贝塞尔曲线
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16
demo/libs/framework/framework.d.ts
vendored
16
demo/libs/framework/framework.d.ts
vendored
@@ -473,6 +473,13 @@ declare class Mover extends Component {
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applyMovement(motion: Vector2): void;
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move(motion: Vector2): CollisionResult;
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}
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declare class ProjectileMover extends Component {
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private _tempTriggerList;
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private _collider;
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onAddedToEntity(): void;
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move(motion: Vector2): boolean;
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private notifyTriggerListeners;
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}
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declare abstract class Collider extends Component {
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shape: Shape;
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physicsLayer: number;
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@@ -787,6 +794,14 @@ declare class WindTransition extends SceneTransition {
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constructor(sceneLoadAction: Function);
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onBeginTransition(): Promise<void>;
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}
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declare class Bezier {
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static getPoint(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2;
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static getFirstDerivative(p0: Vector2, p1: Vector2, p2: Vector2, t: number): Vector2;
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static getFirstDerivativeThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
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static getPointThree(start: Vector2, firstControlPoint: Vector2, secondControlPoint: Vector2, end: Vector2, t: number): Vector2;
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static getOptimizedDrawingPoints(start: Vector2, firstCtrlPoint: Vector2, secondCtrlPoint: Vector2, end: Vector2, distanceTolerance?: number): Vector2[];
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private static recursiveGetOptimizedDrawingPoints;
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}
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declare class Flags {
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static isFlagSet(self: number, flag: number): boolean;
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static isUnshiftedFlagSet(self: number, flag: number): boolean;
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@@ -806,6 +821,7 @@ declare class MathHelper {
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static clamp(value: number, min: number, max: number): number;
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static pointOnCirlce(circleCenter: Vector2, radius: number, angleInDegrees: number): Vector2;
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static isEven(value: number): boolean;
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static clamp01(value: number): number;
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static angleBetweenVectors(from: Vector2, to: Vector2): number;
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}
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declare class Matrix2D {
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@@ -2137,6 +2137,47 @@ var Mover = (function (_super) {
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};
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return Mover;
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}(Component));
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var ProjectileMover = (function (_super) {
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__extends(ProjectileMover, _super);
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function ProjectileMover() {
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var _this = _super !== null && _super.apply(this, arguments) || this;
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_this._tempTriggerList = [];
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return _this;
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}
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ProjectileMover.prototype.onAddedToEntity = function () {
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this._collider = this.entity.getComponent(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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};
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ProjectileMover.prototype.move = function (motion) {
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if (!this._collider)
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return false;
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var didCollide = false;
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this.entity.position = Vector2.add(this.entity.position, motion);
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var neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
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for (var i = 0; i < neighbors.colliders.length; i++) {
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var neighbor = neighbors.colliders[i];
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if (this._collider.overlaps(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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return didCollide;
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};
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ProjectileMover.prototype.notifyTriggerListeners = function (self, other) {
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other.entity.getComponents("ITriggerListener", this._tempTriggerList);
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for (var i = 0; i < this._tempTriggerList.length; i++) {
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this._tempTriggerList[i].onTriggerEnter(self, other);
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}
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this._tempTriggerList.length = 0;
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this.entity.getComponents("ITriggerListener", this._tempTriggerList);
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for (var i = 0; i < this._tempTriggerList.length; i++) {
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this._tempTriggerList[i].onTriggerEnter(other, self);
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}
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this._tempTriggerList.length = 0;
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};
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return ProjectileMover;
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}(Component));
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var Collider = (function (_super) {
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__extends(Collider, _super);
