新增渲染接口

This commit is contained in:
yhh
2021-05-27 18:32:38 +08:00
parent 6c44d38c10
commit 26068aaf6f
29 changed files with 1301 additions and 96 deletions

View File

@@ -512,6 +512,7 @@ var es;
*/
Component.prototype.onEntityTransformChanged = function (comp) {
};
Component.prototype.debugRender = function (batcher) { };
/**
*当父实体或此组件启用时调用
*/
@@ -946,6 +947,9 @@ var es;
Entity.prototype.update = function () {
this.components.update();
};
Entity.prototype.debugRender = function (batcher) {
this.components.debugRender(batcher);
};
/**
* 创建组件的新实例。返回实例组件
* @param componentType
@@ -1156,7 +1160,7 @@ var es;
Vector2.multiplyScaler = function (value1, value2) {
var result = es.Vector2.zero;
result.x = value1.x * value2;
result.y = value1.x * value2;
result.y = value1.y * value2;
return result;
};
/**
@@ -1443,7 +1447,9 @@ var es;
var Scene = /** @class */ (function () {
function Scene() {
this._sceneComponents = [];
this._renderers = [];
this.entities = new es.EntityList(this);
this.renderableComponents = new es.RenderableComponentList();
this.entityProcessors = new es.EntityProcessorList();
this.identifierPool = new es.IdentifierPool();
this.initialize();
@@ -1466,6 +1472,9 @@ var es;
Scene.prototype.unload = function () {
};
Scene.prototype.begin = function () {
if (this._renderers.length == 0) {
this.addRenderer(new es.DefaultRenderer());
}
es.Physics.reset();
if (this.entityProcessors != null)
this.entityProcessors.begin();
@@ -1474,11 +1483,14 @@ var es;
};
Scene.prototype.end = function () {
this._didSceneBegin = false;
for (var i = 0; i < this._renderers.length; i++)
this._renderers[i].unload();
this.entities.removeAllEntities();
for (var i = 0; i < this._sceneComponents.length; i++) {
this._sceneComponents[i].onRemovedFromScene();
}
this._sceneComponents.length = 0;
this.camera = null;
es.Physics.clear();
if (this.entityProcessors)
this.entityProcessors.end();
@@ -1498,6 +1510,30 @@ var es;
this.entities.update();
if (this.entityProcessors != null)
this.entityProcessors.lateUpdate();
this.renderableComponents.updateLists();
this.render();
};
Scene.prototype.render = function () {
for (var i = 0; i < this._renderers.length; i++) {
this._renderers[i].render(this);
}
};
Scene.prototype.addRenderer = function (renderer) {
this._renderers.push(renderer);
this._renderers.sort(function (self, other) { return self.renderOrder - other.renderOrder; });
renderer.onAddedToScene(this);
return renderer;
};
Scene.prototype.getRenderer = function (type) {
for (var i = 0; i < this._renderers.length; i++) {
if (this._renderers[i] instanceof type)
return this._renderers[i];
}
return null;
};
Scene.prototype.removeRenderer = function (renderer) {
new es.List(this._renderers).remove(renderer);
renderer.unload();
};
/**
* 向组件列表添加并返回SceneComponent
@@ -1758,7 +1794,7 @@ var es;
Object.defineProperty(Transform.prototype, "worldToLocalTransform", {
get: function () {
if (this._worldToLocalDirty) {
if (!this.parent) {
if (this.parent == null) {
this._worldToLocalTransform = es.Matrix2D.identity;
}
else {
@@ -1914,15 +1950,16 @@ var es;
* @param parent
*/
Transform.prototype.setParent = function (parent) {
var _this = this;
if (this._parent == parent)
return this;
if (this._parent != null) {
var children = new es.List(this._parent._children);
children.remove(this);
var index = this._parent._children.findIndex(function (t) { return t == _this; });
if (index != -1)
this._parent._children.splice(index, 1);
}
if (parent != null) {
var children = new es.List(parent._children);
children.add(this);
parent._children.push(this);
}
this._parent = parent;
this.setDirty(DirtyType.positionDirty);
@@ -1939,7 +1976,7 @@ var es;
return this;
this._position = position;
if (this.parent != null) {
this.localPosition = es.Vector2.transform(this._position, this._worldToLocalTransform);
