移动部分类模块至es
优化框架
This commit is contained in:
@@ -1,81 +1,88 @@
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///<reference path="./Polygon.ts" />
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/**
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* 多边形的特殊情况。在进行SAT碰撞检查时,我们只需要检查2个轴而不是8个轴
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*/
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class Box extends Polygon {
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constructor(width: number, height: number){
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super(Box.buildBox(width, height), true);
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this.width = width;
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this.height = height;
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}
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module es {
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/**
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* 在一个盒子的形状中建立多边形需要的点的帮助方法
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* @param width
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* @param height
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* 多边形的特殊情况。在进行SAT碰撞检查时,我们只需要检查2个轴而不是8个轴
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*/
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private static buildBox(width: number, height: number): Vector2[]{
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// 我们在(0,0)的中心周围创建点
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let halfWidth = width / 2;
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let halfHeight = height / 2;
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let verts = new Array(4);
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verts[0] = new Vector2(-halfWidth, -halfHeight);
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verts[1] = new Vector2(halfWidth, -halfHeight);
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verts[2] = new Vector2(halfWidth, halfHeight);
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verts[3] = new Vector2(-halfWidth, halfHeight);
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export class Box extends Polygon {
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public width: number;
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public height: number;
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return verts;
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}
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public overlaps(other: Shape){
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// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
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if (other instanceof Box)
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return this.bounds.intersects(other.bounds);
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if (other instanceof Circle)
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return Collisions.isRectToCircle(this.bounds, other.position, other.radius);
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return super.overlaps(other);
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}
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public collidesWithShape(other: Shape){
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// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
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if (other instanceof Box){
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return ShapeCollisions.boxToBox(this, other);
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constructor(width: number, height: number){
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super(Box.buildBox(width, height), true);
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this.width = width;
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this.height = height;
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}
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// TODO: 让 minkowski 运行于 cricleToBox
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/**
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* 在一个盒子的形状中建立多边形需要的点的帮助方法
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* @param width
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* @param height
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*/
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private static buildBox(width: number, height: number): Vector2[]{
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// 我们在(0,0)的中心周围创建点
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let halfWidth = width / 2;
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let halfHeight = height / 2;
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let verts = new Array(4);
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verts[0] = new Vector2(-halfWidth, -halfHeight);
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verts[1] = new Vector2(halfWidth, -halfHeight);
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verts[2] = new Vector2(halfWidth, halfHeight);
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verts[3] = new Vector2(-halfWidth, halfHeight);
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return super.collidesWithShape(other);
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}
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return verts;
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}
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/**
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* 更新框点,重新计算中心,设置宽度/高度
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* @param width
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* @param height
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*/
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public updateBox(width: number, height: number){
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this.width = width;
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this.height = height;
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/**
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* 更新框点,重新计算中心,设置宽度/高度
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* @param width
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* @param height
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*/
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public updateBox(width: number, height: number){
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this.width = width;
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this.height = height;
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// 我们在(0,0)的中心周围创建点
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let halfWidth = width / 2;
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let halfHeight = height / 2;
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// 我们在(0,0)的中心周围创建点
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let halfWidth = width / 2;
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let halfHeight = height / 2;
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this.points[0] = new Vector2(-halfWidth, -halfHeight);
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this.points[1] = new Vector2(halfWidth, -halfHeight);
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this.points[2] = new Vector2(halfWidth, halfHeight);
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this.points[3] = new Vector2(-halfWidth, halfHeight);