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function Collider() {
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@@ -3509,6 +3550,54 @@ var WindTransition = (function (_super) {
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};
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return WindTransition;
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}(SceneTransition));
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var Bezier = (function () {
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function Bezier() {
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}
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Bezier.getPoint = function (p0, p1, p2, t) {
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t = MathHelper.clamp01(t);
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var oneMinusT = 1 - t;
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return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMinusT * oneMinusT), p0), Vector2.multiply(new Vector2(2 * oneMinusT * t), p1)), Vector2.multiply(new Vector2(t * t), p2));
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};
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Bezier.getFirstDerivative = function (p0, p1, p2, t) {
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return Vector2.add(Vector2.multiply(new Vector2(2 * (1 - t)), Vector2.subtract(p1, p0)), Vector2.multiply(new Vector2(2 * t), Vector2.subtract(p2, p1)));
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};
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Bezier.getFirstDerivativeThree = function (start, firstControlPoint, secondControlPoint, end, t) {
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t = MathHelper.clamp01(t);
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var oneMunusT = 1 - t;
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return Vector2.add(Vector2.add(Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT), Vector2.subtract(firstControlPoint, start)), Vector2.multiply(new Vector2(6 * oneMunusT * t), Vector2.subtract(secondControlPoint, firstControlPoint))), Vector2.multiply(new Vector2(3 * t * t), Vector2.subtract(end, secondControlPoint)));
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};
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Bezier.getPointThree = function (start, firstControlPoint, secondControlPoint, end, t) {
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t = MathHelper.clamp01(t);
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var oneMunusT = 1 - t;
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return Vector2.add(Vector2.add(Vector2.add(Vector2.multiply(new Vector2(oneMunusT * oneMunusT * oneMunusT), start), Vector2.multiply(new Vector2(3 * oneMunusT * oneMunusT * t), firstControlPoint)), Vector2.multiply(new Vector2(3 * oneMunusT * t * t), secondControlPoint)), Vector2.multiply(new Vector2(t * t * t), end));
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};
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Bezier.getOptimizedDrawingPoints = function (start, firstCtrlPoint, secondCtrlPoint, end, distanceTolerance) {
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if (distanceTolerance === void 0) { distanceTolerance = 1; }
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var points = ListPool.obtain();
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points.push(start);
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this.recursiveGetOptimizedDrawingPoints(start, firstCtrlPoint, secondCtrlPoint, end, points, distanceTolerance);
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points.push(end);
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return points;
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};
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Bezier.recursiveGetOptimizedDrawingPoints = function (start, firstCtrlPoint, secondCtrlPoint, end, points, distanceTolerance) {
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var pt12 = Vector2.divide(Vector2.add(start, firstCtrlPoint), new Vector2(2));
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var pt23 = Vector2.divide(Vector2.add(firstCtrlPoint, secondCtrlPoint), new Vector2(2));
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var pt34 = Vector2.divide(Vector2.add(secondCtrlPoint, end), new Vector2(2));
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var pt123 = Vector2.divide(Vector2.add(pt12, pt23), new Vector2(2));
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var pt234 = Vector2.divide(Vector2.add(pt23, pt34), new Vector2(2));
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var pt1234 = Vector2.divide(Vector2.add(pt123, pt234), new Vector2(2));
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var deltaLine = Vector2.subtract(end, start);
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var d2 = Math.abs(((firstCtrlPoint.x, end.x) * deltaLine.y - (firstCtrlPoint.y - end.y) * deltaLine.x));
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var d3 = Math.abs(((secondCtrlPoint.x - end.x) * deltaLine.y - (secondCtrlPoint.y - end.y) * deltaLine.x));
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if ((d2 + d3) * (d2 + d3) < distanceTolerance * (deltaLine.x * deltaLine.x + deltaLine.y * deltaLine.y)) {
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points.push(pt1234);
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return;
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}
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this.recursiveGetOptimizedDrawingPoints(start, pt12, pt123, pt1234, points, distanceTolerance);
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this.recursiveGetOptimizedDrawingPoints(pt1234, pt234, pt34, end, points, distanceTolerance);
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};
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return Bezier;
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}());
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var Flags = (function () {
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function Flags() {
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}
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@@ -3563,6 +3652,13 @@ var MathHelper = (function () {
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MathHelper.isEven = function (value) {
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return value % 2 == 0;
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};
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MathHelper.clamp01 = function (value) {
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if (value < 0)
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return 0;
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if (value > 1)
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return 1;
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return value;
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};
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MathHelper.angleBetweenVectors = function (from, to) {
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return Math.atan2(to.y - from.y, to.x - from.x);
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};
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2
demo/libs/framework/framework.min.js
vendored
2
demo/libs/framework/framework.min.js
vendored
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