feat: add cocos-service configuration file feat: add device configuration file feat: add engine configuration file feat: add information configuration file feat: add program configuration file feat: add project configuration file feat: add TypeScript configuration file
376 lines
13 KiB
TypeScript
376 lines
13 KiB
TypeScript
import { math, v2, Vec2, Vec3 } from 'cc';
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export class SplitRenderHelper {
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//ab与ac的叉积
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static ab_cross_ac(a, b, c) {
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return SplitRenderHelper.cross(b.x - a.x, b.y - a.y, c.x - a.x, c.y - a.y);
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}
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static dot(x1, y1, x2, y2) {
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return x1 * x2 + y1 * y2;
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}
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static cross(x1, y1, x2, y2) {
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return x1 * y2 - x2 * y1;
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}
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static dblcmp(a: number, b: number) {
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if (Math.abs(a - b) <= 0.000001) return 0;
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if (a > b) return 1;
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else return -1;
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}
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//求a点是不是在线段上,>0不在,=0与端点重合,<0在。
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static point_on_line(a, p1, p2) {
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return SplitRenderHelper.dblcmp(SplitRenderHelper.dot(p1.x - a.x, p1.y - a.y, p2.x - a.x, p2.y - a.y), 0);
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}
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// 判断一个点是否在三角形内
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static isInTriangle(point: Vec2, triA: Vec2, triB: Vec2, triC: Vec2) {
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let AB: Vec2 = new Vec2();
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Vec2.subtract(AB, triB, triA);
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let AC: Vec2 = new Vec2();
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Vec2.subtract(AC, triC, triA);
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let BC: Vec2 = new Vec2();
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Vec2.subtract(BC, triC, triB);
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let AD: Vec2 = new Vec2();
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Vec2.subtract(AD, point, triA);
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let BD: Vec2 = new Vec2();
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Vec2.subtract(BD, point, triB);
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//@ts-ignore
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return (AB.cross(AC) >= 0 ^ AB.cross(AD) < 0) && (AB.cross(AC) >= 0 ^ AC.cross(AD) >= 0) && (BC.cross(AB) > 0 ^ BC.cross(BD) >= 0);
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}
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static isInPolygon(checkPoint: Vec2, polygonPoints: Vec2[]) {
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var counter = 0;
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var i: number;
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var xinters;
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var p1: Vec2, p2: Vec2;
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var pointCount = polygonPoints.length;
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p1 = polygonPoints[0];
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for (i = 1; i <= pointCount; i++) {
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p2 = polygonPoints[i % pointCount];
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if (
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checkPoint.x > Math.min(p1.x, p2.x) &&
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checkPoint.x <= Math.max(p1.x, p2.x)
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) {
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if (checkPoint.y <= Math.max(p1.y, p2.y)) {
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if (p1.x != p2.x) {
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xinters = (checkPoint.x - p1.x) * (p2.y - p1.y) / (p2.x - p1.x) + p1.y;
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if (p1.y == p2.y || checkPoint.y <= xinters) {
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counter++;
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}
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}
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}
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}
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p1 = p2;
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}
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if (counter % 2 == 0) {
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return false;
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}
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return true;
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}
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static computeUv(points: Vec2[], width: number, height: number) {
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let uvs: Vec2[] = [];
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for (const p of points) {
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// uv原点是左上角
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let x = math.clamp(0, 1, (p.x + width / 2) / width);
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let y = math.clamp(0, 1, 1. - (p.y + height / 2) / height);
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uvs.push(v2(x, y));
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}
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return uvs;
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}
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static splitPolygon(points: Vec2[]): number[] {
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if (points.length <= 3) return [0, 1, 2];
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let pointMap: { [key: string]: number } = {}; // point与idx的映射
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for (let i = 0; i < points.length; i++) {
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let p = points[i];
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pointMap[`${p.x}-${p.y}`] = i;
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}
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const getIdx = (p: Vec2) => {
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return pointMap[`${p.x}-${p.y}`]
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}
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points = points.concat([]);
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let idxs: number[] = [];
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let index = 0;
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while (points.length > 3) {
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let p1 = points[(index) % points.length]
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, p2 = points[(index + 1) % points.length]
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, p3 = points[(index + 2) % points.length];
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let splitPoint = (index + 1) % points.length;
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let v1: Vec2 = new Vec2();
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Vec2.subtract(v1, p2, p1);
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let v2: Vec2 = new Vec2();
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Vec2.subtract(v2, p3, p2);
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if (v1.cross(v2) < 0) { // 是一个凹角, 寻找下一个
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index = (index + 1) % points.length;
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continue;
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}
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let hasPoint = false;
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for (const p of points) {
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if (p != p1 && p != p2 && p != p3 && this.isInTriangle(p, p1, p2, p3)) {
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hasPoint = true;
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break;
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}
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}
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if (hasPoint) { // 当前三角形包含其他点, 寻找下一个
