修复normalized

This commit is contained in:
yhh
2021-06-29 18:40:34 +08:00
parent 96a41eb2cc
commit ea482dab48
17 changed files with 286 additions and 200 deletions

View File

@@ -567,11 +567,13 @@ declare module es {
* @returns
*/
static smoothStep(value1: Vector2, value2: Vector2, amount: number): Vector2;
setTo(x: number, y: number): void;
/**
*
* @param value
*/
add(value: Vector2): Vector2;
add(v: Vector2): Vector2;
addEqual(v: Vector2): Vector2;
/**
*
* @param value
@@ -594,13 +596,22 @@ declare module es {
* @param value 要减去的Vector2
* @returns 当前Vector2
*/
subtract(value: Vector2): this;
sub(value: Vector2): Vector2;
subEqual(v: Vector2): Vector2;
/**
*
* @param size
* @returns
*/
scale(size: number): Vector2;
/**
* 将这个Vector2变成一个方向相同的单位向量
*/
normalize(): void;
normalize(): this;
/** 返回它的长度 */
length(): number;
magnitude(): number;
distance(v?: Vector2): number;
/**
* 返回该Vector2的平方长度
* @returns 这个Vector2的平方长度
@@ -1116,7 +1127,7 @@ declare module es {
* @param minimumTranslationVector
* @param responseVelocity
*/
calculateResponseVelocity(relativeVelocity: Vector2, minimumTranslationVector: Vector2, responseVelocity?: Vector2): void;
calculateResponseVelocity(relativeVelocity: Vector2, minimumTranslationVector: Vector2): Vector2;
}
}
declare module es {
@@ -3607,7 +3618,7 @@ declare module es {
* @param rect
* @param layerMask
*/
static boxcastBroadphase(rect: Rectangle, layerMask?: number): Set<Collider>;
static boxcastBroadphase(rect: Rectangle, layerMask?: number): Collider[];
/**
* 返回所有被边界交错的碰撞器但不包括传入的碰撞器self
* 如果你想为其他查询自己创建扫描边界,这个方法很有用
@@ -3615,13 +3626,13 @@ declare module es {
* @param rect
* @param layerMask
*/
static boxcastBroadphaseExcludingSelf(collider: Collider, rect: Rectangle, layerMask?: number): Set<Collider>;
static boxcastBroadphaseExcludingSelf(collider: Collider, rect: Rectangle, layerMask?: number): Collider[];
/**
* 返回所有边界与 collider.bounds 相交的碰撞器,但不包括传入的碰撞器(self)
* @param collider
* @param layerMask
*/
static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask?: number): Set<Collider>;
static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask?: number): Collider[];
/**
* 返回所有被 collider.bounds 扩展为包含 deltaX/deltaY 的碰撞器但不包括传入的碰撞器self
* @param collider
@@ -3629,7 +3640,7 @@ declare module es {
* @param deltaY
* @param layerMask
*/
static boxcastBroadphaseExcludingSelfDelta(collider: Collider, deltaX: number, deltaY: number, layerMask?: number): Set<Collider>;
static boxcastBroadphaseExcludingSelfDelta(collider: Collider, deltaX: number, deltaY: number, layerMask?: number): Collider[];
/**
* 将对撞机添加到物理系统中
* @param collider
@@ -3741,7 +3752,7 @@ declare module es {
* @param excludeCollider
* @param layerMask
*/
aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number): Set<Collider>;
aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number): Collider[];
/**
* 通过空间散列投掷一条线,并将该线碰到的任何碰撞器填入碰撞数组
* https://github.com/francisengelmann/fast_voxel_traversal/blob/master/main.cpp
@@ -4091,7 +4102,10 @@ declare module es {
* @param min
* @param max
*/
static getInterval(axis: Vector2, polygon: Polygon, min: Ref<number>, max: Ref<number>): void;
static getInterval(axis: Vector2, polygon: Polygon): {
min: number;
max: number;
};
/**
* 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
@@ -4099,7 +4113,7 @@ declare module es {
* @param minB
* @param maxB
*/
static intervalDistance(minA: number, maxA: number, minB: number, maxB: any): number;
static intervalDistance(minA: number, maxA: number, minB: number, maxB: number): number;
}
}
declare module es {

