@esengine/ecs-framework-math 1.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bin/Animation/Easing.d.ts +244 -0
- package/bin/Animation/Easing.d.ts.map +1 -0
- package/bin/Animation/Easing.js +407 -0
- package/bin/Animation/Easing.js.map +1 -0
- package/bin/Animation/Interpolation.d.ts +172 -0
- package/bin/Animation/Interpolation.d.ts.map +1 -0
- package/bin/Animation/Interpolation.js +327 -0
- package/bin/Animation/Interpolation.js.map +1 -0
- package/bin/Animation/index.d.ts +8 -0
- package/bin/Animation/index.d.ts.map +1 -0
- package/bin/Animation/index.js +8 -0
- package/bin/Animation/index.js.map +1 -0
- package/bin/Circle.d.ts +277 -0
- package/bin/Circle.d.ts.map +1 -0
- package/bin/Circle.js +496 -0
- package/bin/Circle.js.map +1 -0
- package/bin/Collision/CollisionDetector.d.ts +114 -0
- package/bin/Collision/CollisionDetector.d.ts.map +1 -0
- package/bin/Collision/CollisionDetector.js +353 -0
- package/bin/Collision/CollisionDetector.js.map +1 -0
- package/bin/Collision/index.d.ts +7 -0
- package/bin/Collision/index.d.ts.map +1 -0
- package/bin/Collision/index.js +7 -0
- package/bin/Collision/index.js.map +1 -0
- package/bin/MathUtils.d.ts +312 -0
- package/bin/MathUtils.d.ts.map +1 -0
- package/bin/MathUtils.js +500 -0
- package/bin/MathUtils.js.map +1 -0
- package/bin/Matrix3.d.ts +269 -0
- package/bin/Matrix3.d.ts.map +1 -0
- package/bin/Matrix3.js +514 -0
- package/bin/Matrix3.js.map +1 -0
- package/bin/Rectangle.d.ts +266 -0
- package/bin/Rectangle.d.ts.map +1 -0
- package/bin/Rectangle.js +437 -0
- package/bin/Rectangle.js.map +1 -0
- package/bin/Vector2.d.ts +317 -0
- package/bin/Vector2.d.ts.map +1 -0
- package/bin/Vector2.js +474 -0
- package/bin/Vector2.js.map +1 -0
- package/bin/index.d.ts +17 -0
- package/bin/index.d.ts.map +1 -0
- package/bin/index.js +21 -0
- package/bin/index.js.map +1 -0
- package/package.json +66 -0
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import { Vector2 } from '../Vector2';
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/**
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* 碰撞检测器
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*
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* 提供各种几何体之间的碰撞检测功能
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*/
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export class CollisionDetector {
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// 点与几何体碰撞检测
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/**
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* 点与圆形碰撞检测
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* @param point 点
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* @param circle 圆形
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* @returns 碰撞信息
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*/
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static pointCircle(point, circle) {
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const distance = Vector2.distance(point, circle.center);
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const collided = distance <= circle.radius;
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if (!collided) {
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return { collided: false };
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}
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const normal = distance > 0
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? Vector2.subtract(point, circle.center).normalize()
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: new Vector2(1, 0); // 默认法线
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return {
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collided: true,
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normal,
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penetration: circle.radius - distance,
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contactPoint: point.clone()
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};
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}
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/**
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* 点与矩形碰撞检测
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* @param point 点
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* @param rect 矩形
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* @returns 碰撞信息
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*/
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static pointRect(point, rect) {
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const collided = rect.containsPoint(point);
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if (!collided) {
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return { collided: false };
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}
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// 计算到各边的距离
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const distLeft = point.x - rect.left;
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const distRight = rect.right - point.x;
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const distTop = point.y - rect.top;
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const distBottom = rect.bottom - point.y;
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// 找到最小距离确定法线方向
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const minDist = Math.min(distLeft, distRight, distTop, distBottom);
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let normal;
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let penetration = minDist;
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if (minDist === distLeft) {
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normal = new Vector2(-1, 0);
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}
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else if (minDist === distRight) {
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normal = new Vector2(1, 0);
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}
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else if (minDist === distTop) {
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normal = new Vector2(0, -1);
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}
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else {
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normal = new Vector2(0, 1);
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}
