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527 lines
20 KiB
Plaintext
---
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order: 8
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title: 数学库
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type: 核心
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label: Core
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---
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在一个渲染场景中,我们经常会对物体进行平移、旋转、缩放等操作(这些操作我们统一称为 [变换](/docs/core/transform) ),从而达到我们想要的互动效果。而这些变换的计算,我们一般都是通过向量、四元数、矩阵等来实现的,为此我们提供一个数学库来完成 *向量* 、*四元数* 、*矩阵* 等相关运算。除此之外,数学库还提供了更为丰富的类来帮助我们描述空间中的 *点* *线* *面* *几何体*,以及判断它们在三维空间中的相交、位置关系,甚至也可以描述颜色值。
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| 类型 | 解释 |
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| :--- | :--- |
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| [BoundingBox](/apis/math/#BoundingBox) | AABB 包围盒 |
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| [BoundingFrustum](/apis/math/#BoundingFrustum) | 视锥体 |
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| [BoundingSphere](/apis/math/#BoundingSphere) | 包围球 |
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| [CollisionUtil](/apis/math/#CollisionUtil) | 提供很多静态方式,用来判断空间中各个物体之间的相交、位置关系等 |
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| [Color](/apis/math/#Color) | 颜色类,使用 RGBA 描述 |
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| [MathUtil](/apis/math/#MathUtil) | 工具类,提供比较、角度弧度转换等常用计算 |
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| [Matrix](/apis/math/#Matrix) | 默认的4x4矩阵,提供矩阵基本运算,变换相关运算 |
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| [Matrix3x3](/apis/math/#Matrix3x3) | 3x3矩阵,提供矩阵基本运算,变换相关运算 |
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| [Plane](/apis/math/#Plane) | 平面类,用来描述三维空间中的平面 |
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| [Quaternion](/apis/math/#Quaternion) | 四元数,包含x、y、z、w分量,负责旋转相关的运算 |
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| [Ray](/apis/math/#Ray) | 射线类,用来描述三维空间中的射线 |
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| [Vector2](/apis/math/#Vector2) | 二维向量,包含x、y分量 |
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| [Vector3](/apis/math/#Vector3) | 三维向量,包含x、y、z分量 |
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| [Vector4](/apis/math/#Vector4) | 四维向量,包含x、y、z、w分量 |
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## 向量
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向量最基本的定义就是一个方向。或者更正式的说,向量有一个方向(Direction)和大小(Magnitude,也叫做强度或长度)。你可以把向量想像成一个藏宝图上的指示:“向左走10步,向北走3步,然后向右走5步”;“左”就是方向,“10步”就是向量的长度。那么这个藏宝图的指示一共有3个向量。向量可以在任意维度(Dimension)上,但是我们通常只使用2至4维。如果一个向量有2个维度,它表示一个平面的方向(想象一下2D的图像),当它有3个维度的时候它可以表达一个3D世界的方向。
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在 Galacean 引擎中,向量用来表示物体坐标(position)、旋转(rotation)、缩放(scale)、颜色(color)。
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```typescript
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import { Vector3 } from '@galacean/engine-math';
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// 创建默认三维向量,即 x,y,z 分量均为0
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const v1 = new Vector3();
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// 创建三维向量,并用给定值初始化 x,y,z 分量
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const v2 = new Vector3(1, 2, 3);
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// 设置指定值
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v1.set(1, 2, 2);
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// 获取各个分量
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const x = v1.x;
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const y = v1.y;
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const z = v1.z;
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// 向量相加,静态方式
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const out1 = new Vector3();
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Vector3.add(v1, v2, out1);
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// 向量相加,实例方式
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const out2 = v1.add(v2);
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// 向量的标量长度
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const len: number = v1.length();
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// 向量归一化
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v1.normalize();
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// 克隆一个向量
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const c1 = v1.clone();
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// 将向量的值克隆到另外一个向量
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const c2 = new Vector3();
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v1.cloneTo(c2);
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```
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## 四元数
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四元数是简单的超复数,而在图形引擎中,四元数主要用于三维旋转([四元数于三维旋转的关系](https://krasjet.github.io/quaternion/quaternion.pdf)),能够表示旋转的不止四元数,还有欧拉角、轴角、矩阵等形式,之所以选择四元数,主要有以下几个优势:
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- 解决了万向节死锁的问题
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- 只需要存储4个浮点数,相比矩阵来说更轻量