View File

@@ -1214,11 +1214,13 @@ var es;
* @param value
*/
Vector2.normalize = function (value) {
var nValue = new Vector2(value.x, value.y);
var val = 1 / Math.sqrt((nValue.x * nValue.x) + (nValue.y * nValue.y));
nValue.x *= val;
nValue.y *= val;
return nValue;
var d = value.distance();
if (d > 0) {
return new Vector2(value.x / d, value.y / d);
}
else {
return new Vector2(0, 1);
}
};
/**
* 返回两个向量的点积
@@ -1335,13 +1337,20 @@ var es;
Vector2.smoothStep = function (value1, value2, amount) {
return new Vector2(es.MathHelper.smoothStep(value1.x, value2.x, amount), es.MathHelper.smoothStep(value1.y, value2.y, amount));
};
Vector2.prototype.setTo = function (x, y) {
this.x = x;
this.y = y;
};
/**
*
* @param value
*/
Vector2.prototype.add = function (value) {
this.x += value.x;
this.y += value.y;
Vector2.prototype.add = function (v) {
return new Vector2(this.x + v.x, this.y + v.y);
};
Vector2.prototype.addEqual = function (v) {
this.x += v.x;
this.y += v.y;
return this;
};
/**
@@ -1382,23 +1391,49 @@ var es;
* @param value 要减去的Vector2
* @returns 当前Vector2
*/
Vector2.prototype.subtract = function (value) {
this.x -= value.x;
this.y -= value.y;
Vector2.prototype.sub = function (value) {
return new Vector2(this.x - value.x, this.y - value.y);
};
Vector2.prototype.subEqual = function (v) {
this.x -= v.x;
this.y -= v.y;
return this;
};
/**
*
* @param size
* @returns
*/
Vector2.prototype.scale = function (size) {
return new Vector2(this.x * size, this.y * size);
};
/**
* 将这个Vector2变成一个方向相同的单位向量
*/
Vector2.prototype.normalize = function () {
var val = 1 / Math.sqrt((this.x * this.x) + (this.y * this.y));
this.x *= val;
this.y *= val;
var d = this.distance();
if (d > 0) {
this.setTo(this.x / d, this.y / d);
return this;
}
else {
this.setTo(0, 1);
return this;
}
};
/** 返回它的长度 */
Vector2.prototype.length = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Vector2.prototype.magnitude = function () {
return this.distance();
};
Vector2.prototype.distance = function (v) {
if (!v) {
v = Vector2.zero;
}
return Math.sqrt(Math.pow(this.x - v.x, 2) + Math.pow(this.y - v.y, 2));
};
/**
* 返回该Vector2的平方长度
* @returns 这个Vector2的平方长度
@@ -2451,14 +2486,16 @@ var es;
return;
}
if (this.shouldUseGravity)
this.velocity = es.Vector2.add(this.velocity, es.Vector2.multiplyScaler(es.Physics.gravity, es.Time.deltaTime));
this.velocity.addEqual(es.Physics.gravity.scale(es.Time.deltaTime));
this.entity.position = es.Vector2.add(this.entity.position, es.Vector2.multiplyScaler(this.velocity, es.Time.deltaTime));
var collisionResult = new es.CollisionResult();
// 捞取我们在新的位置上可能会碰撞到的任何东西
var neighbors = es.Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value);
var neighbors = es.Physics.boxcastBroadphaseExcludingSelf(this._collider, this._collider.bounds, this._collider.collidesWithLayers.value);
try {
for (var neighbors_1 = __values(neighbors), neighbors_1_1 = neighbors_1.next(); !neighbors_1_1.done; neighbors_1_1 = neighbors_1.next()) {
var neighbor = neighbors_1_1.value;
if (!neighbor)
continue;
// 如果邻近的对撞机是同一个实体,则忽略它
if (neighbor.entity.equals(this.entity)) {
continue;
@@ -2473,9 +2510,8 @@ var es;
else {
// 没有ArcadeRigidbody所以我们假设它是不动的只移动我们自己的
this.entity.position = es.Vector2.subtract(this.entity.position, collisionResult.minimumTranslationVector);
var relativeVelocity = this.velocity.clone();
this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity);
this.velocity.add(relativeVelocity);
var relativeVelocity = this.calculateResponseVelocity(this.velocity, collisionResult.minimumTranslationVector);
this.velocity.addEqual(relativeVelocity);
}
}
}
@@ -2495,14 +2531,14 @@ var es;
*/
ArcadeRigidbody.prototype.processOverlap = function (other, minimumTranslationVector) {
if (this.isImmovable) {
other.entity.position = es.Vector2.add(other.entity.position, minimumTranslationVector);
other.entity.position = other.entity.position.add(minimumTranslationVector);
}
else if (other.isImmovable) {
other.entity.position = es.Vector2.subtract(other.entity.position, minimumTranslationVector);
this.entity.position = this.entity.position.sub(minimumTranslationVector);
}
else {
this.entity.position = es.Vector2.subtract(this.entity.position, es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
