优化spatialHash与修复ArcadeRigidbody报错
This commit is contained in:
12
source/bin/framework.d.ts
vendored
12
source/bin/framework.d.ts
vendored
@@ -760,7 +760,7 @@ declare module es {
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_elasticity: number;
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_elasticity: number;
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_friction: number;
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_friction: number;
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_glue: number;
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_glue: number;
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_inverseMass: any;
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_inverseMass: number;
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_collider: Collider;
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_collider: Collider;
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constructor();
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constructor();
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/**
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/**
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@@ -869,15 +869,15 @@ declare module es {
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}
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}
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declare module es {
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declare module es {
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/**
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/**
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* 只向itriggerlistener报告冲突的移动器
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* 移动时考虑到碰撞,只用于向任何ITriggerListeners报告。
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* 该对象将始终移动完整的距离
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* 物体总是会全量移动,所以如果需要的话,由调用者在撞击时销毁它。
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*/
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*/
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class ProjectileMover extends Component {
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class ProjectileMover extends Component {
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private _tempTriggerList;
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private _tempTriggerList;
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private _collider;
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private _collider;
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onAddedToEntity(): void;
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onAddedToEntity(): void;
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/**
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/**
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* 移动考虑碰撞的实体
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* 在考虑到碰撞的情况下移动实体
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* @param motion
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* @param motion
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*/
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*/
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move(motion: Vector2): boolean;
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move(motion: Vector2): boolean;
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@@ -2567,7 +2567,7 @@ declare module es {
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* 它的主要目的是将int、int x、y坐标散列到单个Uint32键中,使用O(1)查找。
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* 它的主要目的是将int、int x、y坐标散列到单个Uint32键中,使用O(1)查找。
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*/
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*/
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class NumberDictionary {
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class NumberDictionary {
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_store: Map<string, Collider[]>;
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_store: Map<number, Collider[]>;
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add(x: number, y: number, list: Collider[]): void;
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add(x: number, y: number, list: Collider[]): void;
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/**
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/**
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* 使用蛮力方法从字典存储列表中移除碰撞器
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* 使用蛮力方法从字典存储列表中移除碰撞器
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@@ -2575,7 +2575,7 @@ declare module es {
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*/
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*/
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remove(obj: Collider): void;
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remove(obj: Collider): void;
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tryGetValue(x: number, y: number): Collider[];
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tryGetValue(x: number, y: number): Collider[];
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getKey(x: number, y: number): string;
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getKey(x: number, y: number): number;
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/**
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/**
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* 清除字典数据
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* 清除字典数据
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*/
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*/
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@@ -1604,10 +1604,15 @@ var es;
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* 如果为真,则每一帧都会考虑到Physics.gravity
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* 如果为真,则每一帧都会考虑到Physics.gravity