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- 无论是求逆、串联等操作,相比矩阵更为高效
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在 Galacean 引擎中,也是使用四元数来进行旋转相关运算,并提供欧拉角、矩阵等到四元数的转换API。
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```typescript
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import { Vector3, Quaternion, MathUtil } from '@galacean/engine-math';
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// 创建默认四元数,即 x,y,z 分量均为0,w 分量为1
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const q1 = new Quaternion();
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// 创建四元数,并用给定值初始化 x,y,z,w 分量
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const q2 = new Quaternion(1, 2, 3, 4);
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// 设置指定值
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q1.set(1, 2, 3, 4);
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// 判断两个四元数的值是否相等
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const isEqual: boolean = Quaternion.equals(q1, q2);
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const xRad = Math.PI * 0.2;
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const yRad = Math.PI * 0.5;
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const zRad = Math.PI * 0.3;
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// 根据 yaw(Y)、pitch(X)、roll(Z) 生成四元数
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const out1 = new Quaternion();
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Quaternion.rotationYawPitchRoll(yRad, xRad, zRad, out1);
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// 根据 x,y,z 轴的旋转欧拉角(弧度)生成四元数
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const out2 = new Quaternion();
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// 等价于 Quaternion.rotationYawPitchRoll(yRad, xRad, zRad, out2)
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Quaternion.rotationEuler(xRad, yRad, zRad, out2);
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// 绕 X、Y、Z 轴旋转生成四元数,我们以绕 X 轴为例
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const out3 = new Quaternion();
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Quaternion.rotationX(xRad, out3);
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// 当前四元数依次绕 X、Y、Z 轴旋转
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const q3 = new Quaternion();
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q3.rotateX(xRad).rotateY(yRad).rotateZ(zRad);
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// 获取当前四元数的欧拉角(弧度)
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const eulerV = new Vector3();
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q3.toEuler(eulerV);
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// 弧度转角度
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eulerV.scale(MathUtil.radToDegreeFactor);
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```
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## 矩阵
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在 3D 图形引擎中,计算可以在多个不同的笛卡尔坐标空间中执行,从一个坐标空间到另一个坐标空间需要使用变换矩阵,而我们数学库中的Matrix模块正是为提供这种能力而存在的。
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在 Galacean 中,矩阵采用的是和 webgl 标准一样的列矩阵,以 4*4 矩阵为例,16 个元素我们存储在一个如下数组中:
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```typescript
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const elements: Float32Array = new Float32Array(16);
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```
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最终的矩阵如下:
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$$
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\begin{bmatrix}
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elements[0] & elements[4] & elements[8] & elements[12] \\
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elements[1] & elements[5] & elements[9] & elements[13] \\
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elements[2] & elements[6] & elements[10] & elements[14] \\
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elements[3] & elements[7] & elements[11] & elements[15]
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\end{bmatrix}
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$$
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在 Galacean 引擎中,有局部坐标、全局坐标、观察坐标、裁剪坐标等,而物体在这些坐标之间的转换,正是通过转换矩阵来完成的。
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矩阵相乘的顺序为从右到左,比如我们想通过 model 矩阵和 view 矩阵计算 MV 矩阵,写法如下:
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```typescript
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Matrix.multiply(viewMatrix, modelMatrix, mvMatrix);
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```
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下面是一些矩阵中比较常用的功能说明:
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```typescript
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import { Vector3, Matrix3x3, Matrix } from '@galacean/engine-math';
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// 创建默认4x4矩阵,默认为单位矩阵
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const m1 = new Matrix();
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// 创建4x4矩阵,并按给定值初始化
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const m2 = new Matrix(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
