ccc切割刚体
// http://www.emanueleferonato.com/2011/08/05/slicing-splitting-and-cutting-objects-with-box2d-part-4-using-real-graphics/
const EPSILON = 0.1;
const POINT_SQR_EPSILON = 5;
function compare(a, b) {
if (a.fraction > b.fraction) {
return 1;
} else if (a.fraction < b.fraction) {
return -1;
}
return 0;
}
function equals (a, b, epsilon) {
epsilon = epsilon === undefined ? EPSILON : epsilon;
return Math.abs(a-b) < epsilon;
}
function equalsVec2(a,b, epsilon) {
return equals(a.x, b.x, epsilon) && equals(a.y, b.y, epsilon);
}
function pointInLine (point, a, b) {
return cc.Intersection.pointLineDistance(point, a, b, true) < 1;
}
cc.Class({
extends: cc.Component,
onEnable: function () {
this.debugDrawFlags = cc.director.getPhysicsManager().debugDrawFlags;
cc.director.getPhysicsManager().debugDrawFlags =
cc.PhysicsManager.DrawBits.e_jointBit |
cc.PhysicsManager.DrawBits.e_shapeBit
;
},
onDisable: function () {
cc.director.getPhysicsManager().debugDrawFlags = this.debugDrawFlags;
},
// use this for initialization
onLoad: function () {
var canvas = cc.find('Canvas');
canvas.on(cc.Node.EventType.TOUCH_START, this.onTouchStart, this);
canvas.on(cc.Node.EventType.TOUCH_END, this.onTouchEnd, this);
canvas.on(cc.Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
this.ctx = this.getComponent(cc.Graphics);
},
onTouchStart: function (event) {
this.touching = true;
this.r1 = this.r2 = this.results = null;
this.touchStartPoint = this.touchPoint = cc.v2( event.touch.getLocation() );
},
onTouchMove: function (event) {
this.touchPoint = cc.v2( event.touch.getLocation() );
},
onTouchEnd: function (event) {
this.touchPoint = cc.v2( event.touch.getLocation() );
this.recalcResults();
this.touching = false;
let point = cc.v2( event.touch.getLocation() );
if ( equals(this.touchStartPoint.sub(point).magSqr(), 0) ) return;
// recalculate fraction, make fraction from one direction
this.r2.forEach(r => {
r.fraction = 1 - r.fraction;
});
let results = this.results;
let pairs = [];
for (let i = 0; i < results.length; i++) {
let find = false;
let result = results[i];
for (let j = 0; j < pairs.length; j++) {
let pair = pairs[j];
if (pair[0] && result.collider === pair[0].collider) {
find = true;
// one collider may contains several fixtures, so raycast may through the inner fixture side
// we need remove them from the result
let r = pair.find((r) => {
return r.point.sub(result.point).magSqr() <= POINT_SQR_EPSILON;
});
if (r) {
pair.splice(pair.indexOf(r), 1);
}
else {
pair.push(result);
}
break;
}
}
if (!find) {
pairs.push([result]);
}
}
for (let i = 0; i < pairs.length; i++) {
let pair = pairs[i];
if (pair.length < 2) {
continue;
}
// sort pair with fraction
pair = pair.sort(compare);
let splitResults = [];
// first calculate all results, not split collider right now
for (let j = 0; j < (pair.length - 1); j +=2) {
let r1 = pair[j];
let r2 = pair[j+1];
if (r1 && r2) {
this.split(r1.collider, r1.point, r2.point, splitResults);
}
}
if (splitResults.length <= 0) {
continue;
}
let collider = pair[0].collider;
let maxPointsResult;
for (let j = 0; j < splitResults.length; j++) {
let splitResult = splitResults[j];
for (let k = 0; k < splitResult.length; k++) {
if (typeof splitResult[k] === 'number') {
splitResult[k] = collider.points[splitResult[k]];
}
}
if (!maxPointsResult || splitResult.length > maxPointsResult.length) {
maxPointsResult = splitResult;
}
}
if (maxPointsResult.length < 3) {
continue;
}
// keep max length points to origin collider
collider.points = maxPointsResult;
collider.apply();
let body = collider.body;
for (let j = 0; j < splitResults.length; j++) {
let splitResult = splitResults[j];
if (splitResult.length < 3) continue;
if (splitResult == maxPointsResult) continue;
// create new body
let node = new cc.Node();
node.position = body.getWorldPosition();
node.rotation = body.getWorldRotation();
node.parent = cc.director.getScene();
node.addComponent(cc.RigidBody);
let newCollider = node.addComponent(cc.PhysicsPolygonCollider);
newCollider.points = splitResult;
newCollider.apply();
}
}
},
split: function (collider, p1, p2, splitResults) {
let body = collider.body;
let points = collider.points;
// The manager.rayCast() method returns points in world coordinates, so use the body.getLocalPoint() to convert them to local coordinates.