this.localPosition = es.Vector2.transform(this._position, this.worldToLocalTransform);
}
else {
this.localPosition = position;
@@ -1965,7 +2002,7 @@ var es;
*/
Transform.prototype.setRotation = function (radians) {
this._rotation = radians;
if (this.parent) {
if (this.parent != null) {
this.localRotation = this.parent.rotation + radians;
}
else {
@@ -2012,7 +2049,7 @@ var es;
*/
Transform.prototype.setScale = function (scale) {
this._scale = scale;
if (this.parent) {
if (this.parent != null) {
this.localScale = es.Vector2.divide(scale, this.parent._scale);
}
else {
@@ -2337,18 +2374,29 @@ var es;
this._glue = es.MathHelper.clamp(value, 0, 10);
return this;
};
ArcadeRigidbody.prototype.setVelocity = function (velocity) {
this.velocity = velocity;
return this;
};
/**
* 用刚体的质量给刚体加上一个瞬间的力脉冲。力是一个加速度单位是每秒像素每秒。将力乘以100000使数值使用更合理
* @param force
*/
ArcadeRigidbody.prototype.addImpulse = function (force) {
if (!this.isImmovable) {
this.velocity = this.velocity.add(es.Vector2.multiplyScaler(force, 100000)
this.velocity.add(es.Vector2.multiplyScaler(force, 100000)
.multiplyScaler(this._inverseMass * es.Time.deltaTime * es.Time.deltaTime));
}
};
ArcadeRigidbody.prototype.onAddedToEntity = function () {
this._collider = this.entity.getComponent(es.Collider);
this._collider = null;
for (var i = 0; i < this.entity.components.buffer.length; i++) {
var component = this.entity.components.buffer[i];
if (component instanceof es.Collider) {
this._collider = component;
break;
}
}
es.Debug.warnIf(this._collider == null, "ArcadeRigidbody 没有 Collider。ArcadeRigidbody需要一个Collider!");
};
ArcadeRigidbody.prototype.update = function () {
@@ -2358,8 +2406,8 @@ var es;
return;
}
if (this.shouldUseGravity)
this.velocity = this.velocity.add(es.Vector2.multiplyScaler(es.Physics.gravity, es.Time.deltaTime));
this.entity.transform.position = this.entity.transform.position.add(es.Vector2.multiplyScaler(this.velocity, es.Time.deltaTime));
this.velocity.add(es.Vector2.multiplyScaler(es.Physics.gravity, es.Time.deltaTime));
this.entity.position = this.entity.position.add(es.Vector2.multiplyScaler(this.velocity, es.Time.deltaTime));
var collisionResult = new es.CollisionResult();
// 捞取我们在新的位置上可能会碰撞到的任何东西
var neighbors = es.Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value);
@@ -2379,10 +2427,10 @@ var es;
}
else {
// 没有ArcadeRigidbody所以我们假设它是不动的只移动我们自己的
this.entity.transform.position = this.entity.transform.position.subtract(collisionResult.minimumTranslationVector);
this.entity.position = this.entity.position.subtract(collisionResult.minimumTranslationVector);
var relativeVelocity = this.velocity.clone();
this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity);
this.velocity = this.velocity.add(relativeVelocity);
this.velocity.add(relativeVelocity);
}
}
}
@@ -2402,14 +2450,14 @@ var es;
*/
ArcadeRigidbody.prototype.processOverlap = function (other, minimumTranslationVector) {
if (this.isImmovable) {
other.entity.transform.position = other.entity.transform.position.add(minimumTranslationVector);
other.entity.position = other.entity.position.add(minimumTranslationVector);
}
else if (other.isImmovable) {
this.entity.transform.position = this.entity.transform.position.subtract(minimumTranslationVector);
this.entity.position = this.entity.position.subtract(minimumTranslationVector);
}
else {
this.entity.transform.position = this.entity.transform.position.subtract(es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
other.entity.transform.position = other.entity.transform.position.add(es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
this.entity.position = this.entity.position.subtract(es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
other.entity.position = other.entity.position.add(es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
}
};
/**
@@ -2427,8 +2475,8 @@ var es;