other.entity.position = es.Vector2.add(other.entity.position, es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
this.entity.position = this.entity.position.sub(minimumTranslationVector.scale(0.5));
other.entity.position = other.entity.position.add(minimumTranslationVector.scale(0.5));
}
};
/**
@@ -2515,13 +2551,13 @@ var es;
// 计算的基础是沿碰撞表面法线反射的物体的相对速度。
// 然后,响应的一部分会根据质量加到每个物体上
var relativeVelocity = es.Vector2.subtract(this.velocity, other.velocity);
this.calculateResponseVelocity(relativeVelocity, minimumTranslationVector, relativeVelocity);
relativeVelocity = this.calculateResponseVelocity(relativeVelocity, minimumTranslationVector);
// 现在,我们使用质量来线性缩放两个刚体上的响应
var totalinverseMass = this._inverseMass + other._inverseMass;
var ourResponseFraction = this._inverseMass / totalinverseMass;
var otherResponseFraction = other._inverseMass / totalinverseMass;
this.velocity = es.Vector2.add(this.velocity, es.Vector2.multiplyScaler(relativeVelocity, ourResponseFraction));
other.velocity = es.Vector2.subtract(other.velocity, es.Vector2.multiplyScaler(relativeVelocity, otherResponseFraction));
this.velocity = es.Vector2.add(this.velocity, relativeVelocity.scale(ourResponseFraction));
other.velocity = es.Vector2.subtract(other.velocity, relativeVelocity.scale(otherResponseFraction));
};
/**
* 给定两个物体和MTV之间的相对速度本方法修改相对速度使其成为碰撞响应
@@ -2529,8 +2565,7 @@ var es;
* @param minimumTranslationVector
* @param responseVelocity
*/
ArcadeRigidbody.prototype.calculateResponseVelocity = function (relativeVelocity, minimumTranslationVector, responseVelocity) {
if (responseVelocity === void 0) { responseVelocity = es.Vector2.zero; }
ArcadeRigidbody.prototype.calculateResponseVelocity = function (relativeVelocity, minimumTranslationVector) {
// 首先我们得到反方向的归一化MTV表面法线
var inverseMTV = es.Vector2.multiplyScaler(minimumTranslationVector, -1);
var normal = es.Vector2.normalize(inverseMTV);
@@ -2546,10 +2581,10 @@ var es;
if (tangentialVelocityComponent.lengthSquared() < this._glue)
coefficientOfFriction = 1.01;
// 弹性影响速度的法向分量,摩擦力影响速度的切向分量
var r = es.Vector2.multiplyScaler(normalVelocityComponent, -(1 + this._elasticity))
.subtract(es.Vector2.multiplyScaler(tangentialVelocityComponent, coefficientOfFriction));
responseVelocity.x = r.x;
responseVelocity.y = r.y;
return normalVelocityComponent
.scale(1 + this._elasticity)
.sub(tangentialVelocityComponent.scale(coefficientOfFriction))
.scale(-1);
};
return ArcadeRigidbody;
}(es.Component));
@@ -2804,9 +2839,8 @@ var es;
this._skinWidth * (this.rayOriginSkinMutiplier - 1);
for (var i = 0; i < this.totalHorizontalRays; i++) {
var ray = new es.Vector2(initialRayOriginX, initialRayOriginY - i * this._verticalDistanceBetweenRays);
// if we are grounded we will include oneWayPlatforms
// only on the first ray (the bottom one). this will allow us to
// walk up sloped oneWayPlatforms
// 如果我们接地,我们将只在第一条射线(底部)上包含 oneWayPlatforms
// 允许我们走上倾斜的 oneWayPlatforms
if (i === 0 &&
this.supportSlopedOneWayPlatforms &&
this.collisionState.wasGroundedLastFrame) {
@@ -3067,7 +3101,7 @@ var es;
var _internalcollisionResult = new es.CollisionResult();
if (collider_1.collidesWith(neighbor, motion, _internalcollisionResult)) {
// 如果碰撞 则退回之前的移动量
motion.subtract(_internalcollisionResult.minimumTranslationVector);
motion.sub(_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) {
collisionResult.collider = _internalcollisionResult.collider;
@@ -3281,8 +3315,8 @@ var es;
Collider.prototype.setLocalOffset = function (offset) {
if (!this._localOffset.equals(offset)) {
this.unregisterColliderWithPhysicsSystem();
this._localOffset = offset;
this._localOffsetLength = this._localOffset.length();
this._localOffset.setTo(offset.x, offset.y);
this._localOffsetLength = this._localOffset.magnitude();
this._isPositionDirty = true;
this.registerColliderWithPhysicsSystem();
}
@@ -3386,13 +3420,13 @@ var es;
Collider.prototype.collidesWith = function (collider, motion, result) {
if (result === void 0) { result = new es.CollisionResult(); }
// 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
var oldPosition = this.entity.position.clone();
this.entity.position = es.Vector2.add(this.entity.position, motion);
var oldPosition = this.entity.position;
this.entity.position = this.entity.position.add(motion);
var didCollide = this.shape.collidesWithShape(collider.shape, result);