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*/
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*/
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_this.shouldUseGravity = true;
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_this.shouldUseGravity = true;
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/**
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* 该刚体的速度
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*/
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_this.velocity = new es.Vector2();
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_this._mass = 10;
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_this._mass = 10;
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_this._elasticity = 0.5;
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_this._elasticity = 0.5;
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_this._friction = 0.5;
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_this._friction = 0.5;
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_this._glue = 0.01;
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_this._glue = 0.01;
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_this._inverseMass = 0;
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_this._inverseMass = 1 / _this._mass;
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_this._inverseMass = 1 / _this._mass;
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return _this;
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return _this;
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}
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}
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@@ -1717,7 +1722,8 @@ var es;
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*/
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*/
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ArcadeRigidbody.prototype.addImpulse = function (force) {
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ArcadeRigidbody.prototype.addImpulse = function (force) {
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if (!this.isImmovable) {
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if (!this.isImmovable) {
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this.velocity.add(new es.Vector2(force.x * 100000, force.y * 100000).multiply(new es.Vector2(this._inverseMass * es.Time.deltaTime)));
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this.velocity = es.Vector2.add(this.velocity, es.Vector2.multiply(force, new es.Vector2(100000))
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.multiply(new es.Vector2(this._inverseMass * es.Time.deltaTime)));
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}
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}
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};
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};
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ArcadeRigidbody.prototype.onAddedToEntity = function () {
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ArcadeRigidbody.prototype.onAddedToEntity = function () {
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@@ -1733,8 +1739,8 @@ var es;
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return;
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return;
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}
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}
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if (this.shouldUseGravity)
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if (this.shouldUseGravity)
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this.velocity.add(es.Vector2.multiply(es.Physics.gravity, new es.Vector2(es.Time.deltaTime)));
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this.velocity = es.Vector2.add(this.velocity, es.Vector2.multiply(es.Physics.gravity, new es.Vector2(es.Time.deltaTime)));
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this.entity.transform.position.add(es.Vector2.multiply(this.velocity, new es.Vector2(es.Time.deltaTime)));
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this.entity.transform.position = es.Vector2.add(this.entity.transform.position, es.Vector2.multiply(this.velocity, new es.Vector2(es.Time.deltaTime)));
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var collisionResult = new es.CollisionResult();
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var collisionResult = new es.CollisionResult();
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// 捞取我们在新的位置上可能会碰撞到的任何东西
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// 捞取我们在新的位置上可能会碰撞到的任何东西
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var neighbors = es.Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value);
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var neighbors = es.Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value);
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@@ -1742,7 +1748,7 @@ var es;
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for (var neighbors_1 = __values(neighbors), neighbors_1_1 = neighbors_1.next(); !neighbors_1_1.done; neighbors_1_1 = neighbors_1.next()) {
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for (var neighbors_1 = __values(neighbors), neighbors_1_1 = neighbors_1.next(); !neighbors_1_1.done; neighbors_1_1 = neighbors_1.next()) {
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var neighbor = neighbors_1_1.value;
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var neighbor = neighbors_1_1.value;
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// 如果邻近的对撞机是同一个实体,则忽略它
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// 如果邻近的对撞机是同一个实体,则忽略它
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if (neighbor.entity == this.entity) {
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if (neighbor.entity.equals(this.entity)) {
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continue;