var totalinverseMass = this._inverseMass + other._inverseMass;
var ourResponseFraction = this._inverseMass / totalinverseMass;
var otherResponseFraction = other._inverseMass / totalinverseMass;
this.velocity = this.velocity.add(es.Vector2.multiplyScaler(relativeVelocity, ourResponseFraction));
other.velocity = other.velocity.subtract(es.Vector2.multiplyScaler(relativeVelocity, otherResponseFraction));
this.velocity.add(es.Vector2.multiplyScaler(relativeVelocity, ourResponseFraction));
other.velocity.subtract(es.Vector2.multiplyScaler(relativeVelocity, otherResponseFraction));
};
/**
* 给定两个物体和MTV之间的相对速度本方法修改相对速度使其成为碰撞响应
@@ -2453,8 +2501,10 @@ var es;
if (tangentialVelocityComponent.lengthSquared() < this._glue)
coefficientOfFriction = 1.01;
// 弹性影响速度的法向分量,摩擦力影响速度的切向分量
responseVelocity = es.Vector2.multiplyScaler(normalVelocityComponent, -(1 + this._elasticity))
var r = es.Vector2.multiplyScaler(normalVelocityComponent, -(1 + this._elasticity))
.subtract(es.Vector2.multiplyScaler(tangentialVelocityComponent, coefficientOfFriction));
responseVelocity.x = r.x;
responseVelocity.y = r.y;
};
return ArcadeRigidbody;
}(es.Component));
@@ -2518,28 +2568,36 @@ var es;
* @param collisionResult
*/
Mover.prototype.calculateMovement = function (motion, collisionResult) {
if (this.entity.getComponent(es.Collider) == null || this._triggerHelper == null) {
var collider = null;
for (var i = 0; i < this.entity.components.buffer.length; i++) {
var component = this.entity.components.buffer[i];
if (component instanceof es.Collider) {
collider = component;
break;
}
}
if (collider == null || this._triggerHelper == null) {
return false;
}
// 移动所有的非触发碰撞器并获得最近的碰撞
var colliders = this.entity.getComponents(es.Collider);
var _loop_1 = function (i) {
var collider = colliders[i];
var collider_1 = colliders[i];
// 不检测触发器 在我们移动后会重新访问它
if (collider.isTrigger)
if (collider_1.isTrigger)
return "continue";
// 获取我们在新位置可能发生碰撞的任何东西
var bounds = collider.bounds.clone();
var bounds = collider_1.bounds.clone();
bounds.x += motion.x;
bounds.y += motion.y;
var neighbors = es.Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers.value);
var neighbors = es.Physics.boxcastBroadphaseExcludingSelf(collider_1, bounds, collider_1.collidesWithLayers.value);
neighbors.forEach(function (value) {
var neighbor = value;
// 不检测触发器
if (neighbor.isTrigger)
return;
var _internalcollisionResult = new es.CollisionResult();
if (collider.collidesWith(neighbor, motion, _internalcollisionResult)) {
if (collider_1.collidesWith(neighbor, motion, _internalcollisionResult)) {
// 如果碰撞 则退回之前的移动量
motion.subtract(_internalcollisionResult.minimumTranslationVector);
// 如果我们碰到多个对象,为了简单起见,只取第一个。
@@ -2594,7 +2652,15 @@ var es;
return _this;
}
ProjectileMover.prototype.onAddedToEntity = function () {
this._collider = this.entity.getComponent(es.Collider);
var collider = null;
for (var i = 0; i < this.entity.components.buffer.length; i++) {
var component = this.entity.components.buffer[i];
if (component instanceof es.Collider) {
collider = component;
break;
}
}
this._collider = collider;
es.Debug.warnIf(this._collider == null, "ProjectileMover没有Collider。ProjectilMover需要一个Collider!");
};
/**
@@ -2703,10 +2769,10 @@ var es;
});
Object.defineProperty(Collider.prototype, "bounds", {
get: function () {
if (this._isPositionDirty || this._isRotationDirty) {
this.shape.recalculateBounds(this);
this._isPositionDirty = this._isRotationDirty = false;
}
// if (this._isPositionDirty || this._isRotationDirty) {
this.shape.recalculateBounds(this);
// this._isPositionDirty = this._isRotationDirty = false;
// }
return this.shape.bounds;
},
enumerable: true,
@@ -2756,6 +2822,30 @@ var es;
return this;
};
Collider.prototype.onAddedToEntity = function () {
if (this._colliderRequiresAutoSizing) {
var renderable = null;
for (var i = 0; i < this.entity.components.buffer.length; i++) {