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// 将 m2 设置为单位矩阵
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m2.identity();
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// 判断两个矩阵的值是否相等 true
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const isEqual1: boolean = Matrix.equals(m1, m2);
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// 矩阵相乘 静态方式
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const m3 = new Matrix(1, 2, 3.3, 4, 5, 6, 7, 8, 9, 10.9, 11, 12, 13, 14, 15, 16);
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const m4 = new Matrix(16, 15, 14, 13, 12, 11, 10, 9, 8.88, 7, 6, 5, 4, 3, 2, 1);
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const out1 = new Matrix();
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Matrix.multiply(m3, m4, out1);
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// 矩阵相乘,实例方式
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const out2 = m3.multiply(m4);
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// 判断两个矩阵的值是否相等 true
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const isEqual2: boolean = Matrix.equals(out1, out2);
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// 求矩阵行列式
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const m5 = new Matrix(1, 2, 3, 4, 5, 6, 7, 8, 9, 10.9, 11, 12, 13, 14, 15, 16);
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const det: number = m5.determinant();
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// 4x4矩阵转3x3矩阵
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const m6 = new Matrix3x3();
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m6.setValueByMatrix(m5);
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// 创建4x4矩阵,并按给定值初始化
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const m7 = new Matrix(1, 2, 3, 4, 5, 6, 7, 8, 9, 10.9, 11, 12, 13, 14, 15, 16);
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// 求矩阵的转置矩阵,静态方式
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Matrix.transpose(m7, m7);
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// 求矩阵的转置矩阵。实例方式
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m7.transpose();
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// 绕 Y 轴旋转生成4x4矩阵
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const axis = new Vector3(0, 1, 0);
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const out4 = new Matrix();
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Matrix.rotationAxisAngle(axis, Math.PI * 0.25, out4);
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// 从一个矩阵内获取旋转、缩放和位移
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const m8 = new Matrix(4.440892098500626e-16, 2, 0, 0, -2, 4.440892098500626e-16, 0, 0, 0, 0, 2, 0, 0, 10, 10, 1);
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// 用于存放位移
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const translate = new Vector3();
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// 用于存放缩放
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const scale = new Vector3();
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// 用于存放旋转
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const qua = new Quaternion();
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m8.decompose(translate, qua, scale);
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const rotation = new Vector3();
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// 根据拿到的旋转四元数获取每个轴的旋转弧度
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qua.toEuler(rotation);
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// 根据四元数生成旋转矩阵
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const m9 = new Matrix();
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Matrix.rotationQuaternion(qua, m9);
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// 根据旋转角度生成旋转矩阵
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const m10 = new Matrix();
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Matrix.rotationAxisAngle(new Vector3(0, 0, 1), Math.PI * 0.5, m10);
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// 根据缩放生成缩放矩阵
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const m11 = new Matrix();
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Matrix.scaling(scale, m11);
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// 根据位移生成位移矩阵
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const m12 = new Matrix();
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Matrix.translation(translate, m12);
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// 根据旋转、缩放、位移生成矩阵
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const m13 = new Matrix();
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Matrix.affineTransformation(scale, qua, translate, m13);
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```
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## Color
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```typescript
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import { Color } from "@galacean/engine-math";
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// 创建 Color 对象
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const color1 = new Color(1, 0.5, 0.5, 1);