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continue;
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}
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}
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if (this._collider.collidesWithNonMotion(neighbor, collisionResult)) {
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if (this._collider.collidesWithNonMotion(neighbor, collisionResult)) {
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@@ -1754,10 +1760,10 @@ var es;
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}
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}
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else {
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else {
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// 没有ArcadeRigidbody,所以我们假设它是不动的,只移动我们自己的
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// 没有ArcadeRigidbody,所以我们假设它是不动的,只移动我们自己的
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this.entity.transform.position.subtract(collisionResult.minimumTranslationVector);
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this.entity.transform.position = es.Vector2.subtract(this.entity.transform.position, collisionResult.minimumTranslationVector);
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var relativeVelocity = this.velocity.clone();
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var relativeVelocity = this.velocity.clone();
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this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity);
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this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity);
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this.velocity.add(relativeVelocity);
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this.velocity = es.Vector2.add(this.velocity, relativeVelocity);
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}
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}
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}
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}
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}
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}
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@@ -1777,14 +1783,14 @@ var es;
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*/
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*/
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ArcadeRigidbody.prototype.processOverlap = function (other, minimumTranslationVector) {
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ArcadeRigidbody.prototype.processOverlap = function (other, minimumTranslationVector) {
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if (this.isImmovable) {
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if (this.isImmovable) {
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other.entity.transform.position.add(minimumTranslationVector);
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other.entity.transform.position = es.Vector2.add(other.entity.transform.position, minimumTranslationVector);
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}
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}
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else if (other.isImmovable) {
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else if (other.isImmovable) {
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this.entity.transform.position.subtract(minimumTranslationVector);
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this.entity.transform.position = es.Vector2.subtract(this.entity.transform.position, minimumTranslationVector);
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}
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}
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else {
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else {
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this.entity.transform.position.subtract(es.Vector2.multiply(minimumTranslationVector, es.Vector2Ext.halfVector()));
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this.entity.transform.position = es.Vector2.subtract(this.entity.transform.position, es.Vector2.multiply(minimumTranslationVector, es.Vector2Ext.halfVector()));
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other.entity.transform.position.add(es.Vector2.multiply(minimumTranslationVector, es.Vector2Ext.halfVector()));
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other.entity.transform.position = es.Vector2.add(other.entity.transform.position, es.Vector2.multiply(minimumTranslationVector, es.Vector2Ext.halfVector()));
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}
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}
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};
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};
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/**
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/**
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@@ -1802,8 +1808,8 @@ var es;
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var totalinverseMass = this._inverseMass + other._inverseMass;
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var totalinverseMass = this._inverseMass + other._inverseMass;
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var ourResponseFraction = this._inverseMass / totalinverseMass;
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var ourResponseFraction = this._inverseMass / totalinverseMass;
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var otherResponseFraction = other._inverseMass / totalinverseMass;
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var otherResponseFraction = other._inverseMass / totalinverseMass;
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this.velocity.add(es.Vector2.multiply(relativeVelocity, new es.Vector2(ourResponseFraction)));
