module es { export class SpatialHash { public gridBounds: Rectangle = new Rectangle(); public _raycastParser: RaycastResultParser; /** * 散列中每个单元格的大小 */ public _cellSize: number; /** * 1除以单元格大小。缓存结果,因为它被大量使用。 */ public _inverseCellSize: number; /** * 缓存的循环用于重叠检查 */ public _overlapTestCircle: Circle = new Circle(0); /** * 保存所有数据的字典 */ public _cellDict: NumberDictionary = new NumberDictionary(); /** * 用于返回冲突信息的共享HashSet */ public _tempHashSet: Collider[] = []; constructor(cellSize: number = 100) { this._cellSize = cellSize; this._inverseCellSize = 1 / this._cellSize; this._raycastParser = new RaycastResultParser(); } /** * 将对象添加到SpatialHash * @param collider */ public register(collider: Collider) { let bounds = collider.bounds; collider.registeredPhysicsBounds = bounds; let p1 = this.cellCoords(bounds.x, bounds.y); let p2 = this.cellCoords(bounds.right, bounds.bottom); // 更新边界以跟踪网格大小 if (!this.gridBounds.contains(p1.x, p1.y)) { this.gridBounds = RectangleExt.union(this.gridBounds, p1); } if (!this.gridBounds.contains(p2.x, p2.y)) { this.gridBounds = RectangleExt.union(this.gridBounds, p2); } for (let x = p1.x; x <= p2.x; x++) { for (let y = p1.y; y <= p2.y; y++) { // 如果没有单元格,我们需要创建它 let c: Collider[] = this.cellAtPosition(x, y, true); if (!c.firstOrDefault(c => c.hashCode == collider.hashCode)) c.push(collider); } } } /** * 从SpatialHash中删除对象 * @param collider */ public remove(collider: Collider) { let bounds = collider.registeredPhysicsBounds; let p1 = this.cellCoords(bounds.x, bounds.y); let p2 = this.cellCoords(bounds.right, bounds.bottom); for (let x = p1.x; x <= p2.x; x++) { for (let y = p1.y; y <= p2.y; y++) { // 单元格应该始终存在,因为这个碰撞器应该在所有查询的单元格中 let cell = this.cellAtPosition(x, y); if (!cell) console.log(`从不存在碰撞器的单元格中移除碰撞器: [${collider}]`); else cell.remove(collider); } } } /** * 使用蛮力方法从SpatialHash中删除对象 * @param obj */ public removeWithBruteForce(obj: Collider) { this._cellDict.remove(obj); } public clear() { this._cellDict.clear(); } /** * debug绘制空间散列的内容 * @param secondsToDisplay * @param textScale */ public debugDraw(secondsToDisplay: number, textScale: number = 1) { for (let x = this.gridBounds.x; x <= this.gridBounds.right; x++) { for (let y = this.gridBounds.y; y <= this.gridBounds.bottom; y++) { let cell = this.cellAtPosition(x, y); if (cell && cell.length > 0) this.debugDrawCellDetails(x, y, cell.length, secondsToDisplay, textScale); } } } /** * 返回边框与单元格相交的所有对象 * @param bounds * @param excludeCollider * @param layerMask */ public aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number): Collider[] { this._tempHashSet.length = 0; let p1 = this.cellCoords(bounds.x, bounds.y); let p2 = this.cellCoords(bounds.right, bounds.bottom); 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) 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]; // 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)) continue; if (bounds.intersects(collider.bounds)) { if (!this._tempHashSet.firstOrDefault(c => c.hashCode == collider.hashCode)) this._tempHashSet.push(collider); } } } } return this._tempHashSet; } /** * 获取位于指定圆内的所有碰撞器 * @param circleCenter * @param radius * @param results * @param layerMask */ public overlapCircle(circleCenter: Vector2, radius: number, results: Collider[], layerMask): number { let bounds = new Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2); this._overlapTestCircle.radius = radius; this._overlapTestCircle.position = circleCenter; let resultCounter = 0; let potentials = this.aabbBroadphase(bounds, null, layerMask); for (let i = 0; i < potentials.length; i++) { let collider = potentials[i]; if (collider instanceof BoxCollider) { results[resultCounter] = collider; resultCounter++; } else if (collider instanceof CircleCollider) { if (collider.shape.overlaps(this._overlapTestCircle)) { results[resultCounter] = collider; resultCounter++; } } else if (collider instanceof PolygonCollider) { if (collider.shape.overlaps(this._overlapTestCircle)) { results[resultCounter] = collider; resultCounter++; } } else { throw new Error("overlapCircle against this collider type is not implemented!"); } // 如果我们所有的结果数据有了则返回 if (resultCounter == results.length) return resultCounter; } return resultCounter; } /** * 获取单元格的x,y值作为世界空间的x,y值 * @param x * @param y */ private cellCoords(x: number, y: number): Vector2 { return new Vector2(Math.floor(x * this._inverseCellSize), Math.floor(y * this._inverseCellSize)); } /** * 获取世界空间x,y值的单元格。 * 如果单元格为空且createCellIfEmpty为true,则会创建一个新的单元格 * @param x * @param y * @param createCellIfEmpty */ private cellAtPosition(x: number, y: number, createCellIfEmpty: boolean = false): Collider[] { let cell: Collider[] = this._cellDict.tryGetValue(x, y); if (!cell) { if (createCellIfEmpty) { cell = []; this._cellDict.add(x, y, cell); } } return cell; } private debugDrawCellDetails(x: number, y: number, cellCount: number, secondsToDisplay = 0.5, textScale = 1) { } } /** * 包装一个Unit32,列表碰撞器字典 * 它的主要目的是将int、int x、y坐标散列到单个Uint32键中,使用O(1)查找。 */ export class NumberDictionary { public _store: Map = new Map(); public add(x: number, y: number, list: Collider[]) { this._store.set(this.getKey(x, y), list); } /** * 使用蛮力方法从字典存储列表中移除碰撞器 * @param obj */ public remove(obj: Collider) { this._store.forEach(list => { if (list.contains(obj)) list.remove(obj); }) } public tryGetValue(x: number, y: number): Collider[] { return this._store.get(this.getKey(x, y)); } /** * 清除字典数据 */ public clear() { this._store.clear(); } /** * 根据x和y值计算并返回散列键 * @param x * @param y */ private getKey(x: number, y: number): string { return Long.fromNumber(x).shiftLeft(32).or(Long.fromNumber(y, true)).toString(); } } export class RaycastResultParser { public hitCounter: number; public static compareRaycastHits = (a: RaycastHit, b: RaycastHit) => { return a.distance - b.distance; }; public _hits: RaycastHit[]; public _tempHit: RaycastHit; public _checkedColliders: Collider[] = []; public _cellHits: RaycastHit[] = []; public _ray: Ray2D; public _layerMask: number; public start(ray: Ray2D, hits: RaycastHit[], layerMask: number) { this._ray = ray; this._hits = hits; this._layerMask = layerMask; this.hitCounter = 0; } /** * 如果hits数组被填充,返回true。单元格不能为空! * @param cellX * @param cellY * @param cell */ public checkRayIntersection(cellX: number, cellY: number, cell: Collider[]): boolean { let fraction: number = 0; for (let i = 0; i < cell.length; i++) { let potential = cell[i]; // 管理我们已经处理过的碰撞器 if (this._checkedColliders.contains(potential)) continue; this._checkedColliders.push(potential); // 只有当我们被设置为这样做时才会点击触发器 if (potential.isTrigger && !Physics.raycastsHitTriggers) continue; // 确保碰撞器在图层蒙版上 if (!Flags.isFlagSet(this._layerMask, potential.physicsLayer)) continue; // TODO: rayIntersects的性能够吗?需要测试它。Collisions.rectToLine可能更快 // TODO: 如果边界检查返回更多数据,我们就不需要为BoxCollider检查做任何事情 // 在做形状测试之前先做一个边界检查 let colliderBounds = potential.bounds; let fraction = colliderBounds.rayIntersects(this._ray); if (fraction <= 1) { if (potential.shape.collidesWithLine(this._ray.start, this._ray.end, this._tempHit)) { // 检查一下,我们应该排除这些射线,射线cast是否在碰撞器中开始 if (!Physics.raycastsStartInColliders && potential.shape.containsPoint(this._ray.start)) continue; // TODO: 确保碰撞点在当前单元格中,如果它没有保存它以供以后计算 this._tempHit.collider = potential; this._cellHits.push(this._tempHit); } } } if (this._cellHits.length == 0) return false; // 所有处理单元完成。对结果进行排序并将命中结果打包到结果数组中 this._cellHits.sort(RaycastResultParser.compareRaycastHits); for (let i = 0; i < this._cellHits.length; i ++){ this._hits[this.hitCounter] = this._cellHits[i]; // 增加命中计数器,如果它已经达到数组大小的限制,我们就完成了 this.hitCounter ++; if (this.hitCounter == this._hits.length) return true; } return false; } public reset(){ this._hits = null; this._checkedColliders.length = 0; this._cellHits.length = 0; } } }