class ShapeCollisions { /** * 检查两个多边形之间的碰撞 * @param first * @param second */ 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; let ta = this.getInterval(axis, first, minA, maxA); minA = ta.min; minB = ta.max; let tb = this.getInterval(axis, second, minB, maxB); minB = tb.min; maxB = tb.max; let relativeIntervalOffset = Vector2.dot(polygonOffset, axis); minA += relativeIntervalOffset; maxA += relativeIntervalOffset; intervalDist = this.intervalDistance(minA, maxA, minB, maxB); if (intervalDist > 0) isIntersecting = false; if (!isIntersecting) return null; intervalDist = Math.abs(intervalDist); if (intervalDist < minIntervalDistance) { minIntervalDistance = intervalDist; translationAxis = axis; if (Vector2.dot(translationAxis, polygonOffset) < 0) translationAxis = new Vector2(-translationAxis); } } result.normal = translationAxis; result.minimumTranslationVector = Vector2.multiply(new Vector2(-translationAxis), new Vector2(minIntervalDistance)); return result; } /** * 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 * @param maxA * @param minB * @param maxB */ public static intervalDistance(minA: number, maxA: number, minB: number, maxB) { if (minA < minB) return minB - maxA; return minA - minB; } /** * 计算一个多边形在一个轴上的投影,并返回一个[min,max]区间 * @param axis * @param polygon * @param min * @param max */ 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; } } return { min: min, max: max }; } /** * * @param circle * @param polygon */ 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: Vector2 = 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 null; let mtv: Vector2; if (circleCenterInsidePoly) { mtv = Vector2.multiply(result.normal, new Vector2(Math.sqrt(distanceSquared) - circle.radius)); } else { if (distanceSquared == 0) { mtv = Vector2.multiply(result.normal, new Vector2(circle.radius)); } else { let distance = Math.sqrt(distanceSquared); mtv = Vector2.multiply(new Vector2(-Vector2.subtract(poly2Circle, closestPoint)), new Vector2((circle.radius - distanceSquared) / distance)); } } result.minimumTranslationVector = mtv; result.point = Vector2.add(closestPoint, polygon.position); return result; } /** * 适用于圆心在方框内以及只与方框外圆心重叠的圆。 * @param circle * @param box */ public static circleToBox(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))); result.minimumTranslationVector = Vector2.subtract(circle.position, safePlace); return result; } let sqrDistance = Vector2.distanceSquared(closestPointOnBounds, circle.position); if (sqrDistance == 0) { result.minimumTranslationVector = Vector2.multiply(result.normal, new Vector2(circle.radius)); } else if (sqrDistance <= circle.radius * circle.radius) { result.normal = Vector2.subtract(circle.position, closestPointOnBounds); let depth = result.normal.length() - circle.radius; result.normal = Vector2Ext.normalize(result.normal); result.minimumTranslationVector = Vector2.multiply(new Vector2(depth), result.normal); return result; } return null; } /** * * @param point * @param circle */ public static pointToCircle(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 null; } /** * * @param lineA * @param lineB * @param closestTo */ 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))); } /** * * @param point * @param poly */ 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 null; } /** * * @param first * @param second */ public static circleToCircle(first: Circle, second: Circle){ let result = new CollisionResult(); let distanceSquared = Vector2.distanceSquared(first.position, second.position); let sumOfRadii = first.radius + second.radius; let collided = distanceSquared < sumOfRadii * sumOfRadii; if (collided){ result.normal = Vector2.normalize(Vector2.subtract(first.position, second.position)); let depth = sumOfRadii - Math.sqrt(distanceSquared); result.minimumTranslationVector = Vector2.multiply(new Vector2(-depth), result.normal); result.point = Vector2.add(second.position, Vector2.multiply(result.normal, new Vector2(second.radius))); return result; } return null; } /** * * @param first * @param second */ public static boxToBox(first: Box, second: Box){ let result = new CollisionResult(); let minkowskiDiff = this.minkowskiDifference(first, second); if (minkowskiDiff.contains(new Vector2(0, 0))){ result.minimumTranslationVector = minkowskiDiff.getClosestPointOnBoundsToOrigin(); if (result.minimumTranslationVector == Vector2.zero) return false; result.normal = new Vector2(-result.minimumTranslationVector.x, -result.minimumTranslationVector.y); result.normal.normalize(); return result; } return null; } private static minkowskiDifference(first: Box, second: Box){ let positionOffset = Vector2.subtract(first.position, Vector2.add(first.bounds.location, Vector2.divide(first.bounds.size, new Vector2(2)))); let topLeft = Vector2.subtract(Vector2.add(first.bounds.location, positionOffset), second.bounds.max); let fullSize = Vector2.add(first.bounds.size, second.bounds.size); return new Rectangle(topLeft.x, topLeft.y, fullSize.x, fullSize.y) } }