p1 = body.getLocalPoint(p1);
p2 = body.getLocalPoint(p2);
let newSplitResult1 = [p1, p2];
let newSplitResult2 = [p2, p1];
let index1, index2;
for (let i = 0; i < points.length; i++) {
let pp1 = points[i];
let pp2 = i === points.length - 1 ? points[0] : points[i+1];
if (index1 === undefined && pointInLine(p1, pp1, pp2)) {
index1 = i;
}
else if (index2 === undefined && pointInLine(p2, pp1, pp2)) {
index2 = i;
}
if (index1 !== undefined && index2 !== undefined) {
break;
}
}
// console.log(index1 + ' : ' + index2);
if (index1 === undefined || index2 === undefined) {
debugger
return;
}
let splitResult, indiceIndex1 = index1, indiceIndex2 = index2;
if (splitResults.length > 0) {
for (let i = 0; i < splitResults.length; i++) {
let indices = splitResults[i];
indiceIndex1 = indices.indexOf(index1);
indiceIndex2 = indices.indexOf(index2);
if (indiceIndex1 !== -1 && indiceIndex2 !== -1) {
splitResult = splitResults.splice(i, 1)[0];
break;
}
}
}
if (!splitResult) {
splitResult = points.map((p, i) => {
return i;
});
}
for (let i = indiceIndex1 + 1; i !== (indiceIndex2+1); i++) {
if (i >= splitResult.length) {
i = 0;
}
let p = splitResult[i];
p = typeof p === 'number' ? points[p] : p;
if (p.sub(p1).magSqr() < POINT_SQR_EPSILON || p.sub(p2).magSqr() < POINT_SQR_EPSILON) {
continue;
}
newSplitResult2.push(splitResult[i]);
}
for (let i = indiceIndex2 + 1; i !== indiceIndex1+1; i++) {
if (i >= splitResult.length) {
i = 0;
}
let p = splitResult[i];
p = typeof p === 'number' ? points[p] : p;
if (p.sub(p1).magSqr() < POINT_SQR_EPSILON || p.sub(p2).magSqr() < POINT_SQR_EPSILON) {
continue;
}
newSplitResult1.push(splitResult[i]);
}
splitResults.push(newSplitResult1);
splitResults.push(newSplitResult2);
},
recalcResults: function () {
if (!this.touching) return;
let startPoint = this.touchStartPoint;
let point = this.touchPoint;
this.ctx.clear();
this.ctx.moveTo(this.touchStartPoint.x, this.touchStartPoint.y);
this.ctx.lineTo(point.x, point.y);
this.ctx.stroke();
let manager = cc.director.getPhysicsManager();
// manager.rayCast() method calls this function only when it sees that a given line gets into the body - it doesnt see when the line gets out of it.
// I must have 2 intersection points with a body so that it can be sliced, thats why I use manager.rayCast() again, but this time from B to A - that way the point, at which BA enters the body is the point at which AB leaves it!
let r1 = manager.rayCast(this.touchStartPoint, point, cc.RayCastType.All);
let r2 = manager.rayCast(point, this.touchStartPoint, cc.RayCastType.All);
let results = r1.concat(r2);
for (let i = 0; i < results.length; i++) {
let p = results[i].point;
this.ctx.circle(p.x, p.y, 5);
}
this.ctx.fill();
this.r1 = r1;
this.r2 = r2;
this.results = results;
},
// called every frame, uncomment this function to activate update callback
update: function (dt) {
// body maybe moving, need calc raycast results in update
this.recalcResults();
},
});
ccc切割刚体的更多相关文章
- JAVA之旅(三十四)——自定义服务端,URLConnection,正则表达式特点,匹配,切割,替换,获取,网页爬虫
JAVA之旅(三十四)--自定义服务端,URLConnection,正则表达式特点,匹配,切割,替换,获取,网页爬虫 我们接着来说网络编程,TCP 一.自定义服务端 我们直接写一个服务端,让本机去连接 ...
- [sql]sql的select字符串切割
可以经常看看 mysql的refman,写的很棒 sql基础操作 查看表结构 show create table desc table show full columns from test1; li ...