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const color2 = new Color();
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color2.r = 1;
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color2.g = 0.5;
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color2.b = 0.5;
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color2.a = 1;
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// linear 空间转 sRGB 空间
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const gammaColor = new Color();
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color1.toSRGB(gammaColor);
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// sRGB 空间转 linear 空间
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const linearColor = new Color();
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color2.toLinear(linearColor);
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```
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## 平面
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我们可以通过一个向量(normal)和距离(distance)来确定一个平面,normal 表示平面基于坐标原点的方向,平面和 normal 垂直,distance 表示平面沿着 normal 方向距离坐标原点的距离。我们以垂直 Y 轴的平面,并且距离为 5 为例,图示如下:
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<Image src="https://mdn.alipayobjects.com/huamei_w6ifet/afts/img/A*1HMeRbPQv1kAAAAAAAAAAAAADjCHAQ/original" style={{zoom: "30%"}} />
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代码创建方式如下:
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```typescript
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const normal = new Vector3(0, 1, 0);
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const distance = 5;
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const plane = new Plane(normal, distance);
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```
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其他用法:
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```typescript
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import { Plane, Vector3 } from "@galacean/engine-math";
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// 通过三角形的三个顶点创建平面
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const point1 = new Vector3(0, 1, 0);
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const point2 = new Vector3(0, 1, 1);
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const point3 = new Vector3(1, 1, 0);
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const plane1 = new Plane();
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Plane.fromPoints(point1, point2, point3, plane1);
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// 通过平面的法线以及法线距离原点距离创建平面
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const plane2 = new Plane(new Vector3(0, 1, 0), -1);
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```
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## 包围盒
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Galacean 里面 BoundingBox 表示的是 AABB 包围盒(AABB(Axis-Aligned Bounding Box,轴对齐包围盒)是一种在计算机图形学和碰撞检测中常用的简单且高效的包围盒类型。它由一个最小点和一个最大点定义,这两个点构成一个与坐标轴对齐的矩形或长方体(在三维空间中))
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```typescript
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import { BoundingBox, BoundingSphere, Matrix, Vector3 } from "@galacean/engine-math";
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// 通过不同的方式创建同样的包围盒
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const box1 = new BoundingBox();
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const box2 = new BoundingBox();
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const box3 = new BoundingBox();
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// 通过中心点和盒子范围来创建
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BoundingBox.fromCenterAndExtent(new Vector3(0, 0, 0), new Vector3(1, 1, 1), box1);
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// 通过很多点来创建
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const points = [
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new Vector3(0, 0, 0),
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new Vector3(-1, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(0, 1, 0),
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new Vector3(0, 1, 1),
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new Vector3(1, 0, 1),
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new Vector3(0, 0.5, 0.5),
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new Vector3(0, -0.5, 0.5),
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new Vector3(0, -1, 0.5),
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new Vector3(0, 0, -1),
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];
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BoundingBox.fromPoints(points, box2);
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// 通过包围球来创建
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const sphere = new BoundingSphere(new Vector3(0, 0, 0), 1);
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BoundingBox.fromSphere(sphere, box3);
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// 通过矩阵来对包围盒进行变换
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const box = new BoundingBox(new Vector3(-1, -1, -1), new Vector3(1, 1, 1));