if (didCollide)
result.collider = collider;
// 将图形位置返回到检查前的位置
this.entity.position = oldPosition.clone();
this.entity.position = oldPosition;
return didCollide;
};
/**
@@ -3406,6 +3440,7 @@ var es;
result.collider = collider;
return true;
}
result.collider = null;
return false;
};
/**
@@ -3671,10 +3706,9 @@ var es;
var _this = _super.call(this) || this;
// 第一点和最后一点决不能相同。我们想要一个开放的多边形
var isPolygonClosed = points[0] == points[points.length - 1];
var linqPoints = new es.List(points);
// 最后一个移除
if (isPolygonClosed)
linqPoints.remove(linqPoints.last());
points = points.slice(0, points.length - 1);
var center = es.Polygon.findPolygonCenter(points);
_this.setLocalOffset(center);
es.Polygon.recenterPolygonVerts(points);
@@ -6448,8 +6482,8 @@ var es;
t = es.MathHelper.clamp01(t);
var oneMinusT = 1 - t;
return new es.Vector2(oneMinusT * oneMinusT).multiply(p0)
.add(new es.Vector2(2 * oneMinusT * t).multiply(p1))
.add(new es.Vector2(t * t).multiply(p2));
.addEqual(new es.Vector2(2 * oneMinusT * t).multiply(p1))
.addEqual(new es.Vector2(t * t).multiply(p2));
};
/**
* 求解一个立方体曲率
@@ -6463,9 +6497,9 @@ var es;
t = es.MathHelper.clamp01(t);
var oneMinusT = 1 - t;
return new es.Vector2(oneMinusT * oneMinusT * oneMinusT).multiply(start)
.add(new es.Vector2(3 * oneMinusT * oneMinusT * t).multiply(firstControlPoint))
.add(new es.Vector2(3 * oneMinusT * t * t).multiply(secondControlPoint))
.add(new es.Vector2(t * t * t).multiply(end));
.addEqual(new es.Vector2(3 * oneMinusT * oneMinusT * t).multiply(firstControlPoint))
.addEqual(new es.Vector2(3 * oneMinusT * t * t).multiply(secondControlPoint))
.addEqual(new es.Vector2(t * t * t).multiply(end));
};
/**
* 得到二次贝塞尔函数的一阶导数
@@ -6476,7 +6510,7 @@ var es;
*/
Bezier.getFirstDerivative = function (p0, p1, p2, t) {
return new es.Vector2(2 * (1 - t)).multiply(es.Vector2.subtract(p1, p0))
.add(new es.Vector2(2 * t).multiply(es.Vector2.subtract(p2, p1)));
.addEqual(new es.Vector2(2 * t).multiply(es.Vector2.subtract(p2, p1)));
};
/**
* 得到一个三次贝塞尔函数的一阶导数
@@ -6490,8 +6524,8 @@ var es;
t = es.MathHelper.clamp01(t);
var oneMunusT = 1 - t;
return new es.Vector2(3 * oneMunusT * oneMunusT).multiply(es.Vector2.subtract(firstControlPoint, start))
.add(new es.Vector2(6 * oneMunusT * t).multiply(es.Vector2.subtract(secondControlPoint, firstControlPoint)))
.add(new es.Vector2(3 * t * t).multiply(es.Vector2.subtract(end, secondControlPoint)));
.addEqual(new es.Vector2(6 * oneMunusT * t).multiply(es.Vector2.subtract(secondControlPoint, firstControlPoint)))
.addEqual(new es.Vector2(3 * t * t).multiply(es.Vector2.subtract(end, secondControlPoint)));
};
/**
* 递归地细分bezier曲线直到满足距离校正
@@ -6582,9 +6616,9 @@ var es;
if (index % 3 == 0) {
var delta = es.Vector2.subtract(point, this._points[index]);
if (index > 0)
this._points[index - 1].add(delta);
this._points[index - 1].addEqual(delta);
if (index + 1 < this._points.length)
this._points[index + 1].add(delta);
this._points[index + 1].addEqual(delta);
}
this._points[index] = point;
};
@@ -8456,7 +8490,7 @@ var es;
for (var i = 0; i < colliders.length; i++) {
var collider = colliders[i];
var neighbors = es.Physics.boxcastBroadphase(collider.bounds, collider.collidesWithLayers);
for (var j = 0; j < neighbors.size; j++) {
for (var j = 0; j < neighbors.length; j++) {
var neighbor = neighbors[j];
// 我们至少需要一个碰撞器作为触发器
if (!collider.isTrigger && !neighbor.isTrigger)
@@ -9083,7 +9117,7 @@ var es;
for (var x = p1.x; x <= p2.x; x++) {
for (var y = p1.y; y <= p2.y; y++) {
var cell = this.cellAtPosition(x, y);
if (cell == null)
if (!cell)
continue;
// 当cell不为空。循环并取回所有碰撞器
for (var i = 0; i < cell.length; i++) {
@@ -9097,7 +9131,7 @@ var es;
}
}
}
return this._tempHashSet;
return Array.from(this._tempHashSet);
};
/**
* 通过空间散列投掷一条线,并将该线碰到的任何碰撞器填入碰撞数组
@@ -9319,7 +9353,7 @@ var es;
* @param y
*/
SpatialHash.prototype.cellCoords = function (x, y) {
return new es.Vector2(es.MathHelper.floorToInt(x * this._inverseCellSize), es.MathHelper.floorToInt(y * this._inverseCellSize));
return new es.Vector2(Math.floor(x * this._inverseCellSize), Math.floor(y * this._inverseCellSize));
};
/**
* 获取世界空间x,y值的单元格。
@@ -9504,9 +9538,13 @@ var es;
* @param points
*/
Polygon.prototype.setPoints = function (points) {
var _this = this;
this.points = points;