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this.points[0] = new Vector2(-halfWidth, -halfHeight);
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this.points[1] = new Vector2(halfWidth, -halfHeight);
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this.points[2] = new Vector2(halfWidth, halfHeight);
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this.points[3] = new Vector2(-halfWidth, halfHeight);
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for (let i = 0; i < this.points.length; i ++)
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this._originalPoints[i] = this.points[i];
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}
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for (let i = 0; i < this.points.length; i ++)
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this._originalPoints[i] = this.points[i];
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}
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/**
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*
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* @param point
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*/
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public containsPoint(point: Vector2){
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return this.bounds.contains(point.x, point.y);
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public overlaps(other: Shape){
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// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
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if (other instanceof Box)
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return this.bounds.intersects(other.bounds);
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if (other instanceof Circle)
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return Collisions.isRectToCircle(this.bounds, other.position, other.radius);
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return super.overlaps(other);
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}
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public collidesWithShape(other: Shape){
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// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
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if (other instanceof Box){
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return ShapeCollisions.boxToBox(this, other);
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}
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// TODO: 让 minkowski 运行于 cricleToBox
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return super.collidesWithShape(other);
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}
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/**
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*
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* @param point
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*/
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public containsPoint(point: Vector2){
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return this.bounds.contains(point.x, point.y);
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}
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}
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}
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@@ -1,215 +1,250 @@
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///<reference path="./Shape.ts" />
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/**
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* 多边形
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*/
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class Polygon extends Shape {
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/** 组成多边形的点。它们应该是CW和凸的。 */
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public points: Vector2[];
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private _polygonCenter: Vector2;
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private _areEdgeNormalsDirty = true;
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protected _originalPoints: Vector2[];
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public center = new Vector2();
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/**
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* 多边形坐标
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* 此为内部字段 可访问
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*/
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public position: Vector2 = Vector2.zero;
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public get bounds(){
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return new Rectangle(this.position.x, this.position.y, 0, 0);
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}
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public _edgeNormals: Vector2[];
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public get edgeNormals(){
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if (this._areEdgeNormalsDirty)
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this.buildEdgeNormals();
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return this._edgeNormals;
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}
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public isBox: boolean;
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constructor(points: Vector2[], isBox?: boolean){
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super();
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this.setPoints(points);
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this.isBox = isBox;
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}
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private buildEdgeNormals(){
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let totalEdges = this.isBox ? 2 : this.points.length;
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if (this._edgeNormals == null || this._edgeNormals.length != totalEdges)
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this._edgeNormals = new Array(totalEdges);
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let p2: Vector2;
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for (let i = 0; i < totalEdges; i ++){
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let p1 = this.points[i];
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if (i + 1 >= this.points.length)
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p2 = this.points[0];
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else
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p2 = this.points[i + 1];
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let perp = Vector2Ext.perpendicular(p1, p2);
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perp = Vector2.normalize(perp);
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this._edgeNormals[i] = perp;
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}
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}
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public setPoints(points: Vector2[]) {
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this.points = points;
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this.recalculateCenterAndEdgeNormals();
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this._originalPoints = [];
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for (let i = 0; i < this.points.length; i ++){
