.center, this.entity.transform.position);
} else {
console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
}
@@ -218,7 +217,7 @@ module es {
public collidesWith(collider: Collider, motion: Vector2, result: CollisionResult): boolean {
// 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
let oldPosition = this.entity.position;
this.entity.position.add(motion);
this.entity.position = this.entity.position.add(motion);
let didCollide = this.shape.collidesWithShape(collider.shape, result);
if (didCollide)

View File

@@ -47,7 +47,7 @@ module es {
let _internalcollisionResult: CollisionResult = new CollisionResult();
if (collider.collidesWith(neighbor, motion, _internalcollisionResult)){
// 如果碰撞 则退回之前的移动量
motion.subtract(_internalcollisionResult.minimumTranslationVector);
motion = motion.subtract(_internalcollisionResult.minimumTranslationVector);
// 如果我们碰到多个对象,为了简单起见,只取第一个。
if (_internalcollisionResult.collider != null){

View File

@@ -121,6 +121,9 @@ module es {
public render(camera: Camera) {
this.sync(camera);
this.displayObject.x = this.entity.position.x - this.origin.x + this.localOffset.x - camera.position.x + camera.origin.x;
this.displayObject.y = this.entity.position.y - this.origin.y + this.localOffset.y - camera.position.y + camera.origin.y;
}
}
}

View File

@@ -168,7 +168,7 @@ module es {
}
}
Vector2Ext.normalize(edgeNormal);
edgeNormal = Vector2Ext.normalize(edgeNormal);
return closestPoint;
}
@@ -219,7 +219,7 @@ module es {
this.position = Vector2.add(collider.entity.transform.position, this.center);
this.bounds = Rectangle.rectEncompassingPoints(this.points);
this.bounds.location = Vector2.add(this.bounds.location, this.position);
this.bounds.location = this.bounds.location.add(this.position);
}
public overlaps(other: Shape){

View File

@@ -154,16 +154,19 @@ module es {
public static circleToBox(circle: Circle, box: Box, result: CollisionResult): boolean {
let closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position, result.normal);
// 处理那些中心在盒子里的圆,因为比较好操作,
if (box.containsPoint(circle.position)) {
result.point = closestPointOnBounds;
let safePlace = Vector2.add(closestPointOnBounds, Vector2.subtract(result.normal, new Vector2(circle.radius)));
// 计算mtv。找到安全的没有碰撞的位置然后从那里得到mtv
let safePlace = Vector2.add(closestPointOnBounds, Vector2.multiply(result.normal, new Vector2(circle.radius)));
result.minimumTranslationVector = Vector2.subtract(circle.position, safePlace);
return true;
}
let sqrDistance = Vector2.distanceSquared(closestPointOnBounds, circle.position);
// 看盒子上的点与圆的距离是否小于半径
if (sqrDistance == 0) {
result.minimumTranslationVector = Vector2.multiply(result.normal, new Vector2(circle.radius));
} else if (sqrDistance <= circle.radius * circle.radius) {
@@ -171,7 +174,7 @@ module es {
let depth = result.normal.length() - circle.radius;
result.point = closestPointOnBounds;
Vector2Ext.normalize(result.normal);
result.normal = Vector2Ext.normalize(result.normal);
result.minimumTranslationVector = Vector2.multiply(new Vector2(depth), result.normal);
return true;