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return {
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collided: true,
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normal,
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penetration,
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contactPoint: point.clone()
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};
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}
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// 圆形碰撞检测
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/**
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* 圆形与圆形碰撞检测
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* @param circle1 第一个圆形
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* @param circle2 第二个圆形
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* @returns 碰撞信息
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*/
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static circleCircle(circle1, circle2) {
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const distance = Vector2.distance(circle1.center, circle2.center);
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const radiusSum = circle1.radius + circle2.radius;
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const collided = distance <= radiusSum;
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if (!collided) {
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return { collided: false };
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}
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const normal = distance > 0
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? Vector2.subtract(circle2.center, circle1.center).normalize()
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: new Vector2(1, 0); // 默认法线
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const penetration = radiusSum - distance;
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const contactPoint = circle1.center.clone().add(normal.clone().multiply(circle1.radius - penetration * 0.5));
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return {
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collided: true,
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normal,
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penetration,
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contactPoint
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};
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}
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/**
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* 圆形与矩形碰撞检测
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* @param circle 圆形
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* @param rect 矩形
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* @returns 碰撞信息
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*/
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static circleRect(circle, rect) {
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// 找到矩形上离圆心最近的点
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const closestPoint = rect.closestPointTo(circle.center);
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// 检查是否碰撞
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const distance = Vector2.distance(circle.center, closestPoint);
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const collided = distance <= circle.radius;
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if (!collided) {
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return { collided: false };
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}
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// 计算法线和穿透深度
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const normal = distance > 0
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? Vector2.subtract(closestPoint, circle.center).normalize()
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: new Vector2(0, -1); // 默认法线(圆心在矩形内部时)
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const penetration = circle.radius - distance;
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return {
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collided: true,
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normal,
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penetration,
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contactPoint: closestPoint
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};
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}
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// 矩形碰撞检测
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/**
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* 矩形与矩形碰撞检测(AABB)
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* @param rect1 第一个矩形
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* @param rect2 第二个矩形
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* @returns 碰撞信息
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*/
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static rectRect(rect1, rect2) {
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const collided = rect1.intersects(rect2);
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if (!collided) {
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return { collided: false };
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}
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// 计算重叠区域
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const overlapLeft = Math.max(rect1.left, rect2.left);
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const overlapRight = Math.min(rect1.right, rect2.right);
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const overlapTop = Math.max(rect1.top, rect2.top);
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const overlapBottom = Math.min(rect1.bottom, rect2.bottom);
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const overlapWidth = overlapRight - overlapLeft;
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const overlapHeight = overlapBottom - overlapTop;
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// 确定分离方向(最小重叠轴)
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let normal;
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let penetration;
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if (overlapWidth < overlapHeight) {
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// 水平分离
