281 lines
7.9 KiB
TypeScript
281 lines
7.9 KiB
TypeScript
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/**
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* TilemapCollider2D Component
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* Tilemap 碰撞体组件
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*
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* 将 TilemapComponent 的碰撞数据转换为物理碰撞体。
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* 使用优化算法合并相邻碰撞格子,减少碰撞体数量。
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*/
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import { Component, Property, Serialize, ECSComponent, Serializable } from '@esengine/ecs-framework';
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/**
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* 碰撞体生成模式
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*/
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export enum TilemapColliderMode {
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/** 每个碰撞格子单独创建碰撞体 */
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PerTile = 0,
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/** 合并相邻碰撞格子为更大的矩形 */
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Merged = 1,
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/** 只生成边缘碰撞体(优化性能) */
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EdgeOnly = 2,
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}
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/**
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* 合并后的碰撞矩形
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*/
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export interface CollisionRect {
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x: number;
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y: number;
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width: number;
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height: number;
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}
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/**
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* TilemapCollider2D 组件
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*
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* 自动从同一实体的 TilemapComponent 读取碰撞数据,
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* 并生成对应的物理碰撞体。
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*/
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@ECSComponent('TilemapCollider2D')
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@Serializable({ version: 1, typeId: 'TilemapCollider2D' })
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export class TilemapCollider2DComponent extends Component {
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/**
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* 碰撞体生成模式
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*/
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@Serialize()
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@Property({
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type: 'enum',
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label: 'Collider Mode',
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options: [
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{ label: 'Per Tile', value: TilemapColliderMode.PerTile },
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{ label: 'Merged', value: TilemapColliderMode.Merged },
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{ label: 'Edge Only', value: TilemapColliderMode.EdgeOnly },
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],
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})
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public colliderMode: TilemapColliderMode = TilemapColliderMode.Merged;
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/**
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* 碰撞层(该碰撞体所在的层)
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*/
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@Serialize()
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@Property({ type: 'collisionLayer', label: 'Collision Layer' })
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public collisionLayer: number = 1; // Default layer
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/**
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* 碰撞掩码(该碰撞体可以与哪些层碰撞)
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*/
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@Serialize()
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@Property({ type: 'collisionMask', label: 'Collision Mask' })
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public collisionMask: number = 0xFFFF; // All layers
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/**
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* 摩擦系数
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*/
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@Serialize()
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@Property({ type: 'number', label: 'Friction', min: 0, max: 1, step: 0.01 })
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public friction: number = 0.5;
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/**
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* 弹性系数
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*/
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@Serialize()
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@Property({ type: 'number', label: 'Restitution', min: 0, max: 1, step: 0.01 })
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public restitution: number = 0;
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/**
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* 是否为触发器
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*/
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@Serialize()
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@Property({ type: 'boolean', label: 'Is Trigger' })
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public isTrigger: boolean = false;
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/**
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* 生成的碰撞矩形缓存
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* @internal
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*/
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public _collisionRects: CollisionRect[] = [];
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/**
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* 碰撞体句柄列表
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* @internal
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*/
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public _colliderHandles: number[] = [];
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/**
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* 是否需要重建碰撞体
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* @internal
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*/
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public _needsRebuild: boolean = true;
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/**
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* 碰撞数据版本(用于检测变化)
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* @internal
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*/
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public _lastCollisionVersion: number = -1;
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/**
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* 从碰撞数据生成碰撞矩形
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* @param collisionData 碰撞数据数组
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* @param width 地图宽度(格子数)
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* @param height 地图高度(格子数)
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* @param tileWidth 格子宽度(像素)
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* @param tileHeight 格子高度(像素)
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*/
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public generateCollisionRects(
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collisionData: Uint32Array,
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width: number,
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height: number,
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tileWidth: number,
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tileHeight: number
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): CollisionRect[] {
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if (collisionData.length === 0) {
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this._collisionRects = [];
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return [];
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}
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switch (this.colliderMode) {
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case TilemapColliderMode.PerTile:
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this._collisionRects = this._generatePerTileRects(
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collisionData, width, height, tileWidth, tileHeight
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);
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break;
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case TilemapColliderMode.Merged:
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this._collisionRects = this._generateMergedRects(
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collisionData, width, height, tileWidth, tileHeight
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);
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break;
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case TilemapColliderMode.EdgeOnly:
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// Edge-only 模式暂时使用合并模式
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this._collisionRects = this._generateMergedRects(
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collisionData, width, height, tileWidth, tileHeight
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);
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break;
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}
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this._needsRebuild = true;
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return this._collisionRects;
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}
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/**
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* 每个格子单独生成矩形
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*/
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private _generatePerTileRects(
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collisionData: Uint32Array,
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width: number,
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height: number,
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tileWidth: number,
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tileHeight: number
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): CollisionRect[] {
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const rects: CollisionRect[] = [];
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for (let row = 0; row < height; row++) {
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for (let col = 0; col < width; col++) {
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if (collisionData[row * width + col] > 0) {
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rects.push({
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x: col * tileWidth,
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y: row * tileHeight,
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width: tileWidth,
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height: tileHeight,
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});
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}
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}
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}
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return rects;
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}
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/**
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* 合并相邻格子生成更大的矩形(贪心算法)
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*
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* 使用行优先扫描,合并水平相邻的碰撞格子,
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* 然后尝试垂直合并相同宽度的矩形。
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*/
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private _generateMergedRects(
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collisionData: Uint32Array,
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width: number,
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height: number,
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tileWidth: number,
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tileHeight: number
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): CollisionRect[] {
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// 创建已处理标记数组
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const processed = new Array(width * height).fill(false);
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const rects: CollisionRect[] = [];
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for (let row = 0; row < height; row++) {
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for (let col = 0; col < width; col++) {
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const index = row * width + col;
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// 跳过已处理或无碰撞的格子
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if (processed[index] || collisionData[index] === 0) {
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continue;
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}
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// 找到水平方向最大范围
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let endCol = col;
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while (
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endCol < width &&
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collisionData[row * width + endCol] > 0 &&
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!processed[row * width + endCol]
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) {
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endCol++;
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}
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const rectWidth = endCol - col;
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// 找到垂直方向最大范围(保持相同宽度)
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let endRow = row;
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let canExtend = true;
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while (canExtend && endRow < height) {
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// 检查这一行是否都有碰撞且未处理
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for (let c = col; c < endCol; c++) {
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const idx = endRow * width + c;
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if (collisionData[idx] === 0 || processed[idx]) {
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canExtend = false;
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break;
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}
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}
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if (canExtend) {
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endRow++;
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}
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}
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const rectHeight = endRow - row;
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// 标记所有包含的格子为已处理
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for (let r = row; r < endRow; r++) {
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for (let c = col; c < endCol; c++) {
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processed[r * width + c] = true;
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}
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}
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// 添加合并后的矩形
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rects.push({
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x: col * tileWidth,
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y: row * tileHeight,
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width: rectWidth * tileWidth,
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height: rectHeight * tileHeight,
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});
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}
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}
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return rects;
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}
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/**
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* 获取碰撞矩形数量
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*/
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public getCollisionRectCount(): number {
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return this._collisionRects.length;
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}
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/**
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* 标记需要重建
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*/
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public markNeedsRebuild(): void {
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this._needsRebuild = true;
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}
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public override onRemovedFromEntity(): void {
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this._collisionRects = [];
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this._colliderHandles = [];
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}
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}
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