// Learn TypeScript: // - https://docs.cocos.com/creator/manual/en/scripting/typescript.html // Learn Attribute: // - https://docs.cocos.com/creator/manual/en/scripting/reference/attributes.html // Learn life-cycle callbacks: // - https://docs.cocos.com/creator/manual/en/scripting/life-cycle-callbacks.html const {ccclass, property, requireComponent} = cc._decorator; @ccclass export default class CollisionDetection extends cc.Component { static _instance: any; onLoad() { if (CollisionDetection._instance == null) { CollisionDetection._instance = this; // cc.game.addPersistRootNode(this.node); } else { return; } } //碰撞检测函数 public isColliding(rect1: cc.Rect, rect2: cc.Rect): { isColliding: boolean } { // 快速排除:检查边界框是否相交 if (rect1.xMax < rect2.xMin || rect2.xMax < rect1.xMin || rect1.yMax < rect2.yMin || rect2.yMax < rect1.yMin) { return { isColliding: false }; } // 调用原始的 intersects 方法 const isColliding = rect1.intersects(rect2); return { isColliding }; } // 获取多边形的所有边的法线 private getNormals(polygon: cc.Vec2[]): cc.Vec2[] { const normals: cc.Vec2[] = []; const length = polygon.length; for (let i = 0; i < length; i++) { const p1 = polygon[i]; const p2 = polygon[(i + 1) % length]; const edge = new cc.Vec2(p2.x - p1.x, p2.y - p1.y); const normal = new cc.Vec2(-edge.y, edge.x); normal.normalize(); normals.push(normal); } return normals; } // 将多边形投影到轴上 private project(polygon: cc.Vec2[], axis: cc.Vec2): { min: number; max: number } { let min = cc.Vec2.dot(polygon[0], axis); let max = min; for (let i = 1; i < polygon.length; i++) { const dotProduct = cc.Vec2.dot(polygon[i], axis); if (dotProduct < min) { min = dotProduct; } else if (dotProduct > max) { max = dotProduct; } } return { min, max }; } // 检查两个投影是否重叠 private overlap(projection1: { min: number; max: number }, projection2: { min: number; max: number }): boolean { return !(projection1.max < projection2.min || projection2.max < projection1.min); } }