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penetration = overlapWidth;
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if (rect1.centerX < rect2.centerX) {
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normal = new Vector2(-1, 0);
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}
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else {
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normal = new Vector2(1, 0);
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}
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}
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else {
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// 垂直分离
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penetration = overlapHeight;
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if (rect1.centerY < rect2.centerY) {
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normal = new Vector2(0, -1);
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}
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else {
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normal = new Vector2(0, 1);
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}
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}
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const contactPoint = new Vector2((overlapLeft + overlapRight) * 0.5, (overlapTop + overlapBottom) * 0.5);
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return {
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collided: true,
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normal,
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penetration,
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contactPoint
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};
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}
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// 射线投射
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/**
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* 射线与圆形相交检测
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* @param rayOrigin 射线起点
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* @param rayDirection 射线方向(单位向量)
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* @param circle 圆形
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* @param maxDistance 最大检测距离,默认无限
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* @returns 碰撞信息,包含距离信息
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*/
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static rayCircle(rayOrigin, rayDirection, circle, maxDistance = Infinity) {
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const oc = Vector2.subtract(rayOrigin, circle.center);
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const a = rayDirection.lengthSquared;
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const b = 2 * Vector2.dot(oc, rayDirection);
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const c = oc.lengthSquared - circle.radius * circle.radius;
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const discriminant = b * b - 4 * a * c;
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if (discriminant < 0) {
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return { collided: false };
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}
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const sqrt = Math.sqrt(discriminant);
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const t1 = (-b - sqrt) / (2 * a);
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const t2 = (-b + sqrt) / (2 * a);
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// 选择最近的正距离
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let t = t1 >= 0 ? t1 : t2;
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if (t < 0 || t > maxDistance) {
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return { collided: false };
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}
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const contactPoint = rayOrigin.clone().add(rayDirection.clone().multiply(t));
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const normal = Vector2.subtract(contactPoint, circle.center).normalize();
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return {
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collided: true,
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normal,
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contactPoint,
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distance: t,
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penetration: 0 // 射线检测不计算穿透
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};
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}
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/**
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* 射线与矩形相交检测
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* @param rayOrigin 射线起点
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* @param rayDirection 射线方向(单位向量)
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* @param rect 矩形
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* @param maxDistance 最大检测距离,默认无限
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* @returns 碰撞信息,包含距离信息
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*/
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static rayRect(rayOrigin, rayDirection, rect, maxDistance = Infinity) {
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// 避免除零
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const invDirX = rayDirection.x !== 0 ? 1 / rayDirection.x : 1e10;
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const invDirY = rayDirection.y !== 0 ? 1 / rayDirection.y : 1e10;
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// 计算与各边的交点参数
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const t1 = (rect.left - rayOrigin.x) * invDirX;
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const t2 = (rect.right - rayOrigin.x) * invDirX;
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const t3 = (rect.top - rayOrigin.y) * invDirY;
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const t4 = (rect.bottom - rayOrigin.y) * invDirY;
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const tmin = Math.max(Math.min(t1, t2), Math.min(t3, t4));
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const tmax = Math.min(Math.max(t1, t2), Math.max(t3, t4));
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// 没有交点或交点在射线反方向
