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

@@ -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;
}