255 lines
9.0 KiB
TypeScript
255 lines
9.0 KiB
TypeScript
class ShapeCollisions {
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/**
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* 检查两个多边形之间的碰撞
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* @param first
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* @param second
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*/
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public static polygonToPolygon(first: Polygon, second: Polygon) {
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let result = new CollisionResult();
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let isIntersecting = true;
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let firstEdges = first.edgeNormals;
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let secondEdges = second.edgeNormals;
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let minIntervalDistance = Number.POSITIVE_INFINITY;
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let translationAxis = new Vector2();
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let polygonOffset = Vector2.subtract(first.position, second.position);
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let axis: Vector2;
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for (let edgeIndex = 0; edgeIndex < firstEdges.length + secondEdges.length; edgeIndex++) {
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if (edgeIndex < firstEdges.length) {
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axis = firstEdges[edgeIndex];
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} else {
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axis = secondEdges[edgeIndex - firstEdges.length];
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}
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let minA = 0;
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let minB = 0;
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let maxA = 0;
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let maxB = 0;
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let intervalDist = 0;
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let ta = this.getInterval(axis, first, minA, maxA);
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minA = ta.min;
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minB = ta.max;
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let tb = this.getInterval(axis, second, minB, maxB);
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minB = tb.min;
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maxB = tb.max;
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let relativeIntervalOffset = Vector2.dot(polygonOffset, axis);
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minA += relativeIntervalOffset;
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maxA += relativeIntervalOffset;
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intervalDist = this.intervalDistance(minA, maxA, minB, maxB);
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if (intervalDist > 0)
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isIntersecting = false;
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if (!isIntersecting)
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return null;
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intervalDist = Math.abs(intervalDist);
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if (intervalDist < minIntervalDistance) {
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minIntervalDistance = intervalDist;
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translationAxis = axis;
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if (Vector2.dot(translationAxis, polygonOffset) < 0)
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translationAxis = new Vector2(-translationAxis);
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}
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}
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result.normal = translationAxis;
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result.minimumTranslationVector = Vector2.multiply(new Vector2(-translationAxis), new Vector2(minIntervalDistance));
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return result;
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}
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/**
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* 计算[minA, maxA]和[minB, maxB]之间的距离。如果间隔重叠,距离是负的
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* @param minA
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* @param maxA
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* @param minB
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* @param maxB
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*/
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public static intervalDistance(minA: number, maxA: number, minB: number, maxB) {
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if (minA < minB)
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return minB - maxA;
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return minA - minB;
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}
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/**
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* 计算一个多边形在一个轴上的投影,并返回一个[min,max]区间
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* @param axis
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* @param polygon
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* @param min
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* @param max
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*/
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public static getInterval(axis: Vector2, polygon: Polygon, min: number, max: number) {
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let dot = Vector2.dot(polygon.points[0], axis);
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min = max = dot;
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for (let i = 1; i < polygon.points.length; i++) {
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dot = Vector2.dot(polygon.points[i], axis);
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if (dot < min) {
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min = dot;
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} else if (dot > max) {
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max = dot;
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}
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}
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return { min: min, max: max };
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}
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/**
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*
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* @param circle
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* @param polygon
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*/
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public static circleToPolygon(circle: Circle, polygon: Polygon) {
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let result = new CollisionResult();
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let poly2Circle = Vector2.subtract(circle.position, polygon.position);
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let gpp = Polygon.getClosestPointOnPolygonToPoint(polygon.points, poly2Circle);
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let closestPoint: Vector2 = gpp.closestPoint;
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let distanceSquared: number = gpp.distanceSquared;
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result.normal = gpp.edgeNormal;
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let circleCenterInsidePoly = polygon.containsPoint(circle.position);
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if (distanceSquared > circle.radius * circle.radius && !circleCenterInsidePoly)
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return null;
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let mtv: Vector2;
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if (circleCenterInsidePoly) {
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mtv = Vector2.multiply(result.normal, new Vector2(Math.sqrt(distanceSquared) - circle.radius));
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} else {
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if (distanceSquared == 0) {
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mtv = Vector2.multiply(result.normal, new Vector2(circle.radius));
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} else {
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let distance = Math.sqrt(distanceSquared);
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mtv = Vector2.multiply(new Vector2(-Vector2.subtract(poly2Circle, closestPoint)), new Vector2((circle.radius - distanceSquared) / distance));