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if (tmax < 0 || tmin > tmax || tmin > maxDistance) {
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return { collided: false };
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}
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const t = tmin >= 0 ? tmin : tmax;
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const contactPoint = rayOrigin.clone().add(rayDirection.clone().multiply(t));
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// 确定法线方向
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let normal;
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const epsilon = 1e-6;
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if (Math.abs(contactPoint.x - rect.left) < epsilon) {
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normal = new Vector2(-1, 0);
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}
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else if (Math.abs(contactPoint.x - rect.right) < epsilon) {
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normal = new Vector2(1, 0);
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}
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else if (Math.abs(contactPoint.y - rect.top) < epsilon) {
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normal = new Vector2(0, -1);
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}
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else {
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normal = new Vector2(0, 1);
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}
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return {
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collided: true,
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normal,
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contactPoint,
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distance: t,
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penetration: 0 // 射线检测不计算穿透
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};
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}
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// 线段相交检测
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/**
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* 线段与线段相交检测
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* @param p1 第一条线段起点
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* @param p2 第一条线段终点
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* @param p3 第二条线段起点
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* @param p4 第二条线段终点
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* @returns 碰撞信息
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*/
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static lineSegmentLineSegment(p1, p2, p3, p4) {
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const d1 = Vector2.subtract(p2, p1);
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const d2 = Vector2.subtract(p4, p3);
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const d3 = Vector2.subtract(p3, p1);
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const cross = Vector2.cross(d1, d2);
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if (Math.abs(cross) < Number.EPSILON) {
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// 平行或共线
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return { collided: false };
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}
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const t1 = Vector2.cross(d3, d2) / cross;
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|
276
|
+
const t2 = Vector2.cross(d3, d1) / cross;
|
|
277
|
+
if (t1 >= 0 && t1 <= 1 && t2 >= 0 && t2 <= 1) {
|
|
278
|
+
const contactPoint = p1.clone().add(d1.clone().multiply(t1));
|
|
279
|
+
// 计算法线(垂直于第一条线段)
|
|
280
|
+
const normal = d1.perpendicular().normalize();
|
|
281
|
+
return {
|
|
282
|
+
collided: true,
|
|
283
|
+
normal,
|
|
284
|
+
contactPoint,
|
|
285
|
+
penetration: 0 // 线段相交不计算穿透
|
|
286
|
+
};
|
|
287
|
+
}
|
|
288
|
+
return { collided: false };
|
|
289
|
+
}
|
|
290
|
+
/**
|
|
291
|
+
* 线段与圆形相交检测
|
|
292
|
+
* @param lineStart 线段起点
|
|
293
|
+
* @param lineEnd 线段终点
|
|
294
|
+
* @param circle 圆形
|
|
295
|
+
* @returns 碰撞信息
|
|
296
|
+
*/
|
|
297
|
+
static lineSegmentCircle(lineStart, lineEnd, circle) {
|
|
298
|
+
const d = Vector2.subtract(lineEnd, lineStart);
|
|
299
|
+
const f = Vector2.subtract(lineStart, circle.center);
|
|
300
|
+
const a = Vector2.dot(d, d);
|
|
301
|
+
const b = 2 * Vector2.dot(f, d);
|
|
302
|
+
const c = Vector2.dot(f, f) - circle.radius * circle.radius;
|
|
303
|
+
const discriminant = b * b - 4 * a * c;
|
|
304
|
+
if (discriminant < 0) {
|
|
305
|
+
return { collided: false };
|
|
306
|
+
}
|
|
307
|
+
const sqrt = Math.sqrt(discriminant);
|
|
308
|
+
const t1 = (-b - sqrt) / (2 * a);
|
|
309
|
+
const t2 = (-b + sqrt) / (2 * a);
|
|
310
|
+
// 检查交点是否在线段上
|
|
311
|
+
const validT = [];
|
|
312
|
+
if (t1 >= 0 && t1 <= 1)
|
|
313
|
+
validT.push(t1);
|
|
314
|
+
if (t2 >= 0 && t2 <= 1)
|
|
315
|
+
validT.push(t2);
|
|
316
|
+
if (validT.length === 0) {
|
|
317
|
+
return { collided: false };
|
|
318
|
+
}
|
|
319
|
+
// 使用最近的交点
|
|
320
|
+
const t = validT[0];
|
|
321
|
+
const contactPoint = lineStart.clone().add(d.clone().multiply(t));
|
|
322
|
+
const normal = Vector2.subtract(contactPoint, circle.center).normalize();
|
|
323
|
+
return {
|
|
324
|
+
collided: true,
|
|
325
|
+
normal,
|
|
326
|
+
contactPoint,
|
|
327
|
+
penetration: 0 // 线段相交不计算穿透
|
|
328
|
+
};
|
|
329
|
+
}
|
|
330
|
+
// 快速排斥测试
|
|
331
|
+
/**
|
|
332
|
+
* AABB包围盒快速排斥测试
|
|
333
|
+
* @param bounds1 第一个包围盒
|
|
334
|
+
* @param bounds2 第二个包围盒
|
|
335
|
+
* @returns 是否可能相交
|
|
336
|
+
*/
|
|
337
|
+
static aabbTest(bounds1, bounds2) {
|
|
338
|
+
return bounds1.intersects(bounds2);
|
|
339
|
+
}
|
|
340
|
+
/**
|
|
341
|
+
* 圆形包围盒快速排斥测试
|
|
342
|
+
* @param center1 第一个圆心
|
|
343
|
+
* @param radius1 第一个半径
|
|
344
|
+
* @param center2 第二个圆心
|
|
345
|
+
* @param radius2 第二个半径
|
|
346
|
+
* @returns 是否可能相交
|
|
347
|
+
*/
|
|
348
|
+
static circleTest(center1, radius1, center2, radius2) {
|
|
349
|
+
const distance = Vector2.distance(center1, center2);
|
|
350
|
+
return distance <= radius1 + radius2;
|
|
351
|
+
}
|
|
352
|
+
}
|
|
353
|
+
//# sourceMappingURL=CollisionDetector.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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