this.recalculateCenterAndEdgeNormals();
this._originalPoints = this.points.slice();
this._originalPoints = [];
this.points.forEach(function (p) {
_this._originalPoints.push(p.clone());
});
};
/**
* 重新计算多边形中心
@@ -9708,7 +9746,7 @@ var es;
*/
Polygon.prototype.containsPoint = function (point) {
// 将点归一化到多边形坐标空间中
point.subtract(this.position);
point.sub(this.position);
var isInside = false;
for (var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
if (((this.points[i].y > point.y) != (this.points[j].y > point.y)) &&
@@ -10297,8 +10335,8 @@ var es;
*/
ShapeCollisionsPolygon.polygonToPolygon = function (first, second, result) {
var isIntersecting = true;
var firstEdges = first.edgeNormals.slice();
var secondEdges = second.edgeNormals.slice();
var firstEdges = first.edgeNormals;
var secondEdges = second.edgeNormals;
var minIntervalDistance = Number.POSITIVE_INFINITY;
var translationAxis = es.Vector2.zero;
var polygonOffset = es.Vector2.subtract(first.position, second.position);
@@ -10307,26 +10345,17 @@ var es;
for (var 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];
}
axis = edgeIndex < firstEdges.length ? firstEdges[edgeIndex] : secondEdges[edgeIndex - firstEdges.length];
// 求多边形在当前轴上的投影
var minA = new es.Ref(0);
var minB = new es.Ref(0);
var maxA = new es.Ref(0);
var maxB = new es.Ref(0);
var intervalDist = 0;
this.getInterval(axis, first, minA, maxA);
this.getInterval(axis, second, minB, maxB);
var _a = this.getInterval(axis, first), minA = _a.min, maxA = _a.max;
var _b = this.getInterval(axis, second), minB = _b.min, maxB = _b.max;
// 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。
var relativeIntervalOffset = es.Vector2.dot(polygonOffset, axis);
minA.value += relativeIntervalOffset;
maxA.value += relativeIntervalOffset;
minA += relativeIntervalOffset;
maxA += 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);
intervalDist = this.intervalDistance(minA, maxA, minB, maxB);
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
@@ -10338,14 +10367,14 @@ var es;
intervalDist = Math.abs(intervalDist);
if (intervalDist < minIntervalDistance) {
minIntervalDistance = intervalDist;
translationAxis = axis;
translationAxis.setTo(axis.x, axis.y);
if (es.Vector2.dot(translationAxis, polygonOffset) < 0)
translationAxis = new es.Vector2(-translationAxis.x, -translationAxis.y);
translationAxis = translationAxis.scale(-1);
}
}
// 利用最小平移向量对多边形进行推入。
result.normal = translationAxis;
result.minimumTranslationVector = new es.Vector2(-translationAxis.x * minIntervalDistance, -translationAxis.y * minIntervalDistance);
result.minimumTranslationVector = translationAxis.scale(minIntervalDistance * -1);
return true;
};
/**
@@ -10355,18 +10384,22 @@ var es;
* @param min
* @param max
*/
ShapeCollisionsPolygon.getInterval = function (axis, polygon, min, max) {
var dot = es.Vector2.dot(polygon.points[0], axis);
min.value = max.value = dot;
ShapeCollisionsPolygon.getInterval = function (axis, polygon) {
var res = { min: 0, max: 0 };
var dot;
dot = es.Vector2.dot(polygon.points[0], axis);
res.max = dot;
res.min = dot;
for (var i = 1; i < polygon.points.length; i++) {
dot = es.Vector2.dot(polygon.points[i], axis);
if (dot < min.value) {
min.value = dot;
if (dot < res.min) {
res.min = dot;
}
else if (dot > max.value) {
max.value = dot;
else if (dot > res.max) {
res.max = dot;
}
}
return res;
};
/**
* 计算[minA, maxA]和[minB, maxB]之间的距离。如果间隔重叠,距离是负的
@@ -13611,7 +13644,7 @@ var es;
rect.height = Math.trunc(rect.height * scale.y);
};
RectangleExt.translate = function (rect, vec) {
rect.location.add(vec);
rect.location.addEqual(vec);
};
return RectangleExt;
}());
@@ -14453,9 +14486,9 @@ var es;
var angle = Math.atan2(dirToCircle.y, dirToCircle.x);
var stepSize = Math.PI / this.lineCountForCircleApproximation;
var startAngle = angle + es.MathHelper.PiOver2;
var lastPt = es.MathHelper.angleToVector(startAngle, radius).add(position);
var lastPt = es.MathHelper.angleToVector(startAngle, radius).addEqual(position);
for (var i = 1; i < this.lineCountForCircleApproximation; i++) {
var nextPt = es.MathHelper.angleToVector(startAngle + i * stepSize, radius).add(position);
var nextPt = es.MathHelper.angleToVector(startAngle + i * stepSize, radius).addEqual(position);
this.addLineOccluder(lastPt, nextPt);
lastPt = nextPt;
}