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}
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}
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result.minimumTranslationVector = mtv;
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result.point = Vector2.add(closestPoint, polygon.position);
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return result;
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}
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/**
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* 适用于圆心在方框内以及只与方框外圆心重叠的圆。
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* @param circle
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* @param box
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*/
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public static circleToBox(circle: Circle, box: Box): CollisionResult {
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let result = new CollisionResult();
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let closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position).res;
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if (box.containsPoint(circle.position)) {
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result.point = closestPointOnBounds;
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let safePlace = Vector2.add(closestPointOnBounds, Vector2.subtract(result.normal, new Vector2(circle.radius)));
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result.minimumTranslationVector = Vector2.subtract(circle.position, safePlace);
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return result;
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}
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let sqrDistance = Vector2.distanceSquared(closestPointOnBounds, circle.position);
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if (sqrDistance == 0) {
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result.minimumTranslationVector = Vector2.multiply(result.normal, new Vector2(circle.radius));
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} else if (sqrDistance <= circle.radius * circle.radius) {
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result.normal = Vector2.subtract(circle.position, closestPointOnBounds);
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let depth = result.normal.length() - circle.radius;
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result.normal = Vector2Ext.normalize(result.normal);
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result.minimumTranslationVector = Vector2.multiply(new Vector2(depth), result.normal);
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return result;
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}
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return null;
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}
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/**
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*
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* @param point
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* @param circle
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*/
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public static pointToCircle(point: Vector2, circle: Circle) {
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let result = new CollisionResult();
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let distanceSquared = Vector2.distanceSquared(point, circle.position);
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let sumOfRadii = 1 + circle.radius;
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let collided = distanceSquared < sumOfRadii * sumOfRadii;
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if (collided) {
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result.normal = Vector2.normalize(Vector2.subtract(point, circle.position));
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let depth = sumOfRadii - Math.sqrt(distanceSquared);
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result.minimumTranslationVector = Vector2.multiply(new Vector2(-depth, -depth), result.normal);
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result.point = Vector2.add(circle.position, Vector2.multiply(result.normal, new Vector2(circle.radius, circle.radius)));
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return result;
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}
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return null;
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}
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/**
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*
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* @param lineA
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* @param lineB
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* @param closestTo
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*/
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public static closestPointOnLine(lineA: Vector2, lineB: Vector2, closestTo: Vector2) {
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let v = Vector2.subtract(lineB, lineA);
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let w = Vector2.subtract(closestTo, lineA);
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let t = Vector2.dot(w, v) / Vector2.dot(v, v);
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t = MathHelper.clamp(t, 0, 1);
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return Vector2.add(lineA, Vector2.multiply(v, new Vector2(t, t)));
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}
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/**
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*
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* @param point
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* @param poly
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*/
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public static pointToPoly(point: Vector2, poly: Polygon) {
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let result = new CollisionResult();
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if (poly.containsPoint(point)) {
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let distanceSquared: number;
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let gpp = Polygon.getClosestPointOnPolygonToPoint(poly.points, Vector2.subtract(point, poly.position));
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let closestPoint = gpp.closestPoint;
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distanceSquared = gpp.distanceSquared;
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result.normal = gpp.edgeNormal;
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result.minimumTranslationVector = Vector2.multiply(result.normal, new Vector2(Math.sqrt(distanceSquared), Math.sqrt(distanceSquared)));
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result.point = Vector2.add(closestPoint, poly.position);
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return result;
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}
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return null;
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}
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/**
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*
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* @param first
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* @param second
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*/
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public static circleToCircle(first: Circle, second: Circle){
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let result = new CollisionResult();
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let distanceSquared = Vector2.distanceSquared(first.position, second.position);
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let sumOfRadii = first.radius + second.radius;
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let collided = distanceSquared < sumOfRadii * sumOfRadii;
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if (collided){
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result.normal = Vector2.normalize(Vector2.subtract(first.position, second.position));
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let depth = sumOfRadii - Math.sqrt(distanceSquared);
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result.minimumTranslationVector = Vector2.multiply(new Vector2(-depth), result.normal);
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result.point = Vector2.add(second.position, Vector2.multiply(result.normal, new Vector2(second.radius)));
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return result;
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}
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return null;
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}
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} |