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const matrix = new Matrix(
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2, 0, 0, 0,
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0, 2, 0, 0,
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0, 0, 2, 0,
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1, 0.5, -1, 1
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);
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const newBox = new BoundingBox();
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BoundingBox.transform(box, matrix, newBox);
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// 合并两个包围盒 box1, box2 成为一个新的包围盒 box
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BoundingBox.merge(box1, box2, box);
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// 获取包围盒的中心点和范围
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const center = new Vector3();
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box.getCenter(center);
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const extent = new Vector3();
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box.getExtent(extent);
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// 获取包围盒的8个顶点
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const corners = [
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new Vector3(), new Vector3(), new Vector3(), new Vector3(),
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new Vector3(), new Vector3(), new Vector3(), new Vector3()
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];
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box.getCorners(corners);
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```
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## 包围球
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```typescript
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import { BoundingBox, BoundingSphere, Vector3 } from "@galacean/engine-math";
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// 通过不同方式来创建包围球
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const sphere1 = new BoundingSphere();
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const sphere2 = new BoundingSphere();
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// 通过很多点来创建
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const points = [
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new Vector3(0, 0, 0),
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new Vector3(-1, 0, 0),
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new Vector3(0, 0, 0),
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new Vector3(0, 1, 0),
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new Vector3(1, 1, 1),
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new Vector3(0, 0, 1),
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new Vector3(-1, -0.5, -0.5),
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new Vector3(0, -0.5, -0.5),
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new Vector3(1, 0, -1),
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new Vector3(0, -1, 0),
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];
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BoundingSphere.fromPoints(points, sphere1);
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// 通过包围盒来创建
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const box = new BoundingBox(new Vector3(-1, -1, -1), new Vector3(1, 1, 1));
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BoundingSphere.fromBox(box, sphere2);
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```
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## 视锥体
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```typescript
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import { BoundingBox, BoundingSphere, BoundingFrustum,Matrix, Vector3 } from "@galacean/engine-math";
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||
|
||
// 根据 VP 矩阵创建视锥体,实际项目中,一般从相机中获取 view matrix 和 projection matrix
|
||
const viewMatrix = new Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, -20, 1);
|
||
const projectionMatrix = new Matrix(0.03954802080988884, 0, 0, 0, 0, 0.10000000149011612, 0, 0, 0, 0, -0.0200200192630291, 0, -0, -0, -1.0020020008087158, 1);
|
||
const vpMatrix = new Matrix();
|
||
Matrix.multiply(projectionMatrix, viewMatrix, vpMatrix);
|
||
const frustum = new BoundingFrustum(vpMatrix);
|
||
|
||
// 判断是否和 AABB 包围盒相交
|
||
const box1 = new BoundingBox(new Vector3(-2, -2, -2), new Vector3(2, 2, 2));
|
||
const isIntersect1 = frustum.intersectsBox(box1);
|
||
const box2 = new BoundingBox(new Vector3(-32, -2, -2), new Vector3(-28, 2, 2));
|
||
const isIntersect2 = frustum.intersectsBox(box2);
|
||
|
||
// 判断是否和包围球相交
|
||
const sphere1 = new BoundingSphere();
|
||
BoundingSphere.fromBox(box1, sphere1);
|
||
const isIntersect3 = frustum.intersectsSphere(sphere1);
|
||
const sphere2 = new BoundingSphere();
|
||
BoundingSphere.fromBox(box2, sphere2);
|
||
const isIntersect4 = frustum.intersectsSphere(sphere2);
|
||
```
|
||
## 射线
|
||
射线表示从一个点(origin)出发,往指定方向(direct)发射的一个可以无限延伸的线,如下:
|
||
|
||
<Image src="https://mdn.alipayobjects.com/huamei_w6ifet/afts/img/A*w2XVQL-K4UEAAAAAAAAAAAAADjCHAQ/original" style={{zoom: "50%"}} />
