移除所有egret 依赖。移除renderablecomponent及所有依赖,移除camera。保持ecs基础框架

This commit is contained in:
yhh
2020-11-23 16:05:06 +08:00
parent 0fd6a24f5a
commit 14a73e4010
76 changed files with 1410 additions and 28750 deletions

View File

@@ -1,119 +1,168 @@
module es {
export var matrixPool = [];
/**
* 表示右手3 * 3的浮点矩阵可以存储平移、缩放和旋转信息。
*/
export class Matrix2D extends egret.Matrix {
public get m11(): number {
return this.a;
}
export class Matrix2D implements IEquatable<Matrix2D> {
public m11: number = 0; // x 缩放
public m12: number = 0;
public set m11(value: number) {
this.a = value;
}
public m21: number = 0;
public m22: number = 0;
public get m12(): number {
return this.b;
}
public m31: number = 0;
public m32: number = 0;
public set m12(value: number) {
this.b = value;
}
public get m21(): number {
return this.c;
}
public set m21(value: number) {
this.c = value;
}
public get m22(): number {
return this.d;
}
public set m22(value: number) {
this.d = value;
}
public get m31(): number {
return this.tx;
}
public set m31(value: number) {
this.tx = value;
}
public get m32(): number {
return this.ty;
}
public set m32(value: number) {
this.ty = value;
/**
* 返回标识矩阵
*/
public static get identity(): Matrix2D {
return this._identity;
}
/**
* 从对象池中取出或创建一个新的Matrix对象。
* 储存在该矩阵中的位置
*/
public static create(): Matrix2D {
let matrix = matrixPool.pop();
if (!matrix)
matrix = new Matrix2D();
return matrix;
public get translation(): Vector2 {
return new Vector2(this.m31, this.m32);
}
public identity(): Matrix2D {
this.a = this.d = 1;
this.b = this.c = this.tx = this.ty = 0;
return this;
public set translation(value: Vector2) {
this.m31 = value.x;
this.m32 = value.y;
}
public translate(dx: number, dy: number): Matrix2D {
this.tx += dx;
this.ty += dy;
return this;
/**
* 以弧度为单位的旋转,存储在这个矩阵中
*/
public get rotation(): number {
return Math.atan2(this.m21, this.m11);
}
public scale(sx: number, sy: number): Matrix2D {
if (sx !== 1) {
this.a *= sx;
this.c *= sx;
this.tx *= sx;
}
if (sy !== 1) {
this.b *= sy;
this.d *= sy;
this.ty *= sy;
}
return this;
public set rotation(value: number){
let val1 = Math.cos(value);
let val2 = Math.sin(value);
this.m11 = val1;
this.m12 = val2;
this.m21 = -val2;
this.m22 = val1;
}
public rotate(angle: number): Matrix2D {
angle = +angle;
if (angle !== 0) {
angle = angle / DEG_TO_RAD;
let u = Math.cos(angle);
let v = Math.sin(angle);
let ta = this.a;
let tb = this.b;
let tc = this.c;
let td = this.d;
let ttx = this.tx;
let tty = this.ty;
this.a = ta * u - tb * v;
this.b = ta * v + tb * u;
this.c = tc * u - td * v;
this.d = tc * v + td * u;
this.tx = ttx * u - tty * v;
this.ty = ttx * v + tty * u;
}
return this;
/**
* 矩阵中存储的旋转度数
*/
public get rotationDegrees() {
return MathHelper.toDegrees(this.rotation);
}
public invert(): Matrix2D {
this.$invertInto(this);
return this;
public set rotationDegrees(value: number) {
this.rotation = MathHelper.toRadians(value);
}
/**
* 储存在这个矩阵中的缩放
*/
public get scale(): Vector2 {
return new Vector2(this.m11, this.m22);
}
public set scale(value: Vector2) {