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this.velocity = es.Vector2.add(this.velocity, new es.Vector2(relativeVelocity.x * ourResponseFraction, relativeVelocity.y * ourResponseFraction));
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other.velocity.subtract(es.Vector2.multiply(relativeVelocity, new es.Vector2(otherResponseFraction)));
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other.velocity = es.Vector2.subtract(other.velocity, new es.Vector2(relativeVelocity.x * otherResponseFraction, relativeVelocity.y * otherResponseFraction));
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};
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};
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/**
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/**
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* 给定两个物体和MTV之间的相对速度,本方法修改相对速度,使其成为碰撞响应
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* 给定两个物体和MTV之间的相对速度,本方法修改相对速度,使其成为碰撞响应
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@@ -1819,7 +1825,7 @@ var es;
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// 速度是沿碰撞法线和碰撞平面分解的。
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// 速度是沿碰撞法线和碰撞平面分解的。
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// 弹性将影响沿法线的响应(法线速度分量),摩擦力将影响速度的切向分量(切向速度分量)
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// 弹性将影响沿法线的响应(法线速度分量),摩擦力将影响速度的切向分量(切向速度分量)
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var n = es.Vector2.dot(relativeVelocity, normal);
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var n = es.Vector2.dot(relativeVelocity, normal);
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var normalVelocityComponent = es.Vector2.multiply(normal, new es.Vector2(n));
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var normalVelocityComponent = new es.Vector2(normal.x * n, normal.y * n);
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var tangentialVelocityComponent = es.Vector2.subtract(relativeVelocity, normalVelocityComponent);
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var tangentialVelocityComponent = es.Vector2.subtract(relativeVelocity, normalVelocityComponent);
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if (n > 0)
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if (n > 0)
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normalVelocityComponent = es.Vector2.zero;
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normalVelocityComponent = es.Vector2.zero;
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@@ -1828,7 +1834,11 @@ var es;
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if (tangentialVelocityComponent.lengthSquared() < this._glue)
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if (tangentialVelocityComponent.lengthSquared() < this._glue)
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coefficientOfFriction = 1.01;
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coefficientOfFriction = 1.01;
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// 弹性影响速度的法向分量,摩擦力影响速度的切向分量
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// 弹性影响速度的法向分量,摩擦力影响速度的切向分量
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responseVelocity = es.Vector2.multiply(new es.Vector2(-(1 + this._elasticity)), normalVelocityComponent).subtract(es.Vector2.multiply(new es.Vector2(coefficientOfFriction), tangentialVelocityComponent));
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var t = es.Vector2.multiply(new es.Vector2((1 + this._elasticity)), normalVelocityComponent)
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.multiply(new es.Vector2(-1))
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.subtract(es.Vector2.multiply(new es.Vector2(coefficientOfFriction), tangentialVelocityComponent));
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responseVelocity.x = t.x;
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relativeVelocity.y = t.y;
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};
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};
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return ArcadeRigidbody;
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return ArcadeRigidbody;
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}(es.Component));
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}(es.Component));
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@@ -1947,8 +1957,8 @@ var es;
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var es;
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var es;
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(function (es) {
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(function (es) {
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/**
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/**
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* 只向itriggerlistener报告冲突的移动器
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* 移动时考虑到碰撞,只用于向任何ITriggerListeners报告。
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* 该对象将始终移动完整的距离
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* 物体总是会全量移动,所以如果需要的话,由调用者在撞击时销毁它。
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*/
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*/
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var ProjectileMover = /** @class */ (function (_super) {
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var ProjectileMover = /** @class */ (function (_super) {
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__extends(ProjectileMover, _super);
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__extends(ProjectileMover, _super);
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@@ -1960,27 +1970,37 @@ var es;
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ProjectileMover.prototype.onAddedToEntity = function () {
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ProjectileMover.prototype.onAddedToEntity = function () {