File diff suppressed because one or more lines are too long

View File

@@ -54,7 +54,7 @@ module es {
/**
* 该刚体的速度
*/
public velocity: Vector2 = es.Vector2.zero;
public velocity: Vector2 = Vector2.zero;
/**
* 质量为0的刚体被认为是不可移动的。改变速度和碰撞对它们没有影响
@@ -151,14 +151,17 @@ module es {
}
if (this.shouldUseGravity)
this.velocity = Vector2.add(this.velocity, Vector2.multiplyScaler(Physics.gravity, Time.deltaTime));
this.velocity.addEqual(Physics.gravity.scale(Time.deltaTime));
this.entity.position = Vector2.add(this.entity.position, Vector2.multiplyScaler(this.velocity, Time.deltaTime));
let collisionResult = new CollisionResult();
// 捞取我们在新的位置上可能会碰撞到的任何东西
let neighbors = Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value);
for (let neighbor of neighbors) {
let neighbors = Physics.boxcastBroadphaseExcludingSelf(this._collider, this._collider.bounds, this._collider.collidesWithLayers.value);
for (const neighbor of neighbors) {
if (!neighbor)
continue;
// 如果邻近的对撞机是同一个实体,则忽略它
if (neighbor.entity.equals(this.entity)) {
continue;
@@ -173,9 +176,8 @@ module es {
} else {
// 没有ArcadeRigidbody所以我们假设它是不动的只移动我们自己的
this.entity.position = Vector2.subtract(this.entity.position, collisionResult.minimumTranslationVector);
let relativeVelocity = this.velocity.clone();
this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity);
this.velocity.add(relativeVelocity);
const relativeVelocity = this.calculateResponseVelocity(this.velocity, collisionResult.minimumTranslationVector);
this.velocity.addEqual(relativeVelocity);
}
}
}
@@ -188,12 +190,12 @@ module es {
*/
public processOverlap(other: ArcadeRigidbody, minimumTranslationVector: Vector2) {
if (this.isImmovable) {
other.entity.position = Vector2.add(other.entity.position, minimumTranslationVector);
other.entity.position = other.entity.position.add(minimumTranslationVector);
} else if (other.isImmovable) {
other.entity.position = Vector2.subtract(other.entity.position, minimumTranslationVector);
this.entity.position = this.entity.position.sub(minimumTranslationVector);
} else {
this.entity.position = Vector2.subtract(this.entity.position, Vector2.multiplyScaler(minimumTranslationVector, 0.5));
other.entity.position = Vector2.add(other.entity.position, Vector2.multiplyScaler(minimumTranslationVector, 0.5));
this.entity.position = this.entity.position.sub(minimumTranslationVector.scale(0.5));
other.entity.position = other.entity.position.add(minimumTranslationVector.scale(0.5));
}
}
@@ -208,15 +210,16 @@ module es {
// 然后,响应的一部分会根据质量加到每个物体上
let relativeVelocity = Vector2.subtract(this.velocity, other.velocity);
this.calculateResponseVelocity(relativeVelocity, minimumTranslationVector, relativeVelocity);
relativeVelocity = this.calculateResponseVelocity(relativeVelocity, minimumTranslationVector);
// 现在,我们使用质量来线性缩放两个刚体上的响应
let totalinverseMass = this._inverseMass + other._inverseMass;
let ourResponseFraction = this._inverseMass / totalinverseMass;
let otherResponseFraction = other._inverseMass / totalinverseMass;
const totalinverseMass = this._inverseMass + other._inverseMass;
const ourResponseFraction = this._inverseMass / totalinverseMass;
const otherResponseFraction = other._inverseMass / totalinverseMass;
this.velocity = Vector2.add(this.velocity, Vector2.multiplyScaler(relativeVelocity, ourResponseFraction));
other.velocity = Vector2.subtract(other.velocity, Vector2.multiplyScaler(relativeVelocity, otherResponseFraction));
this.velocity = Vector2.add(this.velocity, relativeVelocity.scale(ourResponseFraction));
other.velocity = Vector2.subtract(other.velocity, relativeVelocity.scale(otherResponseFraction));
}
/**
@@ -225,11 +228,10 @@ module es {
* @param minimumTranslationVector
* @param responseVelocity
*/
public calculateResponseVelocity(relativeVelocity: Vector2, minimumTranslationVector: Vector2, responseVelocity: Vector2 = es.Vector2.zero) {
public calculateResponseVelocity(relativeVelocity: Vector2, minimumTranslationVector: Vector2) {
// 首先我们得到反方向的归一化MTV表面法线
let inverseMTV = Vector2.multiplyScaler(minimumTranslationVector, -1);
let normal = Vector2.normalize(inverseMTV);
// 速度是沿碰撞法线和碰撞平面分解的。
// 弹性将影响沿法线的响应(法线速度分量),摩擦力将影响速度的切向分量(切向速度分量)
let n = Vector2.dot(relativeVelocity, normal);
@@ -246,10 +248,10 @@ module es {
coefficientOfFriction = 1.01;
// 弹性影响速度的法向分量,摩擦力影响速度的切向分量
let r = Vector2.multiplyScaler(normalVelocityComponent, -(1 + this._elasticity))
.subtract(Vector2.multiplyScaler(tangentialVelocityComponent, coefficientOfFriction));
responseVelocity.x = r.x;
responseVelocity.y = r.y;
return normalVelocityComponent
.scale(1 + this._elasticity)
.sub(tangentialVelocityComponent.scale(coefficientOfFriction))
.scale(-1);
}
}
}

View File

@@ -294,9 +294,8 @@ module es {
initialRayOriginY - i * this._verticalDistanceBetweenRays
);
// if we are grounded we will include oneWayPlatforms
// only on the first ray (the bottom one). this will allow us to
// walk up sloped oneWayPlatforms
// 如果我们接地,我们将只在第一条射线(底部)上包含 oneWayPlatforms
// 允许我们走上倾斜的 oneWayPlatforms
if (
i === 0 &&
this.supportSlopedOneWayPlatforms &&

View File

@@ -94,8 +94,8 @@ module es {
public setLocalOffset(offset: Vector2): Collider {
if (!this._localOffset.equals(offset)) {
this.unregisterColliderWithPhysicsSystem();
this._localOffset = offset;
this._localOffsetLength = this._localOffset.length();
this._localOffset.setTo(offset.x, offset.y);
this._localOffsetLength = this._localOffset.magnitude();
this._isPositionDirty = true;
this.registerColliderWithPhysicsSystem();
}
@@ -213,15 +213,15 @@ module es {
*/
public collidesWith(collider: Collider, motion: Vector2, result: CollisionResult = new 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.clone();
this.entity.position = Vector2.add(this.entity.position, motion);
const oldPosition = this.entity.position;
this.entity.position = this.entity.position.add(motion);
let didCollide = this.shape.collidesWithShape(collider.shape, result);
const didCollide = this.shape.collidesWithShape(collider.shape, result);
if (didCollide)
result.collider = collider;
// 将图形位置返回到检查前的位置
this.entity.position = oldPosition.clone();
this.entity.position = oldPosition;
return didCollide;
}
@@ -237,6 +237,7 @@ module es {
return true;
}
result.collider = null;
return false;
}

View File

@@ -13,10 +13,9 @@ module es {
// 第一点和最后一点决不能相同。我们想要一个开放的多边形
let isPolygonClosed = points[0] == points[points.length - 1];
let linqPoints = new es.List(points);
// 最后一个移除
if (isPolygonClosed)
linqPoints.remove(linqPoints.last());
points = points.slice(0, points.length - 1);
let center = Polygon.findPolygonCenter(points);
this.setLocalOffset(center);

