/// module es { /** * 多边形 */ export class Polygon extends Shape { /** * 组成多边形的点 * 保持顺时针与凸边形 */ public points: Vector2[]; /** * 边缘法线用于SAT碰撞检测。缓存它们用于避免squareRoots * box只有两个边缘 因为其他两边是平行的 */ public get edgeNormals(){ if (this._areEdgeNormalsDirty) this.buildEdgeNormals(); return this._edgeNormals; } public _areEdgeNormalsDirty = true; public _edgeNormals: Vector2[]; /** * 多边形的原始数据 */ public _originalPoints: Vector2[]; public _polygonCenter: Vector2; /** * 用于优化未旋转box碰撞 */ public isBox: boolean; public isUnrotated: boolean = true; /** * 从点构造一个多边形 * 多边形应该以顺时针方式指定 不能重复第一个/最后一个点,它们以0 0为中心 * @param points * @param isBox */ constructor(points: Vector2[], isBox?: boolean){ super(); this.setPoints(points); this.isBox = isBox; } /** * 重置点并重新计算中心和边缘法线 * @param points */ public setPoints(points: Vector2[]) { this.points = points; this.recalculateCenterAndEdgeNormals(); this._originalPoints = []; for (let i = 0; i < this.points.length; i ++){ this._originalPoints.push(this.points[i]); } } /** * 重新计算多边形中心 * 如果点数改变必须调用该方法 */ public recalculateCenterAndEdgeNormals() { this._polygonCenter = Polygon.findPolygonCenter(this.points); this._areEdgeNormalsDirty = true; } /** * 建立多边形边缘法线 * 它们仅由edgeNormals getter惰性创建和更新 */ public buildEdgeNormals(){ // 对于box 我们只需要两条边,因为另外两条边是平行的 let totalEdges = this.isBox ? 2 : this.points.length; if (this._edgeNormals == null || this._edgeNormals.length != totalEdges) this._edgeNormals = new Array(totalEdges); let p2: Vector2; for (let i = 0; i < totalEdges; i ++){ let p1 = this.points[i]; if (i + 1 >= this.points.length) p2 = this.points[0]; else p2 = this.points[i + 1]; let perp = Vector2Ext.perpendicular(p1, p2); perp = Vector2.normalize(perp); this._edgeNormals[i] = perp; } } /** * 建立一个对称的多边形(六边形,八角形,n角形)并返回点 * @param vertCount * @param radius */ public static buildSymmetricalPolygon(vertCount: number, radius: number) { let verts = new Array(vertCount); for (let i = 0; i < vertCount; i++) { let a = 2 * Math.PI * (i / vertCount); verts[i] = new Vector2(Math.cos(a), Math.sin(a) * radius); } return verts; } /** * 重定位多边形的点 * @param points */ public static recenterPolygonVerts(points: Vector2[]){ let center = this.findPolygonCenter(points); for (let i = 0; i < points.length; i ++) points[i] = Vector2.subtract(points[i], center); } /** * 找到多边形的中心。注意,这对于正则多边形是准确的。不规则多边形没有中心。 * @param points */ public static findPolygonCenter(points: Vector2[]) { let x = 0, y = 0; for (let i = 0; i < points.length; i++) { x += points[i].x; y += points[i].y; } return new Vector2(x / points.length, y / points.length); } /** * 迭代多边形的所有边,并得到任意边上离点最近的点。 * 通过最近点的平方距离和它所在的边的法线返回。 * 点应该在多边形的空间中(点-多边形.位置) * @param points * @param point */ public static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): { closestPoint, distanceSquared, edgeNormal } { let distanceSquared = Number.MAX_VALUE; let edgeNormal = new Vector2(0, 0); let closestPoint = new Vector2(0, 0); let tempDistanceSquared; for (let i = 0; i < points.length; i++) { let j = i + 1; if (j == points.length) j = 0; let closest = ShapeCollisions.closestPointOnLine(points[i], points[j], point); tempDistanceSquared = Vector2.distanceSquared(point, closest); if (tempDistanceSquared < distanceSquared) { distanceSquared = tempDistanceSquared; closestPoint = closest; // 求直线的法线 let line = Vector2.subtract(points[j], points[i]); edgeNormal.x = -line.y; edgeNormal.y = line.x; } } edgeNormal = Vector2.normalize(edgeNormal); return { closestPoint: closestPoint, distanceSquared: distanceSquared, edgeNormal: edgeNormal }; } public recalculateBounds(collider: Collider){ // 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 this.center = collider.localOffset; if (collider.shouldColliderScaleAndRotateWithTransform){ this.isUnrotated = collider.entity.transform.rotation == 0; } 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); } public overlaps(other: Shape){ let result: CollisionResult; if (other instanceof Polygon) return ShapeCollisions.polygonToPolygon(this, other); if (other instanceof Circle){ result = ShapeCollisions.circleToPolygon(other, this); if (result){ result.invertResult(); return true; } return false; } throw new Error(`overlaps of Pologon to ${other} are not supported`); } public collidesWithShape(other: Shape){ let result = new CollisionResult(); if (other instanceof Polygon){ return ShapeCollisions.polygonToPolygon(this, other); } if (other instanceof Circle){ result = ShapeCollisions.circleToPolygon(other, this); if (result){ result.invertResult(); return result; } return null; } throw new Error(`overlaps of Polygon to ${other} are not supported`); } /** * 本质上,这个算法所做的就是从一个点发射一条射线。 * 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。 * @param point */ public containsPoint(point: Vector2) { // 将点归一化到多边形坐标空间中 point = Vector2.subtract(point, this.position); let isInside = false; for (let 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)) && (point.x < (this.points[j].x - this.points[i].x) * (point.y - this.points[i].y) / (this.points[j].y - this.points[i].y) + this.points[i].x)) { isInside = !isInside; } } return isInside; } public pointCollidesWithShape(point: Vector2): CollisionResult { return ShapeCollisions.pointToPoly(point, this); } } }