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this._originalPoints.push(this.points[i]);
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}
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}
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public collidesWithShape(other: Shape){
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let result = new CollisionResult();
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if (other instanceof Polygon){
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return ShapeCollisions.polygonToPolygon(this, other);
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}
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if (other instanceof Circle){
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result = ShapeCollisions.circleToPolygon(other, this);
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if (result){
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result.invertResult();
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return result;
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}
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return null;
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}
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throw new Error(`overlaps of Polygon to ${other} are not supported`);
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}
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public recalculateCenterAndEdgeNormals() {
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this._polygonCenter = Polygon.findPolygonCenter(this.points);
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this._areEdgeNormalsDirty = true;
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}
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public overlaps(other: Shape){
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let result: CollisionResult;
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if (other instanceof Polygon)
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return ShapeCollisions.polygonToPolygon(this, other);
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if (other instanceof Circle){
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result = ShapeCollisions.circleToPolygon(other, this);
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if (result){
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result.invertResult();
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return true;
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}
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return false;
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}
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throw new Error(`overlaps of Pologon to ${other} are not supported`);
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}
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module es {
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/**
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* 找到多边形的中心。注意,这对于正则多边形是准确的。不规则多边形没有中心。
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* @param points
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* 多边形
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*/
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public static findPolygonCenter(points: Vector2[]) {
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let x = 0, y = 0;
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export class Polygon extends Shape {
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/**
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* 组成多边形的点
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* 保持顺时针与凸边形
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*/
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public points: Vector2[];
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for (let i = 0; i < points.length; i++) {
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x += points[i].x;
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y += points[i].y;
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/**
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* 边缘法线用于SAT碰撞检测。缓存它们用于避免squareRoots
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* box只有两个边缘 因为其他两边是平行的
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*/
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public get edgeNormals(){
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if (this._areEdgeNormalsDirty)
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this.buildEdgeNormals();
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return this._edgeNormals;
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}
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return new Vector2(x / points.length, y / points.length);
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}
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public _areEdgeNormalsDirty = true;
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public _edgeNormals: Vector2[];
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/**
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* 多边形的原始数据
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*/
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public _originalPoints: Vector2[];
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public _polygonCenter: Vector2;
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/**
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* 用于优化未旋转box碰撞
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*/
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public isBox: boolean;
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public isUnrotated: boolean = true;
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/**
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* 重定位多边形的点
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* @param points
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*/
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public static recenterPolygonVerts(points: Vector2[]){
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let center = this.findPolygonCenter(points);
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for (let i = 0; i < points.length; i ++)
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points[i] = Vector2.subtract(points[i], center);
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}
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/**
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* 从点构造一个多边形
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* 多边形应该以顺时针方式指定 不能重复第一个/最后一个点,它们以0 0为中心
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* @param points
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* @param isBox
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*/
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constructor(points: Vector2[], isBox?: boolean){
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super();
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/**
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* 迭代多边形的所有边,并得到任意边上离点最近的点。
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* 通过最近点的平方距离和它所在的边的法线返回。
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* 点应该在多边形的空间中(点-多边形.位置)
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* @param points
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* @param point
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*/