var component = this.entity.components.buffer[i];
if (component instanceof es.RenderableComponent) {
renderable = component;
break;
}
}
if (renderable != null) {
var renderableBounds = renderable.bounds.clone();
var width = renderableBounds.width / this.entity.transform.scale.x;
var height = renderableBounds.height / this.entity.transform.scale.y;
if (this instanceof es.CircleCollider) {
this.radius = Math.max(width, height) * 0.5;
this.localOffset = es.Vector2.subtract(renderableBounds.center, this.entity.transform.position);
}
else if (this instanceof es.BoxCollider) {
this.width = width;
this.height = height;
this.localOffset = es.Vector2.subtract(renderableBounds.center, this.entity.transform.position);
}
}
}
this._isParentEntityAddedToScene = true;
this.registerColliderWithPhysicsSystem();
};
@@ -2927,8 +3017,17 @@ var es;
* @param height
*/
function BoxCollider(x, y, width, height) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = 0; }
if (width === void 0) { width = 1; }
if (height === void 0) { height = 1; }
var _this = _super.call(this) || this;
_this._localOffset = new es.Vector2(x + width / 2, y + height / 2);
if (width == 1 && height == 1) {
_this._colliderRequiresAutoSizing = true;
}
else {
_this._localOffset = new es.Vector2(x + width / 2, y + height / 2);
}
_this.shape = new es.Box(width, height);
return _this;
}
@@ -2980,7 +3079,7 @@ var es;
// 更新框,改变边界,如果我们需要更新物理系统中的边界
box.updateBox(width, box.height);
this._isPositionDirty = true;
if (this.entity && this._isParentEntityAddedToScene)
if (this.entity != null && this._isParentEntityAddedToScene)
es.Physics.updateCollider(this);
}
return this;
@@ -3000,6 +3099,17 @@ var es;
es.Physics.updateCollider(this);
}
};
BoxCollider.prototype.debugRender = function (batcher) {
var poly = this.shape;
batcher.drawHollowRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height, new es.Color(76, 76, 76, 76), 2);
batcher.end();
batcher.drawPolygon(this.shape.position, poly.points, new es.Color(139, 0, 0, 255), true, 2);
batcher.end();
batcher.drawPixel(this.entity.position, new es.Color(255, 255, 0), 4);
batcher.end();
batcher.drawPixel(es.Vector2.add(this.transform.position, this.shape.center), new es.Color(255, 0, 0), 2);
batcher.end();
};
BoxCollider.prototype.toString = function () {
return "[BoxCollider: bounds: " + this.bounds + "]";
};
@@ -3019,8 +3129,12 @@ var es;
* @param radius
*/
function CircleCollider(radius) {
if (radius === void 0) { radius = 1; }
var _this = _super.call(this) || this;
_this.shape = new es.Circle(radius);
if (radius == 1) {
_this._colliderRequiresAutoSizing = true;
}
return _this;
}
Object.defineProperty(CircleCollider.prototype, "radius", {
@@ -3049,6 +3163,16 @@ var es;
}
return this;
};
CircleCollider.prototype.debugRender = function (batcher) {
batcher.drawHollowRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height, new es.Color(76, 76, 76, 76), 2);
batcher.end();
batcher.drawCircle(this.shape.position, this.radius, new es.Color(139, 0, 0), 2);
batcher.end();
batcher.drawPixel(this.entity.transform.position, new es.Color(255, 255, 0), 4);
batcher.end();
batcher.drawPixel(this.shape.position, new es.Color(255, 0, 0), 2);
batcher.end();
};
CircleCollider.prototype.toString = function () {
return "[CircleCollider: bounds: " + this.bounds + ", radius: " + this.shape.radius + "]";
};
@@ -3086,6 +3210,127 @@ var es;
es.PolygonCollider = PolygonCollider;
})(es || (es = {}));
var es;
(function (es) {
var RenderableComponent = /** @class */ (function (_super) {
__extends(RenderableComponent, _super);
function RenderableComponent() {
var _this = _super !== null && _super.apply(this, arguments) || this;
_this._bounds = new es.Rectangle();
_this._areBoundsDirty = true;
_this._renderLayer = 0;
_this.debugRenderEnabled = true;
_this._isVisible = false;