- 数组遍历 map()、forEach() 及 字符串切割 split() / 字符串截取 slice()、substring()、substr()
JS数组遍历的几种方式 JS数组遍历,基本就是for,forin,foreach,forof,map等等一些方法,以下介绍几种本文分析用到的数组遍历方式以及进行性能分析对比 第一种:普通for循环 代 ...
- Ajax+Java实现大文件切割上传
技术体系:html5(formdata) + java + servlet3.0+maven + tomcat7 <!DOCTYPE html> <html> <head ...
- css3实现3D切割轮播图案例
<!DOCTYPE html> <html> <head lang="en"> <meta charset="UTF-8&quo ...
- 3D切割轮播图
预览图: 实现原理:将图片切割构建一个和ul(电脑屏幕)同一个轴的立方体,利用延时旋转实现切割效果 知识点:transform-style属性(必须搭配transform属性使用) 值 描述 flat ...
- String常用使用方法,1.创建string的常用3+1种方式,2.引用类型使用==比较地址值,3.String当中获取相关的常用方法,4.字符串的截取方法,5.String转换常用方法,6.切割字符串----java
一个知识点使用一个代码块方便查看 1.创建string的常用3+1种方式 /* 创建string的常用3+1种方式 三种构造方法 public String():创建一个空字符串,不含有任何内容: p ...
- 案例:3D切割轮播图
一.3d转换 3D旋转套路:顺着轴的正方向看,顺时针旋转是负角度,逆时针旋转是正角度 二.代码 <!DOCTYPE html> <html lang="en"&g ...
- PHP搭建大文件切割分块上传功能
背景 在网站开发中,文件上传是很常见的一个功能.相信很多人都会遇到这种情况,想传一个文件上去,然后网页提示"该文件过大".因为一般情况下,我们都需要对上传的文件大小做限制,防止出现 ...
随机推荐
- 自动化测试-6.selenium的css定位
前言 大部分人在使用selenium定位元素时,用的是xpath定位,因为xpath基本能解决定位的需求.css定位往往被忽略掉了,其实css定位也有它的价值,css定位更快,语法更简洁.这一篇css ...
- c程序的期望
对于C语言,我认为是我们计算机专业必须掌握的,如果C语言都不能掌握好,我认为在以后的学习中也不会学的有多好,所以,我们要把C语言尽量掌握好,也是在今后的学习中打好基础,多看书,多写一些程序运行,做一些 ...
- jQuery-1.样式篇---选择器
jQuery选择器之id选择器 页面的任何操作都需要节点的支撑,开发者如何快速高效的找到指定的节点也是前端开发中的一个重点.jQuery提供了一系列的选择器帮助开发者达到这一目的,让开发者可以更少的处 ...
- 《JavaScript 设计模式与开发实战》第一部分(1、2、3章)笔记
第1章:面向对象的JavaScript 动态类型和鸭子类型 编程语言按照数据类型大体可以分为两类: ① 静态类型语言:在编译时便已确定变量的类型. ② 动态类型语言:变量类型要到程序运行的时候,待变量 ...
- 选择器(ID选择器)
ID选择器: 为HTML标签添加ID属性: <p id="p1">内容1</p> <p id="p2">内容2</p& ...
- 数组,集合,字符串,bean,map
//[字符串]转成[数组] String[] arr = "1,2,3,4,5,6".split(","); //[String数组]转成[Long数组] Lo ...
- C#词频统计 效能分析
在邹老师的效能分析的建议下对上次写过的词频统计的程序进行分析改进. 效能分析:个人很浅显的认为就是程序的运行效率,代码的执行效率 1.VS 提供了自带的分析工具:performance tool (性 ...
- Jenkins 配置 FindBugs,Checkstyle,PMD 实现代码的静态检查 (14)
一.插件介绍 FindBugs:静态分析工具,它检查类或者 JAR 文件,将字节码与一组缺陷模式进行对比以发现可能的问题.利用这个工具,就可以在不实际运行程序的情况对软件进行分析.它可以帮助改进代码的 ...
- c语言fork 多进程
fork函数的作用 一个进程,包括代码.数据和分配给进程的资源.fork()函数通过系统调用创建一个与原来进程几乎完全相同的进程,也就是两个进程可以做完全相同的事,但如果初始参数或者传入的变量不同,两 ...
- Linux centos7. 配置安装Oracle
oralcle 11g r2 配置一下前期的网络环境 一 修改linux核心配置 1.修改用户的SHELL限制vi /etc/security/limits.conf oracle soft npro ...