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public static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): { closestPoint, distanceSquared, edgeNormal } {
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let distanceSquared = Number.MAX_VALUE;
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let edgeNormal = new Vector2(0, 0);
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let closestPoint = new Vector2(0, 0);
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this.setPoints(points);
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this.isBox = isBox;
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}
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let tempDistanceSquared;
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for (let i = 0; i < points.length; i++) {
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let j = i + 1;
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if (j == points.length)
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j = 0;
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/**
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* 重置点并重新计算中心和边缘法线
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* @param points
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*/
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public setPoints(points: Vector2[]) {
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this.points = points;
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this.recalculateCenterAndEdgeNormals();
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let closest = ShapeCollisions.closestPointOnLine(points[i], points[j], point);
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tempDistanceSquared = Vector2.distanceSquared(point, closest);
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if (tempDistanceSquared < distanceSquared) {
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distanceSquared = tempDistanceSquared;
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closestPoint = closest;
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// 求直线的法线
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let line = Vector2.subtract(points[j], points[i]);
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edgeNormal.x = -line.y;
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edgeNormal.y = line.x;
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this._originalPoints = [];
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for (let i = 0; i < this.points.length; i ++){
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this._originalPoints.push(this.points[i]);
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}
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}
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edgeNormal = Vector2.normalize(edgeNormal);
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/**
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* 重新计算多边形中心
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* 如果点数改变必须调用该方法
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*/
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public recalculateCenterAndEdgeNormals() {
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this._polygonCenter = Polygon.findPolygonCenter(this.points);
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this._areEdgeNormalsDirty = true;
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}
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return { closestPoint: closestPoint, distanceSquared: distanceSquared, edgeNormal: edgeNormal };
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}
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/**
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* 建立多边形边缘法线
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* 它们仅由edgeNormals getter惰性创建和更新
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*/
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public buildEdgeNormals(){
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// 对于box 我们只需要两条边,因为另外两条边是平行的
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let totalEdges = this.isBox ? 2 : this.points.length;
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if (this._edgeNormals == null || this._edgeNormals.length != totalEdges)
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this._edgeNormals = new Array(totalEdges);
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public recalculateBounds(collider: Collider){
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// 如果我们没有旋转或不关心TRS我们使用localOffset作为中心,我们会从那开始
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}
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let p2: Vector2;
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for (let i = 0; i < totalEdges; i ++){
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let p1 = this.points[i];
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if (i + 1 >= this.points.length)
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p2 = this.points[0];
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else
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p2 = this.points[i + 1];
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public pointCollidesWithShape(point: Vector2): CollisionResult {
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return ShapeCollisions.pointToPoly(point, this);
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}
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/**
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* 本质上,这个算法所做的就是从一个点发射一条射线。
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* 如果它与奇数条多边形边相交,我们就知道它在多边形内部。
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* @param point
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*/
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public containsPoint(point: Vector2) {
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// 将点归一化到多边形坐标空间中
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point = Vector2.subtract(point, this.position);
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let isInside = false;
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for (let i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
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if (((this.points[i].y > point.y) != (this.points[j].y > point.y)) &&
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(point.x < (this.points[j].x - this.points[i].x) * (point.y - this.points[i].y) / (this.points[j].y - this.points[i].y) +
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this.points[i].x)) {
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isInside = !isInside;
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let perp = Vector2Ext.perpendicular(p1, p2);
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perp = Vector2.normalize(perp);
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this._edgeNormals[i] = perp;
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}
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}
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return isInside;
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}
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/**
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* 建立一个对称的多边形(六边形,八角形,n角形)并返回点
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* @param vertCount
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* @param radius
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*/