_this._localOffset = new es.Vector2();
return _this;
}
RenderableComponent.prototype.getwidth = function () {
return this.bounds.width;
};
RenderableComponent.prototype.getheight = function () {
return this.bounds.height;
};
RenderableComponent.prototype.getbounds = function () {
if (this._areBoundsDirty) {
this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, new es.Vector2(this.getwidth() / 2, this.getheight() / 2), this.entity.transform.scale, this.entity.transform.rotation, this.getwidth(), this.getheight());
this._areBoundsDirty = false;
}
return this._bounds;
};
Object.defineProperty(RenderableComponent.prototype, "bounds", {
get: function () {
return this.getbounds();
},
enumerable: true,
configurable: true
});
Object.defineProperty(RenderableComponent.prototype, "renderLayer", {
get: function () {
return this._renderLayer;
},
set: function (value) {
this.setRenderLayer(value);
},
enumerable: true,
configurable: true
});
RenderableComponent.prototype.onEntityTransformChanged = function (comp) {
this._areBoundsDirty = true;
};
Object.defineProperty(RenderableComponent.prototype, "localOffset", {
get: function () {
return this._localOffset;
},
set: function (value) {
this.setLocalOffset(value);
},
enumerable: true,
configurable: true
});
RenderableComponent.prototype.setLocalOffset = function (offset) {
if (!this._localOffset.equals(offset)) {
this._localOffset = offset;
this._areBoundsDirty = true;
}
return this;
};
Object.defineProperty(RenderableComponent.prototype, "isVisible", {
get: function () {
return this._isVisible;
},
set: function (value) {
if (this._isVisible != value) {
this._isVisible = value;
if (this._isVisible) {
this.onBecameVisible();
}
else {
this.onBecameInvisible();
}
}
},
enumerable: true,
configurable: true
});
RenderableComponent.prototype.onBecameVisible = function () {
};
RenderableComponent.prototype.onBecameInvisible = function () {
};
RenderableComponent.prototype.setRenderLayer = function (renderLayer) {
if (renderLayer != this._renderLayer) {
var oldRenderLayer = this._renderLayer;
this._renderLayer = renderLayer;
if (this.entity != null && this.entity.scene != null)
es.Core.scene.renderableComponents.updateRenderableRenderLayer(this, oldRenderLayer, this._renderLayer);
}
return this;
};
RenderableComponent.prototype.isVisibleFromCamera = function (cam) {
this.isVisible = cam.bounds.intersects(this.bounds);
return this.isVisible;
};
RenderableComponent.prototype.debugRender = function (batcher) {
if (!this.debugRenderEnabled)
return;
var collider = null;
for (var i = 0; i < this.entity.components.buffer.length; i++) {
var component = this.entity.components.buffer[i];
if (component instanceof es.Collider) {
collider = component;
break;
}
}
if (collider == null) {
batcher.drawHollowRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height, new es.Color(255, 255, 0));
batcher.end();
}
batcher.drawPixel(es.Vector2.add(this.entity.transform.position, this._localOffset), new es.Color(153, 50, 204), 4);
batcher.end();
};
return RenderableComponent;
}(es.Component));
es.RenderableComponent = RenderableComponent;
})(es || (es = {}));
var es;
(function (es) {
function decode(key) {
switch (typeof key) {
@@ -3731,6 +3976,8 @@ var es;
var component = this._components[i];
if (!component)
continue;
if (component instanceof es.RenderableComponent)
this._entity.scene.renderableComponents.remove(component);
// 处理IUpdatable
if (es.isIUpdatable(component))
new es.List(this._updatableComponents).remove(component);
@@ -3743,6 +3990,8 @@ var es;
if (this._components.length > 0) {
for (var i = 0, s = this._components.length; i < s; ++i) {
var component = this._components[i];
if (component instanceof es.RenderableComponent)
this._entity.scene.renderableComponents.remove(component);
if (es.isIUpdatable(component))
this._updatableComponents.push(component);