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index = (index + 1) % points.length;
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continue;
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}
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// 找到了耳朵, 切掉
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idxs.push(getIdx(p1), getIdx(p2), getIdx(p3));
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points.splice(splitPoint, 1);
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}
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for (const p of points) {
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idxs.push(getIdx(p));
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}
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return idxs;
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}
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//点发出的右射线和线段的关系
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// 返回值: -1:不相交, 0:相交, 1:点在线段上
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static rayPointToLine(point: Vec2, linePA: Vec2, linePB: Vec2) {
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// 定义最小和最大的X Y轴值
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let minX = Math.min(linePA.x, linePB.x);
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let maxX = Math.max(linePA.x, linePB.x);
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let minY = Math.min(linePA.y, linePB.y);
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let maxY = Math.max(linePA.y, linePB.y);
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// 射线与边无交点的其他情况
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if (point.y < minY || point.y > maxY || point.x > maxX) {
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return -1;
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}
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// 剩下的情况, 计算射线与边所在的直线的交点的横坐标
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let x0 = linePA.x + ((linePB.x - linePA.x) / (linePB.y - linePA.y)) * (point.y - linePA.y);
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if (x0 > point.x) {
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return 0;
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}
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if (x0 == point.x) {
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return 1;
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}
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return -1;
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}
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//点和多边形的关系
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//返回值: -1:在多边形外部, 0:在多边形内部, 1:在多边形边线内, 2:跟多边形某个顶点重合
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static relationPointToPolygon(point: Vec2, polygon: Vec2[]) {
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let count = 0;
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for (let i = 0; i < polygon.length; ++i) {
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if (polygon[i].equals(point)) {
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return 2;
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}
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let pa = polygon[i];
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let pb = polygon[0];
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if (i < polygon.length - 1) {
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pb = polygon[i + 1];
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}
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let re = SplitRenderHelper.rayPointToLine(point, pa, pb);
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if (re == 1) {
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return 1;
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}
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if (re == 0) {
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count++;
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}
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}
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if (count % 2 == 0) {
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return -1;
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}
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return 0;
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}
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//求两条线段的交点
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//返回值:[n,p] n:0相交,1在共有点,-1不相交 p:交点
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static lineCrossPoint(p1: Vec2, p2: Vec2, q1: Vec2, q2: Vec2): [number, Vec2] {
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let a = p1, b = p2, c = q1, d = q2;
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let s1, s2, s3, s4;
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let d1, d2, d3, d4;
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let p: Vec2 = new Vec2(0, 0);
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d1 = SplitRenderHelper.dblcmp(s1 = SplitRenderHelper.ab_cross_ac(a, b, c), 0);
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d2 = SplitRenderHelper.dblcmp(s2 = SplitRenderHelper.ab_cross_ac(a, b, d), 0);
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d3 = SplitRenderHelper.dblcmp(s3 = SplitRenderHelper.ab_cross_ac(c, d, a), 0);
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d4 = SplitRenderHelper.dblcmp(s4 = SplitRenderHelper.ab_cross_ac(c, d, b), 0);
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if ((d1 ^ d2) == -2 && (d3 ^ d4) == -2) {
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p.x = (c.x * s2 - d.x * s1) / (s2 - s1);
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p.y = (c.y * s2 - d.y * s1) / (s2 - s1);
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return [0, p];
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}
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if (d1 == 0 && SplitRenderHelper.point_on_line(c, a, b) <= 0) {
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p = c;
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return [1, p];
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}
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if (d2 == 0 && SplitRenderHelper.point_on_line(d, a, b) <= 0) {
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p = d;
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return [1, p];
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}
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if (d3 == 0 && SplitRenderHelper.point_on_line(a, c, d) <= 0) {
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p = a;
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return [1, p];
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}
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if (d4 == 0 && SplitRenderHelper.point_on_line(b, c, d) <= 0) {
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p = b;
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return [1, p];
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}
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return [-1, null];
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}
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//线段对多边形进行切割
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//返回多边形数组
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//如果没有被切割,返回空数组
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static lineCutPolygon(pa: Vec2, pb: Vec2, polygon: Vec2[]) {
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// 检查切割线的端点是否在多边形内部
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const extendPoint = (point: Vec2, direction: Vec2) => {
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const extendedPoint = new Vec2(point.x + direction.x * 1000, point.y + direction.y * 1000);
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return extendedPoint;
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};
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if (SplitRenderHelper.isInPolygon(pa, polygon)) {
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const direction = Vec2.subtract(new Vec2(), pa, pb).normalize();
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pa = extendPoint(pa, direction);
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}
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if (SplitRenderHelper.isInPolygon(pb, polygon)) {
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const direction = Vec2.subtract(new Vec2(), pb, pa).normalize();
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pb = extendPoint(pb, direction);
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}
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let ret: Array<Vec2[]> = [];
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let points: Vec2[] = [];