View File

@@ -60,7 +60,7 @@ 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.sub(_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

@@ -14,8 +14,8 @@ module es {
t = MathHelper.clamp01(t);
let oneMinusT = 1 - t;
return new Vector2(oneMinusT * oneMinusT).multiply(p0)
.add(new Vector2(2 * oneMinusT * t).multiply(p1))
.add(new Vector2(t * t).multiply(p2));
.addEqual(new Vector2(2 * oneMinusT * t).multiply(p1))
.addEqual(new Vector2(t * t).multiply(p2));
}
/**
@@ -31,9 +31,9 @@ module es {
t = MathHelper.clamp01(t);
let oneMinusT = 1 - t;
return new Vector2(oneMinusT * oneMinusT * oneMinusT).multiply(start)
.add(new Vector2(3 * oneMinusT * oneMinusT * t).multiply(firstControlPoint))
.add(new Vector2(3 * oneMinusT * t * t).multiply(secondControlPoint))
.add(new Vector2(t * t * t).multiply(end));
.addEqual(new Vector2(3 * oneMinusT * oneMinusT * t).multiply(firstControlPoint))
.addEqual(new Vector2(3 * oneMinusT * t * t).multiply(secondControlPoint))
.addEqual(new Vector2(t * t * t).multiply(end));
}
/**
@@ -45,7 +45,7 @@ module es {
*/
public static getFirstDerivative(p0: Vector2, p1: Vector2, p2: Vector2, t: number) {
return new Vector2(2 * (1 - t)).multiply(Vector2.subtract(p1, p0))
.add(new Vector2(2 * t).multiply(Vector2.subtract(p2, p1)));
.addEqual(new Vector2(2 * t).multiply(Vector2.subtract(p2, p1)));
}
/**
@@ -61,8 +61,8 @@ module es {
t = MathHelper.clamp01(t);
let oneMunusT = 1 - t;
return new Vector2(3 * oneMunusT * oneMunusT).multiply(Vector2.subtract(firstControlPoint, start))
.add(new Vector2(6 * oneMunusT * t).multiply(Vector2.subtract(secondControlPoint, firstControlPoint)))
.add(new Vector2(3 * t * t).multiply(Vector2.subtract(end, secondControlPoint)));
.addEqual(new Vector2(6 * oneMunusT * t).multiply(Vector2.subtract(secondControlPoint, firstControlPoint)))
.addEqual(new Vector2(3 * t * t).multiply(Vector2.subtract(end, secondControlPoint)));
}
/**

View File

@@ -34,10 +34,10 @@ module es {
if (index % 3 == 0) {
let delta = Vector2.subtract(point, this._points[index]);
if (index > 0)
this._points[index - 1].add(delta);
this._points[index - 1].addEqual(delta);
if (index + 1 < this._points.length)
this._points[index + 1].add(delta);
this._points[index + 1].addEqual(delta);
}
this._points[index] = point;

View File

@@ -120,11 +120,12 @@ module es {
* @param value
*/
public static normalize(value: Vector2) {
let nValue = new Vector2(value.x, value.y);
let val = 1 / Math.sqrt((nValue.x * nValue.x) + (nValue.y * nValue.y));
nValue.x *= val;
nValue.y *= val;
return nValue;
const d = value.distance();
if (d > 0) {
return new Vector2(value.x / d, value.y / d);
} else {
return new Vector2(0, 1);
}
}
/**
@@ -260,13 +261,22 @@ module es {
MathHelper.smoothStep(value1.y, value2.y, amount));
}
public setTo(x: number, y: number) {
this.x = x;
this.y = y;
}
/**
*
* @param value
*/
public add(value: Vector2): Vector2 {
this.x += value.x;
this.y += value.y;
public add(v: Vector2): Vector2 {
return new Vector2(this.x + v.x, this.y + v.y);
}
public addEqual(v: Vector2): Vector2 {
this.x += v.x;
this.y += v.y;
return this;
}
@@ -312,19 +322,37 @@ module es {
* @param value 要减去的Vector2
* @returns 当前Vector2
*/
public subtract(value: Vector2) {
this.x -= value.x;
this.y -= value.y;
public sub(value: Vector2) {
return new Vector2(this.x - value.x, this.y - value.y);
}
public subEqual(v: Vector2): Vector2 {
this.x -= v.x;
this.y -= v.y;
return this;
}
/**
*
* @param size
* @returns
*/
public scale(size: number): Vector2 {
return new Vector2(this.x * size, this.y * size);
}
/**
* 将这个Vector2变成一个方向相同的单位向量
*/
public normalize() {
let val = 1 / Math.sqrt((this.x * this.x) + (this.y * this.y));
this.x *= val;
this.y *= val;
const d = this.distance();
if (d > 0) {
this.setTo(this.x / d, this.y / d);
return this;
} else {
this.setTo(0, 1);
return this;
}
}
/** 返回它的长度 */
@@ -332,6 +360,18 @@ module es {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
}
public magnitude(): number {
return this.distance();
}
public distance(v?: Vector2): number {
if (!v) {
v = Vector2.zero;
}
return Math.sqrt(Math.pow(this.x - v.x, 2) + Math.pow(this.y - v.y, 2));
}
/**
* 返回该Vector2的平方长度
* @returns 这个Vector2的平方长度

