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:
@@ -1,7 +1,68 @@
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module es {
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export class Rectangle extends egret.Rectangle {
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public _tempMat: Matrix2D;
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public _transformMat: Matrix2D;
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export class Rectangle implements IEquatable<Rectangle> {
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static emptyRectangle: Rectangle = new Rectangle();
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/**
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* 该矩形的左上角的x坐标
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*/
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public x: number = 0;
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/**
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* 该矩形的左上角的y坐标
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*/
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public y: number = 0;
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/**
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* 该矩形的宽度
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*/
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public width: number = 0;
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/**
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* 该矩形的高度
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*/
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public height: number = 0;
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/**
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* 返回X=0, Y=0, Width=0, Height=0的矩形
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*/
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public static get empty(): Rectangle {
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return this.emptyRectangle;
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}
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/**
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* 返回一个Number.Min/Max值的矩形
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*/
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public static get maxRect(): Rectangle {
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return new Rectangle(Number.MIN_VALUE / 2, Number.MIN_VALUE / 2, Number.MAX_VALUE, Number.MAX_VALUE);
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}
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/**
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* 返回此矩形左边缘的X坐标
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*/
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public get left(): number {
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return this.x;
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}
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/**
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* 返回此矩形右边缘的X坐标
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*/
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public get right(): number {
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return this.x + this.width;
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}
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/**
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* 返回此矩形顶边的y坐标
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*/
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public get top(): number {
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return this.y;
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}
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/**
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* 返回此矩形底边的y坐标
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*/
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public get bottom(): number {
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return this.y + this.height;
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}
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/**
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* 获取矩形的最大点,即右下角
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@@ -10,22 +71,26 @@ module es {
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return new Vector2(this.right, this.bottom);
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}
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/** 中心点坐标 */
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public get center() {
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return new Vector2(this.x + (this.width / 2), this.y + (this.height / 2));
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/**
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* 这个矩形的宽和高是否为0,位置是否为(0,0)
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*/
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public isEmpty(): boolean {
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return ((((this.width == 0) && (this.height == 0)) && (this.x == 0)) && (this.y == 0));
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}
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/** 左上角的坐标 */
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/** 这个矩形的左上角坐标 */
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public get location() {
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return new Vector2(this.x, this.y);
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}
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/** 左上角的坐标 */
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public set location(value: Vector2) {
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this.x = value.x;
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this.y = value.y;
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}
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/**
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* 这个矩形的宽-高坐标
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*/
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public get size() {
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return new Vector2(this.width, this.height);
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}
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@@ -35,8 +100,35 @@ module es {
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this.height = value.y;
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}
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/**
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* 位于这个矩形中心的一个点
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* 如果 "宽度 "或 "高度 "是奇数,则中心点将向下舍入
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*/
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public get center() {
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return new Vector2(this.x + (this.width / 2), this.y + (this.height / 2));
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}
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// temp 用于计算边界的矩阵
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public _tempMat: Matrix2D;
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public _transformMat: Matrix2D;
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/**
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* 创建一个矩形的最小/最大点(左上角,右下角的点)
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* 创建一个新的Rectanglestruct实例,指定位置、宽度和高度。
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* @param x 创建的矩形的左上角的X坐标
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* @param y 创建的矩形的左上角的y坐标
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* @param width 创建的矩形的宽度
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* @param height 创建的矩形的高度
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*/
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constructor(x: number = 0, y: number = 0, width: number = 0, height: number = 0) {
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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}
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/**
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* 创建一个给定最小/最大点(左上角,右下角)的矩形
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* @param minX
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* @param minY