this.addBits(component);
@@ -3783,6 +4032,8 @@ var es;
if (this._componentsToAddList.length > 0) {
for (var i = 0, l = this._componentsToAddList.length; i < l; ++i) {
var component = this._componentsToAddList[i];
if (component instanceof es.RenderableComponent)
this._entity.scene.renderableComponents.add(component);
if (es.isIUpdatable(component))
this._updatableComponents.push(component);
this.addBits(component);
@@ -3811,6 +4062,8 @@ var es;
}
};
ComponentList.prototype.handleRemove = function (component) {
if (component instanceof es.RenderableComponent)
this._entity.scene.renderableComponents.remove(component);
if (es.isIUpdatable(component) && this._updatableComponents.length > 0) {
var index = this._updatableComponents.findIndex(function (c) { return c.id == component.id; });
if (index != -1)
@@ -3922,6 +4175,13 @@ var es;
this._components[i].onDisabled();
}
};
ComponentList.prototype.debugRender = function (batcher) {
for (var i = 0; i < this._components.length; i++) {
if (this._components[i].enabled) {
this._components[i].debugRender(batcher);
}
}
};
/**
* 组件列表的全局updateOrder排序
*/
@@ -4594,6 +4854,82 @@ var es;
}());
es.Matcher = Matcher;
})(es || (es = {}));
var es;
(function (es) {
var RenderableComponentList = /** @class */ (function () {
function RenderableComponentList() {
this._components = [];
this._componentsByRenderLayer = new Map();
this._unsortedRenderLayers = [];
this._componentsNeedSort = true;
}
Object.defineProperty(RenderableComponentList.prototype, "count", {
get: function () {
return this._components.length;
},
enumerable: true,
configurable: true
});
RenderableComponentList.prototype.get = function (index) {
return this._components[index];
};
RenderableComponentList.prototype.add = function (component) {
this._components.push(component);
this.addToRenderLayerList(component, component.renderLayer);
};
RenderableComponentList.prototype.remove = function (component) {
new es.List(this._components).remove(component);
new es.List(this._componentsByRenderLayer.get(component.renderLayer)).remove(component);
};
RenderableComponentList.prototype.updateRenderableRenderLayer = function (component, oldRenderLayer, newRenderLayer) {
if (this._componentsByRenderLayer.has(oldRenderLayer) && new es.List(this._componentsByRenderLayer.get(oldRenderLayer)).contains(component)) {
new es.List(this._componentsByRenderLayer.get(oldRenderLayer)).remove(component);
this.addToRenderLayerList(component, newRenderLayer);
}
};
RenderableComponentList.prototype.setRenderLayerNeedsComponentSort = function (renderLayer) {
var unsortedRenderLayersList = new es.List(this._unsortedRenderLayers);
if (!unsortedRenderLayersList.contains(renderLayer))
unsortedRenderLayersList.add(renderLayer);
this._componentsNeedSort = true;
};
RenderableComponentList.prototype.setNeedsComponentSort = function () {
this._componentsNeedSort = true;
};
RenderableComponentList.prototype.addToRenderLayerList = function (component, renderLayer) {
var list = this.componentsWithRenderLayer(renderLayer);
es.Insist.isFalse(!!list.find(function (c) { return c == component; }), "组件renderLayer列表已包含此组件");
list.push(component);
var unsortedRenderLayersList = new es.List(this._unsortedRenderLayers);
if (!unsortedRenderLayersList.contains(renderLayer))
unsortedRenderLayersList.add(renderLayer);
this._componentsNeedSort = true;
};
RenderableComponentList.prototype.componentsWithRenderLayer = function (renderLayer) {
if (!this._componentsByRenderLayer.get(renderLayer)) {
this._componentsByRenderLayer.set(renderLayer, []);
}
return this._componentsByRenderLayer.get(renderLayer);
};
RenderableComponentList.prototype.updateLists = function () {
if (this._componentsNeedSort) {
this._components.sort(function (self, other) { return other.renderLayer - self.renderLayer; });
this._componentsNeedSort = false;
}
