感谢NEZ库提供的思路

This commit is contained in:
yhh
2021-06-11 16:20:01 +08:00
parent 44e2ca07e5
commit 219b90fc5d
10 changed files with 204 additions and 21 deletions

View File

@@ -585,6 +585,10 @@ var es;
* 每帧更新事件
*/
CoreEvents[CoreEvents["frameUpdated"] = 1] = "frameUpdated";
/**
* 当渲染发生时触发
*/
CoreEvents[CoreEvents["renderChanged"] = 2] = "renderChanged";
})(CoreEvents = es.CoreEvents || (es.CoreEvents = {}));
})(es || (es = {}));
var es;
@@ -5525,8 +5529,10 @@ var es;
function Renderer(renderOrder, camera) {
this.renderOrder = 0;
this.shouldDebugRender = true;
this.renderDirty = true;
this.renderOrder = renderOrder;
this.camera = camera;
es.Core.emitter.addObserver(es.CoreEvents.renderChanged, this.onRenderChanged, this);
}
Renderer.prototype.onAddedToScene = function (scene) { };
Renderer.prototype.unload = function () { };
@@ -5540,6 +5546,9 @@ var es;
return;
es.Graphics.instance.batcher.end();
};
Renderer.prototype.onRenderChanged = function () {
this.renderDirty = true;
};
Renderer.prototype.renderAfterStateCheck = function (renderable, cam) {
if (!es.Graphics.instance)
return;
@@ -5572,6 +5581,9 @@ var es;
return _super.call(this, renderOrder, camera) || this;
}
DefaultRenderer.prototype.render = function (scene) {
if (!this.renderDirty)
return;
this.renderDirty = false;
var cam = this.camera ? this.camera : scene.camera;
this.beginRender(cam);
for (var i = 0; i < scene.renderableComponents.count; i++) {
@@ -6204,6 +6216,15 @@ var es;
return end;
return this.repeat(this.approach(start, start + deltaAngle, shift), 360);
};
/**
* 将此 Vector 投影到另一个 Vector 上
* @param other
*/
MathHelper.project = function (self, other) {
var amt = es.Vector2.dot(self, other) / other.lengthSquared();
var vec = new es.Vector2(amt * other.x, amt * other.y);
return vec;
};
/**
* 通过将偏移量(全部以弧度为单位)夹住结果并选择最短路径,起始角度朝向终止角度。
* 起始值可以小于或大于终止值。
@@ -6419,8 +6440,31 @@ var es;
* 代表右手4x4浮点矩阵可以存储平移、比例和旋转信息
*/
var Matrix = /** @class */ (function () {
function Matrix() {
function Matrix(m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44) {
this.m11 = m11;
this.m12 = m12;
this.m13 = m13;
this.m14 = m14;
this.m21 = m21;
this.m22 = m22;
this.m23 = m23;
this.m24 = m24;
this.m31 = m31;
this.m32 = m32;
this.m33 = m33;
this.m34 = m34;
this.m41 = m41;
this.m42 = m42;
this.m43 = m43;
this.m44 = m44;
}
Object.defineProperty(Matrix, "Identity", {
get: function () {
return this.identity;
},
enumerable: true,
configurable: true
});
/**
* 为自定义的正交视图创建一个新的投影矩阵
* @param left
@@ -6448,6 +6492,33 @@ var es;
result.m43 = zNearPlane / (zNearPlane - zFarPlane);
result.m44 = 1;
};
Matrix.createTranslation = function (position, result) {
result.m11 = 1;
result.m12 = 0;
result.m13 = 0;
result.m14 = 0;
result.m21 = 0;
result.m22 = 1;
result.m23 = 0;
result.m24 = 0;
result.m31 = 0;
result.m32 = 0;
result.m33 = 1;
result.m34 = 0;
result.m41 = position.x;
result.m42 = position.y;
result.m43 = 0;
result.m44 = 1;
};
Matrix.createRotationZ = function (radians, result) {
result = Matrix.Identity;
var val1 = Math.cos(radians);
var val2 = Math.sin(radians);
result.m11 = val1;
result.m12 = val2;
result.m21 = -val2;
result.m22 = val1;
};
/**
* 创建一个新的矩阵,其中包含两个矩阵的乘法。
* @param matrix1
@@ -6489,6 +6560,7 @@ var es;
result.m43 = m43;
result.m44 = m44;
};
Matrix.identity = new Matrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
return Matrix;
}());
es.Matrix = Matrix;
@@ -7815,7 +7887,8 @@ var es;
this._spatialHash.clear();
};
Physics.debugDraw = function (secondsToDisplay) {
this._spatialHash.debugDraw(secondsToDisplay);
if (this.debugRender)
this._spatialHash.debugDraw(secondsToDisplay);
};
/**
* 检查是否有对撞机落在一个圆形区域内。返回遇到的第一个对撞机
@@ -7975,6 +8048,7 @@ var es;
* 在碰撞器中开始的射线/直线是否强制转换检测到那些碰撞器
*/
Physics.raycastsStartInColliders = false;
Physics.debugRender = false;
/**
* 我们保留它以避免在每次raycast发生时分配它
*/