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this._collider = this.entity.getComponent(es.Collider);
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this._collider = this.entity.getComponent(es.Collider);
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if (!this._collider)
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if (!this._collider)
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console.warn("ProjectileMover has no Collider. ProjectilMover requires a Collider!");
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console.warn("ProjectileMover没有Collider。ProjectilMover需要一个Collider!");
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};
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};
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/**
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/**
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* 移动考虑碰撞的实体
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* 在考虑到碰撞的情况下移动实体
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* @param motion
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* @param motion
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*/
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*/
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ProjectileMover.prototype.move = function (motion) {
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ProjectileMover.prototype.move = function (motion) {
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if (!this._collider)
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var e_2, _a;
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if (this._collider == null)
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return false;
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return false;
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var didCollide = false;
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var didCollide = false;
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// 获取我们在新位置可能发生碰撞的任何东西
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// 获取我们在新的位置上可能会碰撞到的任何东西
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this.entity.position = es.Vector2.add(this.entity.position, motion);
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this.entity.position = es.Vector2.add(this.entity.position, motion);
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// 获取任何可能在新位置发生碰撞的东西
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// 获取任何可能在新位置发生碰撞的东西
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var neighbors = es.Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers.value);
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var neighbors = es.Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers.value);
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for (var i = 0; i < neighbors.size; i++) {
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try {
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var neighbor = neighbors[i];
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for (var neighbors_2 = __values(neighbors), neighbors_2_1 = neighbors_2.next(); !neighbors_2_1.done; neighbors_2_1 = neighbors_2.next()) {
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if (this._collider.overlaps(neighbor) && neighbor.enabled) {
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var neighbor = neighbors_2_1.value;
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didCollide = true;
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if (this._collider.overlaps(neighbor) && neighbor.enabled) {
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this.notifyTriggerListeners(this._collider, neighbor);
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didCollide = true;
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this.notifyTriggerListeners(this._collider, neighbor);
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}
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}
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}
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}
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}
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catch (e_2_1) { e_2 = { error: e_2_1 }; }
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finally {
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try {
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if (neighbors_2_1 && !neighbors_2_1.done && (_a = neighbors_2.return)) _a.call(neighbors_2);
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}
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finally { if (e_2) throw e_2.error; }
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}
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return didCollide;
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return didCollide;
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};
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};
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ProjectileMover.prototype.notifyTriggerListeners = function (self, other) {
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ProjectileMover.prototype.notifyTriggerListeners = function (self, other) {
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@@ -3533,19 +3553,19 @@ var es;
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* @param array
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* @param array
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*/
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*/
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FastList.prototype.addRange = function (array) {
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FastList.prototype.addRange = function (array) {
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var e_2, _a;
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var e_3, _a;