if (this._unsortedRenderLayers.length > 0) {
for (var i = 0, count = this._unsortedRenderLayers.length; i < count; i++) {
var renderLayerComponents = this._componentsByRenderLayer.get(this._unsortedRenderLayers[i]);
if (renderLayerComponents) {
renderLayerComponents.sort(function (self, other) { return other.renderLayer - self.renderLayer; });
}
this._unsortedRenderLayers.length = 0;
}
}
};
return RenderableComponentList;
}());
es.RenderableComponentList = RenderableComponentList;
})(es || (es = {}));
var StringUtils = /** @class */ (function () {
function StringUtils() {
}
@@ -5132,6 +5468,93 @@ var es;
es.WorkerUtils = WorkerUtils;
})(es || (es = {}));
var es;
(function (es) {
var Graphics = /** @class */ (function () {
function Graphics(batcher) {
this.batcher = batcher;
}
return Graphics;
}());
es.Graphics = Graphics;
})(es || (es = {}));
var es;
(function (es) {
var Color = /** @class */ (function () {
function Color(r, g, b, a) {
if (a === void 0) { a = 255; }
this.a = 255;
this.r = 255;
this.g = 255;
this.b = 255;
this.a = a;
this.r = r;
this.g = g;
this.b = b;
}
return Color;
}());
es.Color = Color;
})(es || (es = {}));
var es;
(function (es) {
var Renderer = /** @class */ (function () {
function Renderer(renderOrder, camera) {
this.renderOrder = 0;
this.shouldDebugRender = true;
this.renderOrder = renderOrder;
this.camera = camera;
}
Renderer.prototype.onAddedToScene = function (scene) { };
Renderer.prototype.unload = function () { };
Renderer.prototype.beginRender = function (cam) {
es.Graphics.instance.batcher.begin(cam);
};
Renderer.prototype.endRender = function () {
es.Graphics.instance.batcher.end();
};
Renderer.prototype.renderAfterStateCheck = function (renderable, cam) {
renderable.render(es.Graphics.instance.batcher, cam);
};
Renderer.prototype.debugRender = function (scene) {
for (var i = 0; i < scene.entities.count; i++) {
var entity = scene.entities.buffer[i];
if (entity.enabled) {
entity.debugRender(es.Graphics.instance.batcher);
}
}
};
return Renderer;
}());
es.Renderer = Renderer;
})(es || (es = {}));
///<reference path="Renderer.ts" />
var es;
///<reference path="Renderer.ts" />
(function (es) {
var DefaultRenderer = /** @class */ (function (_super) {
__extends(DefaultRenderer, _super);
function DefaultRenderer(renderOrder, camera) {
if (renderOrder === void 0) { renderOrder = 0; }
if (camera === void 0) { camera = null; }
return _super.call(this, renderOrder, camera) || this;
}
DefaultRenderer.prototype.render = function (scene) {
var cam = this.camera ? this.camera : scene.camera;
this.beginRender(cam);
for (var i = 0; i < scene.renderableComponents.count; i++) {
var renderable = scene.renderableComponents.get(i);
if (renderable.enabled && renderable.isVisibleFromCamera(scene.camera))
this.renderAfterStateCheck(renderable, cam);
}
if (this.shouldDebugRender && es.Core.debugRenderEndabled)
this.debugRender(scene);
this.endRender();
};
return DefaultRenderer;
}(es.Renderer));
es.DefaultRenderer = DefaultRenderer;
})(es || (es = {}));
var es;
(function (es) {
/**
* 三次方和二次方贝塞尔帮助器(cubic and quadratic bezier helper)
@@ -6148,6 +6571,14 @@ var es;
result.m22 = val1;
return result;
};
Matrix2D.createRotationOut = function (radians, result) {
var val1 = Math.cos(radians);
var val2 = Math.sin(radians);
result.m11 = val1;
result.m12 = val2;
result.m21 = -val2;
result.m22 = val1;
};
/**
* 创建一个新的缩放矩阵2D
* @param xScale
@@ -6163,6 +6594,14 @@ var es;
result.m32 = 0;
return result;
};
Matrix2D.createScaleOut = function (xScale, yScale, result) {
result.m11 = xScale;
result.m12 = 0;
result.m21 = 0;
result.m22 = yScale;
result.m31 = 0;
result.m32 = 0;
};
/**
* 创建一个新的平移矩阵2D
* @param xPosition
@@ -6178,6 +6617,14 @@ var es;
result.m32 = yPosition;
return result;
};
Matrix2D.createTranslationOut = function (position, result) {
result.m11 = 1;
result.m12 = 0;
