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- import { _decorator, Component, Node, Vec2, Vec3 } from 'cc';
- const { ccclass, property } = _decorator;
- export class MathUtils{
- /**
- * 获取速度分量 从2个点及速度计算
- * @param currentPoint
- * @param targetPoint
- * @param speed
- * @param result
- */
- static getSpeed2dByPoint(currentPoint:Vec2,targetPoint:Vec2,speed:number,result?:Vec2):Vec2{
- if(result==null){
- result=new Vec2();
- }
- let angle:number=this.getRadian(targetPoint.x,targetPoint.y,currentPoint.x,currentPoint.y);
- this.getSpeed2DR(angle,speed,result);
- return result;
- }
- /**
- * 速度转2维速度
- * @param angle 角度
- * @param speed 速度
- * @param result 结果
- */
- public static getSpeed2D(angle:number,speed:number,result:Vec2=null):Vec2{
- //角度转弧度
- let radian:number= angle * (Math.PI /180);
- return this.getSpeed2DR(radian,speed,result);
- }
- public static getSpeed2DR(radian:number,speed:number,result:Vec2=null):Vec2{
- if(result==null){
- result=new Vec2();
- }
- result.x=Math.cos(radian)*speed;
- result.y=Math.sin(radian)*speed;
- return result;
- }
- /**
- * 根据角度和X轴计算Y轴速度
- * @param angle
- * @param speedX
- * @param result
- */
- public static getSpeed2DByX(angle:number,speedX:number,result:Vec2=null):Vec2{
- if(result==null){
- result=new Vec2();
- }
- //角度转弧度
- let radian:number= angle * (Math.PI /180);
- //求出斜边的长度
- let leg:number=speedX/Math.cos(radian);
- result.x=speedX;
- result.y=Math.sin(radian)*leg;
- return result;
- }
- /**
- * 求旋转后的点坐标
- * @param angle 角度
- * @param point 旋转前的坐标点
- * @param result
- */
- public static rotationPoint(angle:number,point:Vec2,result:Vec2):Vec2{
- //角度转弧度
- angle=angle*(Math.PI/180);
- if(result==null){
- result=new Vec2();
- }
- result.x = Math.cos(angle) * point.x - Math.sin(angle) * point.y;
- result.y = Math.cos(angle) * point.y + Math.sin(angle) * point.x;
- return result;
- }
-
- public static getAngle(a:Vec2,b:Vec2):number{
- return this.getRadianByPoint(a,b)*(180/Math.PI);
- }
- public static getRadianByPoint(a:Vec2,b:Vec2):number{
- return Math.atan2((a.y-b.y), (a.x-b.x));
- }
- public static getRadian(ax:number,ay:number,bx:number,by:number):number{
- return Math.atan2(ay-by, ax-bx);
- }
- static angle2Radian(angle:number):number{
- return angle*(Math.PI/180);
- }
- static radian2Angle(radian:number):number{
- return radian*(180/Math.PI);
- }
- /**
- * 计算两线段相交点坐标
- * @param line1Point1
- * @param line1Point2
- * @param line2Point1
- * @param line2Point2
- * @return 返回该点
- */
- static getIntersectionPoint(line1Point1:Vec2, line1Point2:Vec2, line2Point1:Vec2, line2Point2:Vec2,result?:Vec2):Vec2{
- if(!result){
- result=new Vec2();
- }
- let x1:number,y1:number,x2:number,y2:number,x3:number,y3:number,x4:number,y4:number;
- x1 = line1Point1.x;
- y1 = line1Point1.y;
- x2 = line1Point2.x;
- y2 = line1Point2.y;
- x3 = line2Point1.x;
- y3 = line2Point1.y;
- x4 = line2Point2.x;
- y4 = line2Point2.y;
- result.x=Math.ceil((x1 - x2) * (x3 * y4 - x4 * y3) - (x3 - x4) * (x1 * y2 - x2 * y1)) / ((x3 - x4) * (y1 - y2) - (x1 - x2) * (y3 - y4));
- result.y=Math.ceil((y1 - y2) * (x3 * y4 - x4 * y3) - (x1 * y2 - x2 * y1) * (y3 - y4)) / ((y1 - y2) * (x3 - x4) - (x1 - x2) * (y3 - y4));
- return result;
- }
- /**
- * 判断点是否在线段内
- * @param Pi
- * @param Pj
- * @param Q
- */
- static onSegment(Pi:Vec2 , Pj:Vec2 , Q:Vec2):boolean
- {
- Q.x=Math.round(Q.x);
- Q.y=Math.round(Q.y);
- let xValue:number=(Q.x - Pi.x) * (Pj.y - Pi.y) - (Pj.x - Pi.x) * (Q.y - Pi.y);
- if(Math.floor(xValue)==0
- //保证Q点坐标在pi,pj之间
- && Math.min(Pi.x , Pj.x) <= Q.x && Q.x <= Math.max(Pi.x , Pj.x)
- && Math.min(Pi.y , Pj.y) <= Q.y && Q.y <= Math.max(Pi.y , Pj.y)){
- return true;
- }
- return false;
- }
- /**
- * 求两个向量之间的夹角
- * @param av 单位向量
- * @param bv 单位向量
- */
- static calculateAngle(av:Vec3,bv:Vec3):number{
- //cos=a.b/(|a||b|);
- return Math.acos(Vec3.dot(av,bv)/(av.length()*bv.length()));
- }
- static calculateAngleByPoints(a:Vec3,b:Vec3,c:Vec3){
- let av:Vec3=new Vec3();
- let bv:Vec3=new Vec3();
- Vec3.subtract(b,a,av);
- Vec3.subtract(b,c,bv);
- return this.calculateAngle(av,bv);
- }
- }
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