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public static buildSymmertricalPolygon(vertCount: number, radius: number) {
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let verts = new Array(vertCount);
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/**
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* 建立一个对称的多边形(六边形,八角形,n角形)并返回点
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* @param vertCount
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* @param radius
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*/
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public static buildSymmetricalPolygon(vertCount: number, radius: number) {
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let verts = new Array(vertCount);
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for (let i = 0; i < vertCount; i++) {
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let a = 2 * Math.PI * (i / vertCount);
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verts[i] = new Vector2(Math.cos(a), Math.sin(a) * radius);
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for (let i = 0; i < vertCount; i++) {
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let a = 2 * Math.PI * (i / vertCount);
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verts[i] = new Vector2(Math.cos(a), Math.sin(a) * radius);
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}
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return verts;
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}
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return verts;
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/**
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* 重定位多边形的点
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* @param points
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*/
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public static recenterPolygonVerts(points: Vector2[]){
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let center = this.findPolygonCenter(points);
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for (let i = 0; i < points.length; i ++)
|
||||
points[i] = Vector2.subtract(points[i], center);
|
||||
}
|
||||
|
||||
/**
|
||||
* 找到多边形的中心。注意,这对于正则多边形是准确的。不规则多边形没有中心。
|
||||
* @param points
|
||||
*/
|
||||
public static findPolygonCenter(points: Vector2[]) {
|
||||
let x = 0, y = 0;
|
||||
|
||||
for (let i = 0; i < points.length; i++) {
|
||||
x += points[i].x;
|
||||
y += points[i].y;
|
||||
}
|
||||
|
||||
return new Vector2(x / points.length, y / points.length);
|
||||
}
|
||||
|
||||
/**
|
||||
* 迭代多边形的所有边,并得到任意边上离点最近的点。
|
||||
* 通过最近点的平方距离和它所在的边的法线返回。
|
||||
* 点应该在多边形的空间中(点-多边形.位置)
|
||||
* @param points
|
||||
* @param point
|
||||
*/
|
||||
public static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): { closestPoint, distanceSquared, edgeNormal } {
|
||||
let distanceSquared = Number.MAX_VALUE;
|
||||
let edgeNormal = new Vector2(0, 0);
|
||||
let closestPoint = new Vector2(0, 0);
|
||||
|
||||
let tempDistanceSquared;
|
||||
for (let i = 0; i < points.length; i++) {
|
||||
let j = i + 1;
|
||||
if (j == points.length)
|
||||
j = 0;
|
||||
|
||||
let closest = ShapeCollisions.closestPointOnLine(points[i], points[j], point);
|
||||
tempDistanceSquared = Vector2.distanceSquared(point, closest);
|
||||
|
||||
if (tempDistanceSquared < distanceSquared) {
|
||||
distanceSquared = tempDistanceSquared;
|
||||
closestPoint = closest;
|
||||
|
||||
// 求直线的法线
|
||||
let line = Vector2.subtract(points[j], points[i]);
|
||||
edgeNormal.x = -line.y;
|
||||
edgeNormal.y = line.x;
|
||||
}
|
||||
}
|
||||
|
||||
edgeNormal = Vector2.normalize(edgeNormal);
|
||||
|
||||
return { closestPoint: closestPoint, distanceSquared: distanceSquared, edgeNormal: edgeNormal };
|
||||
}
|
||||
|
||||
public recalculateBounds(collider: Collider){
|
||||
// 如果我们没有旋转或不关心TRS我们使用localOffset作为中心,我们会从那开始
|
||||
this.center = collider.localOffset;
|
||||
|
||||
if (collider.shouldColliderScaleAndRotateWithTransform){
|
||||
this.isUnrotated = collider.entity.transform.rotation == 0;
|
||||
}
|
||||
|
||||
this.position = Vector2.add(collider.entity.transform.position, this.center);
|
||||
this.bounds = Rectangle.rectEncompassingPoints(this.points);
|
||||
this.bounds.location = Vector2.add(this.bounds.location, this.position);
|
||||
}
|
||||
|
||||
public overlaps(other: Shape){
|
||||
let result: CollisionResult;
|
||||
if (other instanceof Polygon)
|
||||
return ShapeCollisions.polygonToPolygon(this, other);
|
||||
|
||||
if (other instanceof Circle){
|
||||
result = ShapeCollisions.circleToPolygon(other, this);
|
||||
if (result){
|
||||
result.invertResult();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
throw new Error(`overlaps of Pologon to ${other} are not supported`);
|
||||
}
|
||||
|
||||
public collidesWithShape(other: Shape){
|
||||
let result = new CollisionResult();
|
||||
if (other instanceof Polygon){
|
||||
return ShapeCollisions.polygonToPolygon(this, other);
|
||||
}
|
||||
|
||||
if (other instanceof Circle){
|
||||
result = ShapeCollisions.circleToPolygon(other, this);
|
||||
if (result){
|
||||
result.invertResult();
|
||||
return result;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
throw new Error(`overlaps of Polygon to ${other} are not supported`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 本质上,这个算法所做的就是从一个点发射一条射线。
|
||||
* 如果它与奇数条多边形边相交,我们就知道它在多边形内部。
|
||||
* @param point
|
||||
*/
|
||||
public containsPoint(point: Vector2) {
|
||||
// 将点归一化到多边形坐标空间中
|
||||
point = Vector2.subtract(point, this.position);
|
||||
|
||||
let isInside = false;
|
||||
for (let i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
|
||||
if (((this.points[i].y > point.y) != (this.points[j].y > point.y)) &&
|
||||
(point.x < (this.points[j].x - this.points[i].x) * (point.y - this.points[i].y) / (this.points[j].y - this.points[i].y) +
|
||||
this.points[i].x)) {
|
||||
isInside = !isInside;
|
||||
}
|
||||
}
|
||||
|
||||
return isInside;
|
||||
}
|
||||
|
||||
public pointCollidesWithShape(point: Vector2): CollisionResult {
|
||||
return ShapeCollisions.pointToPoly(point, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,21 +1,23 @@
|
||||
abstract class Shape {
|
||||
/** 缓存的形状边界 内部字段 */
|
||||
public bounds: Rectangle;
|
||||
/**
|
||||
* 这不是中心。这个值不一定是物体的中心。对撞机更准确。
|
||||
* 应用任何转换旋转的localOffset
|
||||
* 内部字段
|
||||
*/
|
||||
public center: Vector2;
|
||||
/**
|
||||
* 有一个单独的位置字段可以让我们改变形状的位置来进行碰撞检查,而不是改变entity.position。
|
||||
* 触发碰撞器/边界/散列更新的位置。
|
||||
* 内部字段
|
||||
*/
|
||||
public position: Vector2;
|
||||
module es {
|
||||
export abstract class Shape {
|
||||
/**
|
||||
* 有一个单独的位置字段可以让我们改变形状的位置来进行碰撞检查,而不是改变entity.position。
|
||||
* 触发碰撞器/边界/散列更新的位置。
|
||||
* 内部字段
|
||||
*/
|
||||
public position: Vector2;
|
||||
/**
|
||||
* 这不是中心。这个值不一定是物体的中心。对撞机更准确。
|
||||
* 应用任何转换旋转的localOffset
|
||||
* 内部字段
|
||||
*/
|
||||
public center: Vector2;
|
||||
/** 缓存的形状边界 内部字段 */
|
||||
public bounds: Rectangle;
|
||||
|
||||
public abstract recalculateBounds(collider: Collider);
|
||||
public abstract pointCollidesWithShape(point: Vector2): CollisionResult;
|
||||
public abstract overlaps(other: Shape);
|
||||
public abstract collidesWithShape(other: Shape): CollisionResult;
|
||||
}
|
||||
public abstract recalculateBounds(collider: Collider);
|
||||
public abstract pointCollidesWithShape(point: Vector2): CollisionResult;
|
||||
public abstract overlaps(other: Shape);
|
||||
public abstract collidesWithShape(other: Shape): CollisionResult;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user