View File

@@ -26,7 +26,7 @@ module es {
let collider = colliders[i];
let neighbors = Physics.boxcastBroadphase(collider.bounds, collider.collidesWithLayers);
for (let j = 0; j < neighbors.size; j++) {
for (let j = 0; j < neighbors.length; j++) {
let neighbor = neighbors[j];
// 我们至少需要一个碰撞器作为触发器
if (!collider.isTrigger && !neighbor.isTrigger)

View File

@@ -54,7 +54,10 @@ module es {
this.points = points;
this.recalculateCenterAndEdgeNormals();
this._originalPoints = this.points.slice();
this._originalPoints = [];
this.points.forEach(p => {
this._originalPoints.push(p.clone());
});
}
/**
@@ -301,7 +304,7 @@ module es {
*/
public containsPoint(point: Vector2) {
// 将点归一化到多边形坐标空间中
point.subtract(this.position);
point.sub(this.position);
let isInside = false;
for (let i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {

View File

@@ -9,8 +9,8 @@ module es {
public static polygonToPolygon(first: Polygon, second: Polygon, result: CollisionResult): boolean {
let isIntersecting = true;
let firstEdges = first.edgeNormals.slice();
let secondEdges = second.edgeNormals.slice();
const firstEdges = first.edgeNormals;
const secondEdges = second.edgeNormals;
let minIntervalDistance = Number.POSITIVE_INFINITY;
let translationAxis = es.Vector2.zero;
let polygonOffset = Vector2.subtract(first.position, second.position);
@@ -20,28 +20,20 @@ module es {
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];
}
axis = edgeIndex < firstEdges.length ? firstEdges[edgeIndex] : 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);
let {min: minA, max: maxA} = this.getInterval(axis, first);
const {min: minB, max: maxB} = this.getInterval(axis, second);
// 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;
minA += relativeIntervalOffset;
maxA += 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);
intervalDist = this.intervalDistance(minA, maxA, minB, maxB);
if (intervalDist > 0)
isIntersecting = false;
@@ -56,16 +48,16 @@ module es {
intervalDist = Math.abs(intervalDist);
if (intervalDist < minIntervalDistance) {
minIntervalDistance = intervalDist;
translationAxis = axis;
translationAxis.setTo(axis.x, axis.y);
if (Vector2.dot(translationAxis, polygonOffset) < 0)
translationAxis = new Vector2(-translationAxis.x, -translationAxis.y);
translationAxis = translationAxis.scale(-1);
}
}
// 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);
result.minimumTranslationVector = translationAxis.scale(minIntervalDistance * -1);
return true;
}
@@ -77,18 +69,21 @@ module es {
* @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;
public static getInterval(axis: Vector2, polygon: Polygon): {min: number, max: number} {
const res = {min: 0, max: 0};
let dot: number;
dot = Vector2.dot( polygon.points[0], axis);
res.max = dot;
res.min = 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;
if (dot < res.min) {
res.min = dot;
} else if (dot > res.max) {
res.max = dot;
}
}
return res;
}
/**
@@ -98,7 +93,7 @@ module es {
* @param minB
* @param maxB
*/
public static intervalDistance(minA: number, maxA: number, minB: number, maxB) {
public static intervalDistance(minA: number, maxA: number, minB: number, maxB: number) {
if (minA < minB)
return minB - maxA;

View File

@@ -115,7 +115,7 @@ module es {
* @param excludeCollider
* @param layerMask
*/
public aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number): Set<Collider> {
public aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number): Collider[] {
this._tempHashSet.clear();
let p1 = this.cellCoords(bounds.x, bounds.y);
@@ -124,12 +124,12 @@ module es {
for (let x = p1.x; x <= p2.x; x++) {
for (let y = p1.y; y <= p2.y; y++) {
let cell = this.cellAtPosition(x, y);
if (cell == null)
if (!cell)
continue;
// 当cell不为空。循环并取回所有碰撞器
for (let i = 0; i < cell.length; i++) {
let collider = cell[i];
const collider = cell[i];
// 如果它是自身或者如果它不匹配我们的层掩码 跳过这个碰撞器
if (collider == excludeCollider || !Flags.isFlagSet(layerMask, collider.physicsLayer.value))
@@ -142,7 +142,7 @@ module es {
}
}
return this._tempHashSet;
return Array.from(this._tempHashSet);
}
/**
@@ -365,7 +365,7 @@ module es {
* @param y
*/
public cellCoords(x: number, y: number): Vector2 {
return new Vector2(MathHelper.floorToInt(x * this._inverseCellSize), MathHelper.floorToInt(y * this._inverseCellSize));
return new Vector2(Math.floor(x * this._inverseCellSize), Math.floor(y * this._inverseCellSize));
}
/**

View File

@@ -389,7 +389,7 @@ module es {
}
public static translate(rect: Rectangle, vec: Vector2) {
rect.location.add(vec);
rect.location.addEqual(vec);
}
}
}

View File

@@ -68,9 +68,9 @@ module es {
let stepSize = Math.PI / this.lineCountForCircleApproximation;
let startAngle = angle + MathHelper.PiOver2;
let lastPt = MathHelper.angleToVector(startAngle, radius).add(position);
let lastPt = MathHelper.angleToVector(startAngle, radius).addEqual(position);
for (let i = 1; i < this.lineCountForCircleApproximation; i ++) {
let nextPt = MathHelper.angleToVector(startAngle + i * stepSize, radius).add(position);
let nextPt = MathHelper.angleToVector(startAngle + i * stepSize, radius).addEqual(position);
this.addLineOccluder(lastPt, nextPt);
lastPt = nextPt;
}