this.m11 = value.x;
this.m22 = value.y;
}
static _identity: Matrix2D = new Matrix2D(1, 0, 0, 1, 0, 0);
/**
* 构建一个矩阵
* @param m11
* @param m12
* @param m21
* @param m22
* @param m31
* @param m32
*/
constructor(m11: number, m12: number, m21: number, m22: number, m31: number, m32: number){
this.m11 = m11;
this.m12 = m12;
this.m21 = m21;
this.m22 = m22;
this.m31 = m31;
this.m32 = m32;
}
/**
* 创建一个新的围绕Z轴的旋转矩阵2D
* @param radians
*/
public static createRotation(radians: number){
let result: Matrix2D = this.identity;
let val1 = Math.cos(radians);
let val2 = Math.sin(radians);
result.m11 = val1;
result.m12 = val2;
result.m21 = -val2;
result.m22 = val1;
return result;
}
/**
* 创建一个新的缩放矩阵2D
* @param xScale
* @param yScale
*/
public static createScale(xScale: number, yScale: number){
let result: Matrix2D = this.identity;
result.m11 = xScale;
result.m12 = 0;
result.m21 = 0;
result.m22 = yScale;
result.m31 = 0;
result.m32 = 0;
return result;
}
/**
* 创建一个新的平移矩阵2D
* @param xPosition
* @param yPosition
*/
public static createTranslation(xPosition: number, yPosition: number) {
let result: Matrix2D = this.identity;
result.m11 = 1;
result.m12 = 0;
result.m21 = 0;
result.m22 = 1;
result.m31 = xPosition;
result.m32 = yPosition;
return result;
}
public static invert(matrix: Matrix2D) {
let det = 1 / matrix.determinant();
let result = this.identity;
result.m11 = matrix.m22 * det;
result.m12 = -matrix.m12 * det;
result.m21 = -matrix.m21 * det;
result.m22 = matrix.m11 * det;
result.m31 = (matrix.m32 * matrix.m21 - matrix.m31 * matrix.m22) * det;
result.m32 = -(matrix.m32 * matrix.m11 - matrix.m31 * matrix.m12) * det;
return result;
}
/**
@@ -185,10 +234,56 @@ module es {
return this.m11 * this.m22 - this.m12 * this.m21;
}
public release(matrix: Matrix2D) {
if (!matrix)
return;
matrixPool.push(matrix);
/**
* 创建一个新的Matrix2D包含指定矩阵中的线性插值。
* @param matrix1
* @param matrix2
* @param amount
*/
public static lerp(matrix1: Matrix2D, matrix2: Matrix2D, amount: number){
matrix1.m11 = matrix1.m11 + ((matrix2.m11 - matrix1.m11) * amount);
matrix1.m12 = matrix1.m12 + ((matrix2.m12 - matrix1.m12) * amount);
matrix1.m21 = matrix1.m21 + ((matrix2.m21 - matrix1.m21) * amount);
matrix1.m22 = matrix1.m22 + ((matrix2.m22 - matrix1.m22) * amount);
matrix1.m31 = matrix1.m31 + ((matrix2.m31 - matrix1.m31) * amount);
matrix1.m32 = matrix1.m32 + ((matrix2.m32 - matrix1.m32) * amount);
return matrix1;
}
/**
* 交换矩阵的行和列
* @param matrix
*/
public static transpose(matrix: Matrix2D) {
let ret: Matrix2D = this.identity;
ret.m11 = matrix.m11;
ret.m12 = matrix.m21;
ret.m21 = matrix.m12;
ret.m22 = matrix.m22;
ret.m31 = 0;
ret.m32 = 0;
return ret;
}
public mutiplyTranslation(x: number, y: number){
let trans = Matrix2D.createTranslation(x, y);
return MatrixHelper.mutiply(this, trans);
}
/**
* 比较当前实例是否等于指定的Matrix2D
* @param other
*/
public equals(other: Matrix2D){
return this == other;
}
public toString() {
return `{m11:${this.m11} m12:${this.m12} m21:${this.m21} m22:${this.m22} m31:${this.m31} m32:${this.m32}}`
}
}
}