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try {
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try {
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for (var array_1 = __values(array), array_1_1 = array_1.next(); !array_1_1.done; array_1_1 = array_1.next()) {
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for (var array_1 = __values(array), array_1_1 = array_1.next(); !array_1_1.done; array_1_1 = array_1.next()) {
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var item = array_1_1.value;
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var item = array_1_1.value;
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this.add(item);
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this.add(item);
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}
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}
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}
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}
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catch (e_2_1) { e_2 = { error: e_2_1 }; }
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catch (e_3_1) { e_3 = { error: e_3_1 }; }
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finally {
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finally {
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try {
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try {
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if (array_1_1 && !array_1_1.done && (_a = array_1.return)) _a.call(array_1);
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if (array_1_1 && !array_1_1.done && (_a = array_1.return)) _a.call(array_1);
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}
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}
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finally { if (e_2) throw e_2.error; }
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finally { if (e_3) throw e_3.error; }
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}
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}
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};
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};
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/**
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/**
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@@ -6025,7 +6045,7 @@ var es;
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*/
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*/
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Physics.boxcastBroadphaseExcludingSelfNonRect = function (collider, layerMask) {
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Physics.boxcastBroadphaseExcludingSelfNonRect = function (collider, layerMask) {
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if (layerMask === void 0) { layerMask = this.allLayers; }
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if (layerMask === void 0) { layerMask = this.allLayers; }
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var bounds = collider.bounds;
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var bounds = collider.bounds.clone();
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return this._spatialHash.aabbBroadphase(bounds, collider, layerMask);
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return this._spatialHash.aabbBroadphase(bounds, collider, layerMask);
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};
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};
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/**
|
/**
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@@ -6284,7 +6304,7 @@ var es;
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* @param layerMask
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* @param layerMask
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*/
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*/
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SpatialHash.prototype.overlapCircle = function (circleCenter, radius, results, layerMask) {
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SpatialHash.prototype.overlapCircle = function (circleCenter, radius, results, layerMask) {
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var e_3, _a;
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var e_4, _a;
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var bounds = new es.Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
|
var bounds = new es.Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
|
||||||
this._overlapTestCircle.radius = radius;
|
this._overlapTestCircle.radius = radius;
|
||||||
this._overlapTestCircle.position = circleCenter;
|
this._overlapTestCircle.position = circleCenter;
|
||||||
@@ -6317,12 +6337,12 @@ var es;
|
|||||||
return resultCounter;
|
return resultCounter;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
catch (e_3_1) { e_3 = { error: e_3_1 }; }
|
catch (e_4_1) { e_4 = { error: e_4_1 }; }
|
||||||
finally {
|
finally {
|
||||||
try {
|
try {
|
||||||
if (potentials_1_1 && !potentials_1_1.done && (_a = potentials_1.return)) _a.call(potentials_1);
|
if (potentials_1_1 && !potentials_1_1.done && (_a = potentials_1.return)) _a.call(potentials_1);
|
||||||
}
|
}
|
||||||
finally { if (e_3) throw e_3.error; }
|
finally { if (e_4) throw e_4.error; }
|
||||||
}
|
}
|
||||||
return resultCounter;
|
return resultCounter;
|
||||||
};
|
};
|
||||||
@@ -6381,7 +6401,7 @@ var es;
|
|||||||
return this._store.get(this.getKey(x, y));
|
return this._store.get(this.getKey(x, y));
|
||||||
};
|
};
|
||||||
NumberDictionary.prototype.getKey = function (x, y) {
|
NumberDictionary.prototype.getKey = function (x, y) {
|
||||||
return x + "_" + y;
|
return x << 16 | (y >>> 0);
|
||||||
};
|
};
|
||||||
/**
|
/**
|
||||||
* 清除字典数据
|
* 清除字典数据
|
||||||
@@ -9546,7 +9566,7 @@ var linq;
|
|||||||
* 创建一个Set从一个Enumerable.List< T>。
|
