新增renderable组件render方法 去除mathhelper.minof/maxof
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@@ -1492,10 +1492,10 @@ var Camera = (function (_super) {
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if (this.entity.transform.rotation != 0) {
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var topRight = this.screenToWorldPoint(new Vector2(stage.stageWidth - this._inset.right, this._inset.top));
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var bottomLeft = this.screenToWorldPoint(new Vector2(this._inset.left, stage.stageHeight - this._inset.bottom));
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var minX = MathHelper.minOf(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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var maxX = MathHelper.maxOf(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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var minY = MathHelper.minOf(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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var maxY = MathHelper.maxOf(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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var minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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var maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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var minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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var maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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this._bounds.location = new Vector2(minX, minY);
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this._bounds.width = maxX - minX;
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this._bounds.height = maxY - minY;
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@@ -1769,6 +1769,19 @@ var SpriteRenderer = (function (_super) {
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function SpriteRenderer() {
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return _super !== null && _super.apply(this, arguments) || this;
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}
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Object.defineProperty(SpriteRenderer.prototype, "bounds", {
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get: function () {
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if (this._areBoundsDirty) {
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if (this._sprite) {
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this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, this._origin, this.entity.transform.scale, this.entity.transform.rotation, this._sprite.width, this._sprite.height);
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this._areBoundsDirty = false;
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}
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return this.bounds;
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(SpriteRenderer.prototype, "sprite", {
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get: function () {
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return this._sprite;
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@@ -1785,7 +1798,16 @@ var SpriteRenderer = (function (_super) {
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this._origin = new Vector2(this._sprite.anchorOffsetX, this._sprite.anchorOffsetY);
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return this;
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};
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SpriteRenderer.prototype.initialize = function () {
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SpriteRenderer.prototype.render = function (camera) {
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if (!this.sprite)
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return;
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this.sprite.x = this.entity.transform.position.x;
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this.sprite.y = this.entity.transform.position.y;
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this.sprite.rotation = this.entity.transform.rotation;
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this.sprite.anchorOffsetX = this._origin.x;
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this.sprite.anchorOffsetY = this._origin.y;
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this.sprite.scaleX = this.entity.transform.scale.x;
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this.sprite.scaleY = this.entity.transform.scale.y;
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};
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return SpriteRenderer;
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}(RenderableComponent));
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@@ -2636,12 +2658,6 @@ var MathHelper = (function () {
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return max;
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return value;
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};
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MathHelper.minOf = function (a, b, c, d) {
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return Math.min(a, Math.min(b, Math.min(c, d)));
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};
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MathHelper.maxOf = function (a, b, c, d) {
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return Math.max(a, Math.max(b, Math.max(c, d)));
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};
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MathHelper.pointOnCirlce = function (circleCenter, radius, angleInDegrees) {
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var radians = MathHelper.toRadians(angleInDegrees);
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return new Vector2(Math.cos(radians) * radians + circleCenter.x, Math.sin(radians) * radians + circleCenter.y);
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@@ -2881,7 +2897,7 @@ var Rectangle = (function () {
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var dr = this.right - res.x;
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var dt = res.y - this.top;
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var db = this.bottom - res.y;
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var min = MathHelper.minOf(dl, dr, dt, db);
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var min = Math.min(dl, dr, dt, db);
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if (min == dt) {
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res.y = this.top;
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edgeNormal.y = -1;
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@@ -2940,10 +2956,10 @@ var Rectangle = (function () {
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topRight = Vector2.transform(topRight, this._transformMat);
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bottomLeft = Vector2.transform(bottomLeft, this._transformMat);
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bottomRight = Vector2.transform(bottomRight, this._transformMat);
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var minX = MathHelper.minOf(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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var maxX = MathHelper.maxOf(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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var minY = MathHelper.minOf(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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var maxY = MathHelper.maxOf(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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var minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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var maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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var minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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var maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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this.location = new Vector2(minX, minY);
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this.width = maxX - minX;
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this.height = maxY - minY;
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