|
||
|
||
射线支持的检测类型如下:
|
||
| 类型 | 解释 |
|
||
| :--- | :--- |
|
||
| [Plane](/apis/math/#Plane) | 检测射线到平面的距离,如果 -1 表示射线和平面不相交 |
|
||
| [BoundingSphere](/apis/math/#BoundingSphere) | 检测射线到球体的距离,如果 -1 表示射线和球体不相交 |
|
||
| [BoundingBox](/apis/math/#BoundingBox) | 检测射线到盒子的距离,如果 -1 表示射线和盒子不相交 |
|
||
|
||
```typescript
|
||
import { BoundingBox, BoundingSphere, Plane, Ray, Vector3 } from "@galacean/engine-math";
|
||
|
||
// 创建 ray
|
||
const ray = new Ray(new Vector3(0, 0, 0), new Vector3(0, 1, 0));
|
||
const plane = new Plane(new Vector3(0, 1, 0), -3);
|
||
// 判断射线是否和平面相交,相交的话 distance 为射线到平面距离,不相交的话 distance 为 -1
|
||
let distance = ray.intersectPlane(plane);
|
||
|
||
const sphere = new BoundingSphere(new Vector3(0, 5, 0), 1);
|
||
// 判断射线是否和包围球相交,相交的话 distance 为射线到平面距离,不相交的话 distance 为 -1
|
||
distance = ray.intersectSphere(sphere);
|
||
|
||
const box = new BoundingBox();
|
||
BoundingBox.fromCenterAndExtent(new Vector3(0, 20, 0), new Vector3(5, 5, 5), box);
|
||
// 判断射线是否和包围盒 (AABB) 相交,相交的话 distance 为射线到平面距离,不相交的话 distance 为 -1
|
||
distance = ray.intersectBox(box);
|
||
|
||
// 到射线起点指定距离的点
|
||
const out = new Vector3();
|
||
ray.getPoint(10, out);
|
||
|
||
```
|
||
|
||
## Rand
|
||
|
||
数学库新增了随机数生成器 `Rand` ,他基于 `xorshift128+` 算法实现(被同样应用在 V8,Safari 与 Firefox 中),是一种快速、高质量且周期完整的伪随机数生成算法。
|
||
|
||
```typescript
|
||
// 初始化随机数生成器实例
|
||
const rand = new Rand(0, 0xf3857f6f);
|
||
|
||
// 生成区间在[0, 0xffffffff)的随机整数
|
||
const num1 = rand.randomInt32();
|
||
const num2 = rand.randomInt32();
|
||
const num3 = rand.randomInt32();
|
||
|
||
// 生成区间在[0, 1)的随机数
|
||
const num4 = rand.random();
|
||
const num5 = rand.random();
|
||
const num6 = rand.random();
|
||
|
||
// 重置种子
|
||
rand.reset(0, 0x96aa4de3);
|
||
```
|
||
|
||
## CollisionUtil
|
||
CollisionUtil 中提供了大量用于碰撞、相交检测的函数,如下:
|
||
| 函数 | 解释 |
|
||
| :--- | :--- |
|
||
| intersectionPointThreePlanes | 计算 3 个平面相交的点 |
|
||
| distancePlaneAndPoint | 计算点到面的距离 |
|
||
| intersectsPlaneAndPoint | 检测点和面的空间位置关系:在平面的前面(法线方向为前)、在平面的后面、在平面上 |
|
||
| intersectsPlaneAndBox | 检测AABB包围盒和面的空间位置关系:在平面的前面(法线方向为前)、在平面的后面、和平面相交 |
|
||
| intersectsPlaneAndSphere | 检测球体和面的空间位置关系:在平面的前面(法线方向为前)、在平面的后面、和平面相交 |
|
||
| intersectsRayAndPlane | 检测平面和射线的距离,如果不相交,返回 -1 |
|
||
| intersectsRayAndBox | 检测AABB包围盒和射线的距离,如果不相交,返回 -1 |
|
||
| intersectsRayAndSphere | 检测球体和射线的距离,如果不相交,返回 -1 |
|
||
| intersectsBoxAndBox | 检测两个AABB包围盒是否相交 |
|
||
| intersectsSphereAndSphere | 检测两个球体是否相交 |
|
||
| intersectsSphereAndBox | 检测球体和AABB包围盒是否相交 |
|
||
| intersectsFrustumAndBox | 检测视锥体和AABB包围盒是否相交 |
|
||
| frustumContainsPoint | 检测点和视锥体的空间位置关系:在视锥体内部,和视锥体相交,在视锥体外部 |
|
||
| frustumContainsBox | 检测AABB包围盒和视锥体的空间位置关系:在视锥体内部,和视锥体相交,在视锥体外部 |
|
||
| frustumContainsSphere | 检测球体和视锥体的空间位置关系:在视锥体内部,和视锥体相交,在视锥体外部 |
|
||
|
||
|
||
```typescript
|
||
import {
|
||
BoundingBox,
|
||
BoundingSphere,
|
||
BoundingFrustum,
|
||
Matrix,
|
||
Plane,
|
||
Ray,
|
||
Vector3,
|
||
CollisionUtil
|
||
} from "@galacean/engine-math";
|
||
|
||
const plane = new Plane(new Vector3(0, 1, 0), -5);
|
||
const viewMatrix = new Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, -20, 1);
|
||
const projectionMatrix = new Matrix(0.03954802080988884, 0, 0, 0, 0, 0.10000000149011612, 0, 0, 0, 0, -0.0200200192630291, 0, -0, -0, -1.0020020008087158, 1);
|
||
const vpMatrix = new Matrix();
|
||
Matrix.multiply(projectionMatrix, viewMatrix, vpMatrix);
|
||
const frustum = new BoundingFrustum(vpMatrix);
|
||
|
||
// 点和面之间的距离
|
||
const point = new Vector3(0, 10, 0);
|
||
let distance = CollisionUtil.distancePlaneAndPoint(plane, point);
|
||
|
||
// 判断点和面的空间关系
|
||
const point1 = new Vector3(0, 10, 0);
|
||
const point2 = new Vector3(2, 5, -9);
|
||
const point3 = new Vector3(0, 3, 0);
|
||
const intersection1 = CollisionUtil.intersectsPlaneAndPoint(plane, point1);
|
||
const intersection2 = CollisionUtil.intersectsPlaneAndPoint(plane, point2);
|
||
const intersection3 = CollisionUtil.intersectsPlaneAndPoint(plane, point3);
|
||
|
||
// 判断面和包围盒的空间关系
|
||
const box1 = new BoundingBox(new Vector3(-1, 6, -2), new Vector3(1, 10, 3));
|
||
const box2 = new BoundingBox(new Vector3(-1, 5, -2), new Vector3(1, 10, 3));
|
||
const box3 = new BoundingBox(new Vector3(-1, 4, -2), new Vector3(1, 5, 3));
|
||
const box4 = new BoundingBox(new Vector3(-1, -5, -2), new Vector3(1, 4.9, 3));
|
||
const intersection11 = CollisionUtil.intersectsPlaneAndBox(plane, box1);
|
||
const intersection22 = CollisionUtil.intersectsPlaneAndBox(plane, box2);
|
||
const intersection33 = CollisionUtil.intersectsPlaneAndBox(plane, box3);
|
||
const intersection44 = CollisionUtil.intersectsPlaneAndBox(plane, box4);
|
||
|
||
// 判断射线和平面的空间关系
|
||
const ray1 = new Ray(new Vector3(0, 0, 0), new Vector3(0, 1, 0));
|
||
const ray2 = new Ray(new Vector3(0, 0, 0), new Vector3(0, -1, 0));
|
||
const distance1 = CollisionUtil.intersectsRayAndPlane(ray1, plane);
|
||
const distance2 = CollisionUtil.intersectsRayAndPlane(ray2, plane);
|
||
|
||
// 判断视锥体和包围盒的空间关系
|
||
const contain1 = CollisionUtil.frustumContainsBox(frustum, box1);
|
||
const contain2 = CollisionUtil.frustumContainsBox(frustum, box2);
|
||
const contain3 = CollisionUtil.frustumContainsBox(frustum, box3);
|
||
```
|