* 创建一个Set从一个Enumerable.List< T>。
|
||||||
*/
|
*/
|
||||||
List.prototype.toSet = function () {
|
List.prototype.toSet = function () {
|
||||||
var e_4, _a;
|
var e_5, _a;
|
||||||
var result = new Set();
|
var result = new Set();
|
||||||
try {
|
try {
|
||||||
for (var _b = __values(this._elements), _c = _b.next(); !_c.done; _c = _b.next()) {
|
for (var _b = __values(this._elements), _c = _b.next(); !_c.done; _c = _b.next()) {
|
||||||
@@ -9554,12 +9574,12 @@ var linq;
|
|||||||
result.add(x);
|
result.add(x);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
catch (e_4_1) { e_4 = { error: e_4_1 }; }
|
catch (e_5_1) { e_5 = { error: e_5_1 }; }
|
||||||
finally {
|
finally {
|
||||||
try {
|
try {
|
||||||
if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
|
if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
|
||||||
}
|
}
|
||||||
finally { if (e_4) throw e_4.error; }
|
finally { if (e_5) throw e_5.error; }
|
||||||
}
|
}
|
||||||
return result;
|
return result;
|
||||||
};
|
};
|
||||||
|
|||||||
2
source/bin/framework.min.js
vendored
2
source/bin/framework.min.js
vendored
File diff suppressed because one or more lines are too long
@@ -54,7 +54,7 @@ module es {
|
|||||||
/**
|
/**
|
||||||
* 该刚体的速度
|
* 该刚体的速度
|
||||||
*/
|
*/
|
||||||
public velocity: Vector2;
|
public velocity: Vector2 = new Vector2();
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 质量为0的刚体被认为是不可移动的。改变速度和碰撞对它们没有影响
|
* 质量为0的刚体被认为是不可移动的。改变速度和碰撞对它们没有影响
|
||||||
@@ -67,7 +67,7 @@ module es {
|
|||||||
public _elasticity = 0.5;
|
public _elasticity = 0.5;
|
||||||
public _friction = 0.5;
|
public _friction = 0.5;
|
||||||
public _glue = 0.01;
|
public _glue = 0.01;
|
||||||
public _inverseMass;
|
public _inverseMass: number = 0;
|
||||||
public _collider: Collider;
|
public _collider: Collider;
|
||||||
|
|
||||||
constructor(){
|
constructor(){
|
||||||
@@ -122,7 +122,8 @@ module es {
|
|||||||
*/
|
*/
|
||||||
public addImpulse(force: Vector2) {
|
public addImpulse(force: Vector2) {
|
||||||
if (!this.isImmovable) {
|
if (!this.isImmovable) {
|
||||||
this.velocity.add(new Vector2(force.x * 100000, force.y * 100000).multiply(new Vector2(this._inverseMass * Time.deltaTime)));
|
this.velocity = Vector2.add(this.velocity, Vector2.multiply(force, new Vector2(100000))
|
||||||
|
.multiply(new Vector2(this._inverseMass * Time.deltaTime)));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -140,16 +141,16 @@ module es {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (this.shouldUseGravity)
|
if (this.shouldUseGravity)
|
||||||
this.velocity.add(Vector2.multiply(Physics.gravity, new Vector2(Time.deltaTime)));
|
this.velocity = Vector2.add(this.velocity, Vector2.multiply(Physics.gravity, new Vector2(Time.deltaTime)));
|
||||||
|
|
||||||
this.entity.transform.position.add(Vector2.multiply(this.velocity, new Vector2(Time.deltaTime)));
|
this.entity.transform.position = Vector2.add(this.entity.transform.position, Vector2.multiply(this.velocity, new Vector2(Time.deltaTime)));
|
||||||
let collisionResult = new CollisionResult();
|
let collisionResult = new CollisionResult();
|
||||||
|
|
||||||
// 捞取我们在新的位置上可能会碰撞到的任何东西
|
// 捞取我们在新的位置上可能会碰撞到的任何东西
|
||||||
let neighbors = Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value);
|
let neighbors = Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value);
|
||||||
for (let neighbor of neighbors) {
|
for (let neighbor of neighbors) {
|
||||||
// 如果邻近的对撞机是同一个实体,则忽略它
|
// 如果邻近的对撞机是同一个实体,则忽略它
|
||||||
if (neighbor.entity == this.entity) {
|
if (neighbor.entity.equals(this.entity)) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -161,10 +162,10 @@ module es {
|
|||||||
this.processCollision(neighborRigidbody, collisionResult.minimumTranslationVector);
|
this.processCollision(neighborRigidbody, collisionResult.minimumTranslationVector);
|
||||||
} else {
|
} else {
|
||||||
// 没有ArcadeRigidbody,所以我们假设它是不动的,只移动我们自己的
|
// 没有ArcadeRigidbody,所以我们假设它是不动的,只移动我们自己的
|
||||||
this.entity.transform.position.subtract(collisionResult.minimumTranslationVector);
|
this.entity.transform.position = Vector2.subtract(this.entity.transform.position, collisionResult.minimumTranslationVector);
|
||||||
let relativeVelocity = this.velocity.clone();
|
let relativeVelocity = this.velocity.clone();
|
||||||
this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity);
|
this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity);
|
||||||
this.velocity.add(relativeVelocity);
|
this.velocity = Vector2.add(this.velocity, relativeVelocity);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -177,12 +178,12 @@ module es {
|
|||||||
*/
|
*/
|
||||||
public processOverlap(other: ArcadeRigidbody, minimumTranslationVector: Vector2) {
|
public processOverlap(other: ArcadeRigidbody, minimumTranslationVector: Vector2) {
|
||||||
if (this.isImmovable) {
|
if (this.isImmovable) {
|
||||||
other.entity.transform.position.add(minimumTranslationVector);
|
other.entity.transform.position = Vector2.add(other.entity.transform.position, minimumTranslationVector);
|
||||||
}else if(other.isImmovable) {
|
}else if(other.isImmovable) {
|
||||||
this.entity.transform.position.subtract(minimumTranslationVector);
|
this.entity.transform.position = Vector2.subtract(this.entity.transform.position, minimumTranslationVector);
|
||||||
} else {
|
} else {
|
||||||
this.entity.transform.position.subtract(Vector2.multiply(minimumTranslationVector, Vector2Ext.halfVector()));
|
this.entity.transform.position = Vector2.subtract(this.entity.transform.position, Vector2.multiply(minimumTranslationVector, Vector2Ext.halfVector()));
|
||||||
other.entity.transform.position.add(Vector2.multiply(minimumTranslationVector, Vector2Ext.halfVector()));
|
other.entity.transform.position = Vector2.add(other.entity.transform.position, Vector2.multiply(minimumTranslationVector, Vector2Ext.halfVector()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -204,8 +205,8 @@ module es {