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let pointIndex: number[] = [];
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for (let i = 0; i < polygon.length; ++i) {
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points.push(polygon[i]);
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let a = polygon[i];
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let b = polygon[0];
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if (i < polygon.length - 1) b = polygon[i + 1];
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let c = SplitRenderHelper.lineCrossPoint(pa, pb, a, b);
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if (c[0] == 0) {
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pointIndex.push(points.length);
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points.push(c[1] as Vec2);
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}
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else if (c[0] > 0) {
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if ((c[1] as Vec2).equals(a)) {
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pointIndex.push(points.length - 1);
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}
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else {
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pointIndex.push(points.length);
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}
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}
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}
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if (pointIndex.length > 1) {
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let cp0 = points[pointIndex[0]];
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let cp1 = points[pointIndex[1]];
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let r = SplitRenderHelper.relationPointToPolygon(new Vec2((cp0.x + cp1.x) / 2, (cp0.y + cp1.y) / 2), polygon);
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let inPolygon: boolean = r >= 0;
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let cp0_cp1: Vec2 = new Vec2();
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let len_0_1 = Vec2.subtract(cp0_cp1, cp0, cp1).length()
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let cp0_cp: Vec2 = new Vec2();
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let len_0_ = Vec2.subtract(cp0_cp, cp0, points[pointIndex[pointIndex.length - 1]]).length()
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if (pointIndex.length > 2 && len_0_1 > len_0_) {
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cp1 = points[pointIndex[pointIndex.length - 1]];
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r = SplitRenderHelper.relationPointToPolygon(new Vec2((cp0.x + cp1.x) / 2, (cp0.y + cp1.y) / 2), polygon);
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inPolygon = r < 0;
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}
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let firstInPolygon = inPolygon;
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let index = 0;
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let startIndex = pointIndex[index];
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let oldPoints = [];
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let newPoints = [];
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let count = 0;
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oldPoints.push(points[startIndex]);
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if (inPolygon) {
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newPoints.push(points[startIndex]);
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}
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index++;
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count++;
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startIndex++;
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while (count < points.length) {
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if (startIndex == points.length) startIndex = 0;
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let p = points[startIndex];
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if (index >= 0 && startIndex == pointIndex[index]) {
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index++;
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if (index >= pointIndex.length) index = 0;
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if (inPolygon) {
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newPoints.push(p);
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ret.push(newPoints);
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newPoints = [];
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}
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else {
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newPoints = [];
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newPoints.push(p);
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}
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oldPoints.push(p);
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inPolygon = !inPolygon;
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}
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else {
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if (inPolygon) {
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newPoints.push(p);
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}
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else {
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oldPoints.push(p);
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}
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}
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startIndex++;
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count++;
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}
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if (inPolygon) {
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if (!firstInPolygon && newPoints.length > 1) {
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newPoints.push(points[pointIndex[0]]);
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ret.push(newPoints);
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}
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else {
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for (let i = 0; i < newPoints.length; ++i) {
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oldPoints.push(newPoints[i]);
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}
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}
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}
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ret.push(oldPoints);
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}
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return ret;
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}
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// 实用函数
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static isPointInsidePolygon(p: Vec2, polygon: Vec2[]) {
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let windingNumber = 0;
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for (let i = 0; i < polygon.length; i++) {
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const a = polygon[i];
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const b = polygon[(i + 1) % polygon.length];
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if (a.y <= p.y) {
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if (b.y > p.y && (b.x - a.x) * (p.y - a.y) > (p.x - a.x) * (b.y - a.y))
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windingNumber++;
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} else {
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if (b.y <= p.y && (b.x - a.x) * (p.y - a.y) < (p.x - a.x) * (b.y - a.y))
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windingNumber--;
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}
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}
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return windingNumber !== 0;
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}
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static calculatePolygonArea(polygon: Vec2[]) {
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let area = 0;
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for (let i = 0; i < polygon.length; i++) {
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const j = (i + 1) % polygon.length;
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area += polygon[i].x * polygon[j].y;
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area -= polygon[j].x * polygon[i].y;
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}
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return Math.abs(area) / 2;
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}
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}
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