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* @param maxX
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@@ -49,6 +141,7 @@ module es {
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/**
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* 给定多边形的点,计算边界
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* @param points
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* @returns 来自多边形的点
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*/
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public static rectEncompassingPoints(points: Vector2[]) {
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// 我们需要求出x/y的最小值/最大值
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@@ -71,28 +164,69 @@ module es {
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}
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/**
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* 如果其他相交矩形返回true
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* @param value
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* 获取指定边缘的位置
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* @param edge
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*/
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public intersects(value: egret.Rectangle) {
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public getSide(edge: Edge) {
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switch (edge) {
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case Edge.top:
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return this.top;
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case Edge.bottom:
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return this.bottom;
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case Edge.left:
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return this.left;
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case Edge.right:
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return this.right;
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default:
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throw new Error("Argument Out Of Range");
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}
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}
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/**
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* 获取所提供的坐标是否在这个矩形的范围内
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* @param x 检查封堵点的X坐标
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* @param y 检查封堵点的Y坐标
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*/
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public contains(x: number, y: number): boolean {
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return ((((this.x <= x) && (x < (this.x + this.width))) &&
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(this.y <= y)) && (y < (this.y + this.height)));
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}
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/**
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* 按指定的水平和垂直方向调整此矩形的边缘
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* @param horizontalAmount 调整左、右边缘的值
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* @param verticalAmount 调整上、下边缘的值
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*/
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public inflate(horizontalAmount: number, verticalAmount: number) {
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this.x -= horizontalAmount;
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this.y -= verticalAmount;
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this.width += horizontalAmount * 2;
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this.height += verticalAmount * 2;
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}
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/**
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* 获取其他矩形是否与这个矩形相交
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* @param value 另一个用于测试的矩形
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*/
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public intersects(value: Rectangle) {
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return value.left < this.right &&
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this.left < value.right &&
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value.top < this.bottom &&
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this.top < value.bottom;
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}
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public rayIntersects(ray: Ray2D, distance: Ref<number>): boolean{
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public rayIntersects(ray: Ray2D, distance: Ref<number>): boolean {
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distance.value = 0;
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let maxValue = Number.MAX_VALUE;
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if (Math.abs(ray.direction.x) < 1E-06){
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if (Math.abs(ray.direction.x) < 1E-06) {
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if ((ray.start.x < this.x) || (ray.start.x > this.x + this.width))
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return false;
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}else{
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} else {
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let num11 = 1 / ray.direction.x;
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let num8 = (this.x - ray.start.x) * num11;
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let num7 = (this.x + this.width - ray.start.x) * num11;
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if (num8 > num7){
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if (num8 > num7) {
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let num14 = num8;
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num8 = num7;
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num7 = num14;
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@@ -104,14 +238,14 @@ module es {
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return false;
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}
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if (Math.abs(ray.direction.y) < 1E-06){
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if (Math.abs(ray.direction.y) < 1E-06) {
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if ((ray.start.y < this.y) || (ray.start.y > this.y + this.height))
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return false;
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}else{
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} else {
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let num10 = 1 / ray.direction.y;
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let num6 = (this.y - ray.start.y) * num10;
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let num5 = (this.y + this.height - ray.start.y) * num10;
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if (num6 > num5){
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if (num6 > num5) {
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let num13 = num6;
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num6 = num5;
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num5 = num13;
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@@ -136,28 +270,64 @@ module es {
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(value.y < (this.y + this.height)));
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}
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public contains(x: number, y: number): boolean{
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return ((((this.x <= x) && (x < (this.x + this.width))) && (this.y <= y)) && (y < (this.y + this.height)));
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}
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public getHalfSize() {
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return new Vector2(this.width * 0.5, this.height * 0.5);
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}
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public getClosestPointOnBoundsToOrigin() {
