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

@@ -217,10 +217,10 @@ module es {
if (collider.shouldColliderScaleAndRotateWithTransform) {
let hasUnitScale = true;
let tempMat: Matrix2D;
let combinedMatrix = Matrix2D.create().translate(-this._polygonCenter.x, -this._polygonCenter.y);
let combinedMatrix = Matrix2D.createTranslation(-this._polygonCenter.x, -this._polygonCenter.y);
if (!collider.entity.transform.scale.equals(Vector2.one)) {
tempMat = Matrix2D.create().scale(collider.entity.transform.scale.x, collider.entity.transform.scale.y);
tempMat = Matrix2D.createScale(collider.entity.transform.scale.x, collider.entity.transform.scale.y);
combinedMatrix = combinedMatrix.multiply(tempMat);
hasUnitScale = false;
@@ -229,7 +229,7 @@ module es {
}
if (collider.entity.transform.rotation != 0) {
tempMat = Matrix2D.create().rotate(collider.entity.transform.rotation);
tempMat = Matrix2D.createRotation(collider.entity.transform.rotation);
combinedMatrix = combinedMatrix.multiply(tempMat);
// 为了处理偏移原点的旋转我们只需要将圆心在(0,0)附近移动
@@ -241,7 +241,7 @@ module es {
collider.entity.transform.rotationDegrees + offsetAngle);
}
tempMat = Matrix2D.create().translate(this._polygonCenter.x, this._polygonCenter.y);
tempMat = Matrix2D.createTranslation(this._polygonCenter.x, this._polygonCenter.y);
combinedMatrix = combinedMatrix.multiply(tempMat);
// 最后变换原始点