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

@@ -8,5 +8,9 @@ module es {
* 每帧更新事件
*/
frameUpdated,
/**
* 当渲染发生时触发
*/
renderChanged,
}
}

View File

@@ -6,6 +6,10 @@ module es {
}
public render(scene: Scene): void {
if (!this.renderDirty)
return;
this.renderDirty = false;
let cam = this.camera ? this.camera : scene.camera;
this.beginRender(cam);

View File

@@ -3,10 +3,13 @@ module es {
public camera: ICamera;
public readonly renderOrder: number = 0;
public shouldDebugRender: boolean = true;
protected renderDirty: boolean = true;
constructor(renderOrder: number, camera: ICamera) {
this.renderOrder = renderOrder;
this.camera = camera;
Core.emitter.addObserver(CoreEvents.renderChanged, this.onRenderChanged, this);
}
public onAddedToScene(scene: es.Scene) { }
@@ -26,6 +29,10 @@ module es {
Graphics.instance.batcher.end();
}
protected onRenderChanged() {
this.renderDirty = true;
}
public abstract render(scene: Scene): void;

View File

@@ -381,6 +381,16 @@ module es {
return this.repeat(this.approach(start, start + deltaAngle, shift), 360);
}
/**
* 将 Vector 投影到另一个 Vector 上
* @param other
*/
public static project(self: Vector2, other: Vector2) {
let amt = Vector2.dot(self, other) / other.lengthSquared();
let vec = new 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。

View File

@@ -3,6 +3,15 @@ module es {
* 代表右手4x4浮点矩阵可以存储平移、比例和旋转信息
*/
export class Matrix {
private static identity = new Matrix(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
public static get Identity() {
return this.identity;
}
public m11: number;
public m12: number;
public m13: number;
@@ -20,6 +29,26 @@ module es {
public m43: number;
public m44: number;
constructor(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;
}
/**
* 为自定义的正交视图创建一个新的投影矩阵
* @param left
@@ -47,6 +76,39 @@ module es {
result.m44 = 1;
}
public static createTranslation(position: Vector2, result: Matrix)
{
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;
}
public static createRotationZ(radians: number, result: Matrix)
{
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
@@ -69,23 +131,23 @@ module es {
let m41 = (((matrix1.m41 * matrix2.m11) + (matrix1.m42 * matrix2.m21)) + (matrix1.m43 * matrix2.m31)) + (matrix1.m44 * matrix2.m41);
let m42 = (((matrix1.m41 * matrix2.m12) + (matrix1.m42 * matrix2.m22)) + (matrix1.m43 * matrix2.m32)) + (matrix1.m44 * matrix2.m42);
let m43 = (((matrix1.m41 * matrix2.m13) + (matrix1.m42 * matrix2.m23)) + (matrix1.m43 * matrix2.m33)) + (matrix1.m44 * matrix2.m43);
let m44 = (((matrix1.m41 * matrix2.m14) + (matrix1.m42 * matrix2.m24)) + (matrix1.m43 * matrix2.m34)) + (matrix1.m44 * matrix2.m44);
let m44 = (((matrix1.m41 * matrix2.m14) + (matrix1.m42 * matrix2.m24)) + (matrix1.m43 * matrix2.m34)) + (matrix1.m44 * matrix2.m44);
result.m11 = m11;
result.m12 = m12;
result.m13 = m13;
result.m14 = m14;
result.m21 = m21;
result.m22 = m22;
result.m23 = m23;
result.m24 = m24;
result.m31 = m31;
result.m32 = m32;
result.m33 = m33;
result.m34 = m34;
result.m41 = m41;
result.m42 = m42;
result.m43 = m43;
result.m44 = m44;
result.m12 = m12;
result.m13 = m13;
result.m14 = m14;
result.m21 = m21;
result.m22 = m22;
result.m23 = m23;
result.m24 = m24;
result.m31 = m31;
result.m32 = m32;
result.m33 = m33;
result.m34 = m34;
result.m41 = m41;
result.m42 = m42;
result.m43 = m43;
result.m44 = m44;
}
}
}

View File

@@ -16,6 +16,7 @@ module 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
*/
public static raycastsStartInColliders = false;
public static debugRender: boolean = false;
/**
* 我们保留它以避免在每次raycast发生时分配它
*/
@@ -43,7 +44,8 @@ module es {
}
public static debugDraw(secondsToDisplay) {
this._spatialHash.debugDraw(secondsToDisplay);
if (this.debugRender)
this._spatialHash.debugDraw(secondsToDisplay);
}
/**