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let max = this.max;
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let minDist = Math.abs(this.location.x);
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let boundsPoint = new Vector2(this.location.x, 0);
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if (Math.abs(max.x) < minDist) {
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minDist = Math.abs(max.x);
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boundsPoint.x = max.x;
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boundsPoint.y = 0;
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}
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if (Math.abs(max.y) < minDist) {
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minDist = Math.abs(max.y);
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boundsPoint.x = 0;
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boundsPoint.y = max.y;
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}
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if (Math.abs(this.location.y) < minDist) {
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minDist = Math.abs(this.location.y);
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boundsPoint.x = 0;
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boundsPoint.y = this.location.y;
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}
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return boundsPoint;
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}
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/**
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* 返回离给定点最近的点
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* @param point 矩形上离点最近的点
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*/
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public getClosestPointOnRectangleToPoint(point: Vector2) {
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// 对于每条轴,如果点在框外,就把它限制在框内,否则就不要管它
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let res = new Vector2();
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res.x = MathHelper.clamp(point.x, this.left, this.right);
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res.y = MathHelper.clamp(point.y, this.top, this.bottom);
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return res;
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}
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/**
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* 获取矩形边界上与给定点最近的点
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* @param point
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* @param edgeNormal
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* @returns 矩形边框上离点最近的点
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*/
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public getClosestPointOnRectangleBorderToPoint(point: Vector2, edgeNormal: Vector2): Vector2 {
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edgeNormal = Vector2.zero;
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// 对于每个轴,如果点在盒子外面
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// 对于每条轴,如果点在框外,就把它限制在框内,否则就不要管它
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let res = new Vector2();
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res.x = MathHelper.clamp(point.x, this.left, this.right);
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res.y = MathHelper.clamp(point.y, this.top, this.bottom);
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// 如果点在矩形内,我们需要推res到边界,因为它将在矩形内
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// 如果点在矩形内,我们需要将res推到边界上,因为它将在矩形内
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if (this.contains(res.x, res.y)) {
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let dl = res.x - this.left;
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let dr = this.right - res.x;
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@@ -189,55 +359,81 @@ module es {
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}
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/**
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*
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* 创建一个新的RectangleF,该RectangleF包含两个其他矩形的重叠区域
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* @param value1
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* @param value2
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* @returns 将两个矩形的重叠区域作为输出参数
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*/
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public getClosestPointOnBoundsToOrigin() {
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let max = this.max;
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let minDist = Math.abs(this.location.x);
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let boundsPoint = new Vector2(this.location.x, 0);
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if (Math.abs(max.x) < minDist) {
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minDist = Math.abs(max.x);
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boundsPoint.x = max.x;
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boundsPoint.y = 0;
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public static intersect(value1: Rectangle, value2: Rectangle) {
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if (value1.intersects(value2)) {
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let right_side = Math.min(value1.x + value1.width, value2.x + value2.width);
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let left_side = Math.max(value1.x, value2.x);
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let top_side = Math.max(value1.y, value2.y);
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let bottom_side = Math.min(value1.y + value1.height, value2.y + value2.height);
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return new Rectangle(left_side, top_side, right_side - left_side, bottom_side - top_side);
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} else {
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return new Rectangle(0, 0, 0, 0);
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}
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if (Math.abs(max.y) < minDist) {
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minDist = Math.abs(max.y);
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boundsPoint.x = 0;
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boundsPoint.y = max.y;
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}
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if (Math.abs(this.location.y) < minDist) {
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minDist = Math.abs(this.location.y);
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boundsPoint.x = 0;
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boundsPoint.y = this.location.y;
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}
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return boundsPoint;
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}
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public calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2, rotation: number, width: number, height: number) {
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/**
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* 改变这个矩形的位置
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* @param offsetX 要添加到这个矩形的X坐标
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* @param offsetY 要添加到这个矩形的y坐标
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*/
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public offset(offsetX: number, offsetY: number) {
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this.x += offsetX;
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this.y += offsetY;
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}
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/**
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* 创建一个完全包含两个其他矩形的新矩形
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* @param value1
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* @param value2
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*/
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public static union(value1: Rectangle, value2: Rectangle) {