|
|||||||
let ourResponseFraction = this._inverseMass / totalinverseMass;
|
let ourResponseFraction = this._inverseMass / totalinverseMass;
|
||||||
let otherResponseFraction = other._inverseMass / totalinverseMass;
|
let otherResponseFraction = other._inverseMass / totalinverseMass;
|
||||||
|
|
||||||
this.velocity.add(Vector2.multiply(relativeVelocity, new Vector2(ourResponseFraction)));
|
this.velocity = Vector2.add(this.velocity, new Vector2(relativeVelocity.x * ourResponseFraction, relativeVelocity.y * ourResponseFraction));
|
||||||
other.velocity.subtract(Vector2.multiply(relativeVelocity, new Vector2(otherResponseFraction)));
|
other.velocity = Vector2.subtract(other.velocity, new Vector2(relativeVelocity.x * otherResponseFraction, relativeVelocity.y * otherResponseFraction));
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -223,7 +224,7 @@ module es {
|
|||||||
// 弹性将影响沿法线的响应(法线速度分量),摩擦力将影响速度的切向分量(切向速度分量)
|
// 弹性将影响沿法线的响应(法线速度分量),摩擦力将影响速度的切向分量(切向速度分量)
|
||||||
let n = Vector2.dot(relativeVelocity, normal);
|
let n = Vector2.dot(relativeVelocity, normal);
|
||||||
|
|
||||||
let normalVelocityComponent = Vector2.multiply(normal, new Vector2(n));
|
let normalVelocityComponent = new Vector2(normal.x * n, normal.y * n);
|
||||||
let tangentialVelocityComponent = Vector2.subtract(relativeVelocity, normalVelocityComponent);
|
let tangentialVelocityComponent = Vector2.subtract(relativeVelocity, normalVelocityComponent);
|
||||||
|
|
||||||
if (n > 0)
|
if (n > 0)
|
||||||
@@ -235,7 +236,11 @@ module es {
|
|||||||
coefficientOfFriction = 1.01;
|
coefficientOfFriction = 1.01;
|
||||||
|
|
||||||
// 弹性影响速度的法向分量,摩擦力影响速度的切向分量
|
// 弹性影响速度的法向分量,摩擦力影响速度的切向分量
|
||||||
responseVelocity = Vector2.multiply(new Vector2(-(1 + this._elasticity)), normalVelocityComponent).subtract(Vector2.multiply(new Vector2(coefficientOfFriction), tangentialVelocityComponent));
|
let t = Vector2.multiply(new Vector2((1 + this._elasticity)), normalVelocityComponent)
|
||||||
|
.multiply(new Vector2(-1))
|
||||||
|
.subtract(Vector2.multiply(new Vector2(coefficientOfFriction), tangentialVelocityComponent));
|
||||||
|
responseVelocity.x = t.x;
|
||||||
|
relativeVelocity.y = t.y;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,7 +1,7 @@
|
|||||||
module es {
|
module es {
|
||||||
/**
|
/**
|
||||||
* 只向itriggerlistener报告冲突的移动器
|
* 移动时考虑到碰撞,只用于向任何ITriggerListeners报告。
|
||||||
* 该对象将始终移动完整的距离
|
* 物体总是会全量移动,所以如果需要的话,由调用者在撞击时销毁它。
|
||||||
*/
|
*/
|
||||||
export class ProjectileMover extends Component {
|
export class ProjectileMover extends Component {
|
||||||
private _tempTriggerList: ITriggerListener[] = [];
|
private _tempTriggerList: ITriggerListener[] = [];
|
||||||
@@ -10,26 +10,25 @@ module es {
|
|||||||
public onAddedToEntity() {
|
public onAddedToEntity() {
|
||||||
this._collider = this.entity.getComponent<Collider>(Collider);
|
this._collider = this.entity.getComponent<Collider>(Collider);
|
||||||
if (!this._collider)
|
if (!this._collider)
|
||||||
console.warn("ProjectileMover has no Collider. ProjectilMover requires a Collider!");
|
console.warn("ProjectileMover没有Collider。ProjectilMover需要一个Collider!");
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 移动考虑碰撞的实体
|
* 在考虑到碰撞的情况下移动实体
|
||||||
* @param motion
|
* @param motion
|
||||||
*/
|
*/
|
||||||
public move(motion: Vector2): boolean {
|
public move(motion: Vector2): boolean {
|
||||||
if (!this._collider)
|
if (this._collider == null)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
let didCollide = false;
|
let didCollide = false;
|
||||||
|
|
||||||
// 获取我们在新位置可能发生碰撞的任何东西
|
// 获取我们在新的位置上可能会碰撞到的任何东西
|
||||||
this.entity.position = Vector2.add(this.entity.position, motion);
|
this.entity.position = Vector2.add(this.entity.position, motion);
|
||||||
|
|
||||||
// 获取任何可能在新位置发生碰撞的东西
|
// 获取任何可能在新位置发生碰撞的东西
|
||||||
let neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers.value);
|
let neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers.value);
|
||||||
for (let i = 0; i < neighbors.size; i ++){
|
for (let neighbor of neighbors){
|
||||||
let neighbor = neighbors[i];
|
|
||||||
if (this._collider.overlaps(neighbor) && neighbor.enabled){
|
if (this._collider.overlaps(neighbor) && neighbor.enabled){
|
||||||
didCollide = true;
|
didCollide = true;
|
||||||
this.notifyTriggerListeners(this._collider, neighbor);
|
this.notifyTriggerListeners(this._collider, neighbor);
|
||||||
|
|||||||
@@ -76,7 +76,7 @@ module es {
|
|||||||
* @param layerMask
|
* @param layerMask
|
||||||
*/
|
*/
|
||||||
public static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask = this.allLayers) {
|
public static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask = this.allLayers) {
|
||||||
let bounds = collider.bounds;
|
let bounds = collider.bounds.clone();
|
||||||
return this._spatialHash.aabbBroadphase(bounds, collider, layerMask);
|
return this._spatialHash.aabbBroadphase(bounds, collider, layerMask);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -268,7 +268,7 @@ module es {
|
|||||||
* 它的主要目的是将int、int x、y坐标散列到单个Uint32键中,使用O(1)查找。
|
* 它的主要目的是将int、int x、y坐标散列到单个Uint32键中,使用O(1)查找。
|
||||||
*/
|
*/
|
||||||
export class NumberDictionary {
|
export class NumberDictionary {
|
||||||
public _store: Map<string, Collider[]> = new Map<string, Collider[]>();
|
public _store: Map<number, Collider[]> = new Map<number, Collider[]>();
|
||||||
|
|
||||||
public add(x: number, y: number, list: Collider[]) {
|
public add(x: number, y: number, list: Collider[]) {
|
||||||
this._store.set(this.getKey(x, y), list);
|
this._store.set(this.getKey(x, y), list);
|
||||||
@@ -291,7 +291,7 @@ module es {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public getKey(x: number, y: number){
|
public getKey(x: number, y: number){
|
||||||
return `${x}_${y}`;
|
return x << 16 | (y >>> 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
Reference in New Issue
Block a user