Files
esengine/source/src/Physics/Verlet/SpatialHash.ts
2020-07-09 15:11:30 +08:00

240 lines
7.6 KiB
TypeScript
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class SpatialHash {
public gridBounds: Rectangle = new Rectangle();
private _raycastParser: RaycastResultParser;
/** 散列中每个单元格的大小 */
private _cellSize: number;
/** 1除以单元格大小。缓存结果因为它被大量使用。 */
private _inverseCellSize: number;
/** 缓存的循环用于重叠检查 */
private _overlapTestCircle: Circle = new Circle(0);
/** 用于返回冲突信息的共享HashSet */
private _tempHashSet: Collider[] = [];
/** 保存所有数据的字典 */
private _cellDict: NumberDictionary = new NumberDictionary();
constructor(cellSize: number = 100) {
this._cellSize = cellSize;
this._inverseCellSize = 1 / this._cellSize;
this._raycastParser = new RaycastResultParser();
}
/**
* 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.error(`removing Collider [${collider}] from a cell that it is not present in`);
else
cell.remove(collider);
}
}
}
/**
* 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 = this.cellAtPosition(x, y, true);
c.push(collider);
}
}
}
public clear(){
this._cellDict.clear();
}
/**
* 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) {
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 aabbBroadphaseResult = this.aabbBroadphase(bounds, null, layerMask);
bounds = aabbBroadphaseResult.bounds;
let potentials = aabbBroadphaseResult.tempHashSet;
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;
}
/**
* 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) {
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.indexOf(collider) == -1)
this._tempHashSet.push(collider);
}
}
}
}
return {tempHashSet: this._tempHashSet, bounds: bounds};
}
/**
* 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) {
let cell: Collider[] = this._cellDict.tryGetValue(x, y);
if (!cell) {
if (createCellIfEmpty) {
cell = [];
this._cellDict.add(x, y, cell);
}
}
return cell;
}
/**
* 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));
}
}
class RaycastResultParser {
}
/**
* 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。
*/
class NumberDictionary {
private _store: Map<number, Collider[]> = new Map<number, Collider[]>();
/**
* 根据x和y值计算并返回散列键
* @param x
* @param y
*/
private getKey(x: number, y: number): number {
return Long.fromNumber(x).shiftLeft(32).or(this.intToUint(y)).toString();
}
/**
*
* @param i
*/
private intToUint(i) {
if (i >= 0)
return i;
else
return 4294967296 + i;
}
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();
}
}