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esengine/packages/physics-rapier2d/src/components/Collider2DBase.ts

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/**
* Collider2D Base Component
* 2D
*/
import { Component, Property, Serialize } from '@esengine/ecs-framework';
import { CollisionLayer2D } from '../types/Physics2DTypes';
import type { Vector2 } from '../types/Physics2DTypes';
/**
* 2D
*
* 2D
*
*/
export abstract class Collider2DBase extends Component {
// ==================== 物理材质属性 ====================
/**
* [0, 1]
* 0 = 1 =
*/
@Serialize()
@Property({ type: 'number', label: 'Friction', min: 0, max: 1, step: 0.01 })
public friction: number = 0.5;
/**
* [0, 1]
* 0 = 1 =
*/
@Serialize()
@Property({ type: 'number', label: 'Restitution', min: 0, max: 1, step: 0.01 })
public restitution: number = 0;
/**
* (kg/m²)
*
*/
@Serialize()
@Property({ type: 'number', label: 'Density', min: 0.001, step: 0.1 })
public density: number = 1;
// ==================== 碰撞过滤 ====================
/**
*
*
*/
@Serialize()
@Property({ type: 'boolean', label: 'Is Trigger' })
public isTrigger: boolean = false;
/**
*
* 使
*/
@Serialize()
@Property({ type: 'collisionLayer', label: 'Collision Layer' })
public collisionLayer: number = CollisionLayer2D.Default;
/**
*
* 使
*/
@Serialize()
@Property({ type: 'collisionMask', label: 'Collision Mask' })
public collisionMask: number = CollisionLayer2D.All;
// ==================== 偏移 ====================
/**
* Transform
*/
@Serialize()
@Property({ type: 'vector2', label: 'Offset' })
public offset: Vector2 = { x: 0, y: 0 };
/**
* Transform
*/
@Serialize()
@Property({ type: 'number', label: 'Rotation Offset', min: -180, max: 180, step: 1 })
public rotationOffset: number = 0;
// ==================== 内部状态 ====================
/**
* Rapier
* @internal
*/
public _colliderHandle: number | null = null;
/**
* ID
* @internal
*/
public _attachedBodyEntityId: number | null = null;
/**
*
* @internal
*/
public _needsRebuild: boolean = false;
// ==================== 抽象方法 ====================
/**
*
*/
public abstract getShapeType(): string;
/**
*
*/
public abstract calculateArea(): number;
/**
* AABB
*/
public abstract calculateAABB(): { min: Vector2; max: Vector2 };
// ==================== API 方法 ====================
/**
*
* @param layer
*/
public setLayer(layer: CollisionLayer2D): void {
this.collisionLayer = layer;
this._needsRebuild = true;
}
/**
*
* @param layer
*/
public addLayer(layer: CollisionLayer2D): void {
this.collisionLayer |= layer;
this._needsRebuild = true;
}
/**
*
* @param layer
*/
public removeLayer(layer: CollisionLayer2D): void {
this.collisionLayer &= ~layer;
this._needsRebuild = true;
}
/**
*
* @param layer
*/
public isInLayer(layer: CollisionLayer2D): boolean {
return (this.collisionLayer & layer) !== 0;
}
/**
*
* @param mask
*/
public setCollisionMask(mask: number): void {
this.collisionMask = mask;
this._needsRebuild = true;
}
/**
*
* @param layer
*/
public canCollideWith(layer: CollisionLayer2D): boolean {
return (this.collisionMask & layer) !== 0;
}
/**
*
*/
public markNeedsRebuild(): void {
this._needsRebuild = true;
}
public override onRemovedFromEntity(): void {
this._colliderHandle = null;
this._attachedBodyEntityId = null;
}
}