class ShapeCollisions { public static polygonToPolygon(first: Polygon, second: Polygon){ let result = new CollisionResult(); let isIntersecting = true; let firstEdges = first.edgeNormals; let secondEdges = second.edgeNormals; let minIntervalDistance = Number.POSITIVE_INFINITY; let translationAxis = new Vector2(); let polygonOffset = Vector2.subtract(first.position, second.position); let axis: Vector2; for (let edgeIndex = 0; edgeIndex < firstEdges.length + secondEdges.length; edgeIndex ++){ if (edgeIndex < firstEdges.length){ axis = firstEdges[edgeIndex]; } else { axis = secondEdges[edgeIndex - firstEdges.length]; } let minA = 0; let minB = 0; let maxA = 0; let maxB = 0; let intervalDist = 0; this.getInterval(axis, first, minA, maxA); this.getInterval(axis, second, minB, maxB); } } public static getInterval(axis: Vector2, polygon: Polygon, min: number, max: number){ let dot = Vector2.dot(polygon.points[0], axis); min = max = dot; for (let i = 1; i < polygon.points.length; i++){ dot = Vector2.dot(polygon.points[i], axis); if (dot < min){ min = dot; }else if(dot > max){ max = dot; } } } public static circleToPolygon(circle: Circle, polygon: Polygon){ let result = new CollisionResult(); let poly2Circle = Vector2.subtract(circle.position, polygon.position); let gpp = Polygon.getClosestPointOnPolygonToPoint(polygon.points, poly2Circle); let closestPoint = gpp.closestPoint; let distanceSquared: number = gpp.distanceSquared; result.normal = gpp.edgeNormal; let circleCenterInsidePoly = polygon.containsPoint(circle.position); if (distanceSquared > circle.radius * circle.radius && !circleCenterInsidePoly) return result; let mtv: Vector2; if (circleCenterInsidePoly){ mtv = Vector2.multiply(result.normal, new Vector2(Math.sqrt(distanceSquared) - circle.radius, Math.sqrt(distanceSquared) - circle.radius)); }else{ if (distanceSquared == 0){ mtv = Vector2.multiply(result.normal, new Vector2(circle.radius, circle.radius)); }else{ let distance = Math.sqrt(distanceSquared); // mtv = Vector2.multiply( -Vector2.subtract(poly2Circle, closestPoint), new Vector2((circle.radius - distanceSquared) / distance)) } } } public static circleToRect(circle: Circle, box: Box): CollisionResult{ let result = new CollisionResult(); let closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position).res; if (box.containsPoint(circle.position)){ result.point = closestPointOnBounds; let safePlace = Vector2.add(closestPointOnBounds, Vector2.subtract(result.normal, new Vector2(circle.radius, circle.radius))); } return result; } public static pointToCicle(point: Vector2, circle: Circle){ let result = new CollisionResult(); let distanceSquared = Vector2.distanceSquared(point, circle.position); let sumOfRadii = 1 + circle.radius; let collided = distanceSquared < sumOfRadii * sumOfRadii; if (collided){ result.normal = Vector2.normalize(Vector2.subtract(point, circle.position)); let depth = sumOfRadii - Math.sqrt(distanceSquared); result.minimumTranslationVector = Vector2.multiply(new Vector2(-depth, -depth), result.normal); result.point = Vector2.add(circle.position, Vector2.multiply(result.normal, new Vector2(circle.radius, circle.radius))); return result; } return result; } public static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: Vector2){ let v = Vector2.subtract(lineB, lineA); let w = Vector2.subtract(closestTo, lineA); let t = Vector2.dot(w, v) / Vector2.dot(v, v); t = MathHelper.clamp(t, 0, 1); return Vector2.add(lineA, Vector2.multiply(v, new Vector2(t, t))); } public static pointToPoly(point: Vector2, poly: Polygon){ let result = new CollisionResult(); if (poly.containsPoint(point)){ let distanceSquared: number; let gpp = Polygon.getClosestPointOnPolygonToPoint(poly.points, Vector2.subtract(point, poly.position)); let closestPoint = gpp.closestPoint; distanceSquared = gpp.distanceSquared; result.normal = gpp.edgeNormal; result.minimumTranslationVector = Vector2.multiply(result.normal, new Vector2(Math.sqrt(distanceSquared), Math.sqrt(distanceSquared))); result.point = Vector2.add(closestPoint, poly.position); return result; } return result; } }