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let x = Math.min(value1.x, value2.x);
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let y = Math.min(value1.y, value2.y);
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return new Rectangle(x, y,
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Math.max(value1.right, value2.right) - x,
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Math.max(value1.bottom, value2.bottom) - y);
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}
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/**
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* 在矩形重叠的地方创建一个新的矩形
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* @param value1
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* @param value2
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*/
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public static overlap(value1: Rectangle, value2: Rectangle): Rectangle {
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let x = Math.max(Math.max(value1.x, value2.x), 0);
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let y = Math.max(Math.max(value1.y, value2.y), 0);
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return new Rectangle(x, y,
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Math.max(Math.min(value1.right, value2.right) - x, 0),
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Math.max(Math.min(value1.bottom, value2.bottom) - y, 0));
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}
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public calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2,
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rotation: number, width: number, height: number) {
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if (rotation == 0) {
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this.x = parentPosition.x + position.x - origin.x * scale.x;
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this.y = parentPosition.y + position.y - origin.y * scale.y;
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this.width = width * scale.x;
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this.height = height * scale.y;
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} else {
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// 特别注意旋转的边界。我们需要找到绝对的最小/最大值并从中创建边界
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// 我们需要找到我们的绝对最小/最大值,并据此创建边界
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let worldPosX = parentPosition.x + position.x;
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let worldPosY = parentPosition.y + position.y;
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// 将参考点设置为世界参考
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this._transformMat = Matrix2D.create().translate(-worldPosX - origin.x, -worldPosY - origin.y);
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this._tempMat = Matrix2D.create().scale(scale.x, scale.y);
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// 考虑到原点,将参考点设置为世界参考
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this._transformMat = Matrix2D.createTranslation(-worldPosX - origin.x, -worldPosY - origin.y);
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this._tempMat = Matrix2D.createScale(scale.x, scale.y);
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this._transformMat = this._transformMat.multiply(this._tempMat);
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this._tempMat = Matrix2D.create().rotate(rotation);
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this._tempMat = Matrix2D.createRotation(rotation);
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this._transformMat = this._transformMat.multiply(this._tempMat);
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this._tempMat = Matrix2D.create().translate(worldPosX, worldPosY);
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this._tempMat = Matrix2D.createTranslation(worldPosX, worldPosY);
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this._transformMat = this._transformMat.multiply(this._tempMat);
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// TODO: 这有点傻。我们可以把世界变换留在矩阵中,避免在世界空间中得到所有的四个角
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// TODO: 我们可以把世界变换留在矩阵中,避免在世界空间中得到所有的四个角
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let topLeft = new Vector2(worldPosX, worldPosY);
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let topRight = new Vector2(worldPosX + width, worldPosY);
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let bottomLeft = new Vector2(worldPosX, worldPosY + height);
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@@ -248,6 +444,7 @@ module es {
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Vector2Ext.transformR(bottomLeft, this._transformMat, bottomLeft);
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Vector2Ext.transformR(bottomRight, this._transformMat, bottomRight);
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// 找出最小值和最大值,这样我们就可以计算出我们的边界框。
|
||||
let minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
||||
let maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
||||
let minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
||||
@@ -258,5 +455,105 @@ module es {
|
||||
this.height = maxY - minY;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回一个横跨当前矩形和提供的三角形位置的矩形
|
||||
* @param deltaX
|
||||
* @param deltaY
|
||||
*/
|
||||
public getSweptBroadphaseBounds(deltaX: number, deltaY: number){
|
||||
let broadphasebox = Rectangle.empty;
|
||||
|
||||
broadphasebox.x = deltaX > 0 ? this.x : this.x + deltaX;
|
||||
broadphasebox.y = deltaY > 0 ? this.y : this.y + deltaY;
|
||||
broadphasebox.width = deltaX > 0 ? deltaX + this.width : this.width - deltaX;
|
||||
broadphasebox.height = deltaY > 0 ? deltaY + this.height : this.height - deltaY;
|
||||
|
||||
return broadphasebox;
|
||||
}
|
||||
|
||||
/**
|
||||
* 如果发生碰撞,返回true
|
||||
* moveX和moveY将返回b1为避免碰撞而必须移动的移动量
|
||||
* @param other
|
||||
* @param moveX
|
||||
* @param moveY
|
||||
*/
|
||||
public collisionCheck(other: Rectangle, moveX: Ref<number>, moveY: Ref<number>){
|
||||
moveX.value = moveY.value = 0;
|
||||
|
||||
let l = other.x - (this.x + this.width);
|
||||
let r = (other.x + other.width) - this.x;
|
||||
let t = (other.y - (this.y + this.height));
|
||||
let b = (other.y + other.height) - this.y;
|
||||
|
||||
// 检验是否有碰撞
|
||||
if (l > 0 || r < 0 || t > 0 || b < 0)
|
||||
return false;
|
||||
|
||||
// 求两边的偏移量
|
||||
moveX.value = Math.abs(l) < r ? l : r;
|
||||
moveY.value = Math.abs(t) < b ? t : b;
|
||||
|
||||
// 只使用最小的偏移量
|
||||
if (Math.abs(moveX.value) < Math.abs(moveY.value))
|
||||
moveY.value = 0;
|
||||
else
|
||||
moveX.value = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算两个矩形之间有符号的交点深度
|
||||
* @param rectA
|
||||
* @param rectB
|
||||
* @returns 两个相交的矩形之间的重叠量。
|
||||
* 这些深度值可以是负值,取决于矩形/相交的哪些边。
|
||||
* 这允许调用者确定正确的推送对象的方向,以解决碰撞问题。
|
||||
* 如果矩形不相交,则返回Vector2.Zero
|
||||
*/
|
||||
public static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle): Vector2 {
|
||||
// 计算半尺寸
|
||||
let halfWidthA = rectA.width / 2;
|
||||
let halfHeightA = rectA.height / 2;
|
||||
let halfWidthB = rectB.width / 2;
|
||||
let halfHeightB = rectB.height / 2;
|
||||
|
||||
// 计算中心
|
||||
let centerA = new Vector2(rectA.left + halfWidthA, rectA.top + halfHeightA);
|
||||
let centerB = new Vector2(rectB.left + halfWidthB, rectB.top + halfHeightB);
|
||||
|
||||
// 计算当前中心间的距离和最小非相交距离
|
||||
let distanceX = centerA.x - centerB.x;
|
||||
let distanceY = centerA.y - centerB.y;
|
||||
let minDistanceX = halfWidthA + halfWidthB;
|
||||
let minDistanceY = halfHeightA + halfHeightB;
|
||||
|
||||
// 如果我们根本不相交,则返回(0,0)
|
||||
if (Math.abs(distanceX) >= minDistanceX || Math.abs(distanceY) >= minDistanceY)
|
||||
return Vector2.zero;
|
||||
|
||||
// 计算并返回交叉点深度
|
||||
let depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
|
||||
let depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
|
||||
|
||||
return new Vector2(depthX, depthY);
|
||||
}
|
||||
|
||||
/**
|
||||
* 比较当前实例是否等于指定的矩形
|
||||
* @param other
|
||||
*/
|
||||
public equals(other: Rectangle) {
|
||||
return this === other;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取这个矩形的哈希码
|
||||
*/
|
||||
public getHashCode(): number{
|
||||
return (this.x ^ this.y ^ this.width ^ this.height);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user