result.m21 = 0;
result.m22 = 1;
result.m31 = position.x;
result.m32 = position.y;
};
Matrix2D.invert = function (matrix) {
var det = 1 / matrix.determinant();
var result = this.identity;
@@ -7333,6 +7780,9 @@ var es;
Physics.clear = function () {
this._spatialHash.clear();
};
Physics.debugDraw = function (secondsToDisplay) {
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
* @param center
@@ -7478,7 +7928,7 @@ var es;
return this._spatialHash.overlapRectangle(rect, results, layerMask);
};
/** 用于在全局范围内存储重力值的方便字段 */
Physics.gravity = new es.Vector2(0, 300);
Physics.gravity = new es.Vector2(0, -300);
/** 调用reset并创建一个新的SpatialHash时使用的单元格大小 */
Physics.spatialHashCellSize = 100;
/** 接受layerMask的所有方法的默认值 */
@@ -7600,6 +8050,20 @@ var es;
SpatialHash.prototype.clear = function () {
this._cellDict.clear();
};
SpatialHash.prototype.debugDraw = function (secondsToDisplay) {
for (var x = this.gridBounds.x; x <= this.gridBounds.right; x++) {
for (var y = this.gridBounds.y; y <= this.gridBounds.bottom; y++) {
var cell = this.cellAtPosition(x, y);
if (cell != null && cell.length > 0)
this.debugDrawCellDetails(x, y, secondsToDisplay);
}
}
};
SpatialHash.prototype.debugDrawCellDetails = function (x, y, secondsToDisplay) {
if (secondsToDisplay === void 0) { secondsToDisplay = 0.5; }
es.Graphics.instance.batcher.drawHollowRect(x * this._cellSize, y * this._cellSize, this._cellSize, this._cellSize, new es.Color(255, 0, 0), secondsToDisplay);
es.Graphics.instance.batcher.end();
};
/**
* 返回边框与单元格相交的所有对象
* @param bounds
@@ -7667,17 +8131,17 @@ var es;
var tDeltaY = ray.direction.y != 0 ? this._cellSize / (ray.direction.y * stepY) : Number.MAX_VALUE;
// 开始遍历并返回交叉单元格。
var cell = this.cellAtPosition(currentCell.x, currentCell.y);
if (cell && this._raycastParser.checkRayIntersection(currentCell.x, currentCell.y, cell)) {
if (cell != null && this._raycastParser.checkRayIntersection(currentCell.x, currentCell.y, cell)) {
this._raycastParser.reset();
return this._raycastParser.hitCounter;
}
while (currentCell.x != lastCell.x || currentCell.y != lastCell.y) {
if (tMaxX < tMaxY) {
currentCell.x = Math.trunc(es.MathHelper.approach(currentCell.x, lastCell.x, Math.abs(stepX)));
currentCell.x = es.MathHelper.approach(currentCell.x, lastCell.x, Math.abs(stepX));
tMaxX += tDeltaX;
}
else {
currentCell.y = Math.trunc(es.MathHelper.approach(currentCell.y, lastCell.y, Math.abs(stepY)));
currentCell.y = es.MathHelper.approach(currentCell.y, lastCell.y, Math.abs(stepY));
tMaxY += tDeltaY;
}
cell = this.cellAtPosition(currentCell.x, currentCell.y);
@@ -8646,7 +9110,7 @@ var es;
// TODO: 这是得到分数的正确和最有效的方法吗?
// 先检查x分数。如果是NaN就用y代替
var distanceFraction = (intersection.x - start.x) / (end.x - start.x);
if (Number.isNaN(distanceFraction) || Number.isFinite(distanceFraction))
if (Number.isNaN(distanceFraction) || Math.abs(distanceFraction) == Infinity)
distanceFraction = (intersection.y - start.y) / (end.y - start.y);
if (distanceFraction < fraction) {
var edge = es.Vector2.subtract(edge2, edge1);
@@ -8678,7 +9142,9 @@ var es;
var u = (c.x * b.y - c.y * b.x) / bDotDPerp;
if (u < 0 || u > 1)
return false;
intersection = es.Vector2.add(a1, es.Vector2.multiplyScaler(b, t));
var r = es.Vector2.add(a1, es.Vector2.multiplyScaler(b, t));
intersection.x = r.x;
intersection.y = r.y;
return true;
};
ShapeCollisionsLine.lineToCircle = function (start, end, s, hit) {
@@ -11820,6 +12286,45 @@ var es;
}
return this.fromMinMaxVector(new es.Vector2(Math.trunc(minX), Math.trunc(minY)), new es.Vector2(Math.trunc(maxX), Math.trunc(maxY)));
};
RectangleExt.calculateBounds = function (rect, parentPosition, position, origin, scale, rotation, width, height) {
if (rotation == 0) {
rect.x = Math.trunc(parentPosition.x + position.x - origin.x * scale.x);
rect.y = Math.trunc(parentPosition.y + position.y - origin.y * scale.y);
rect.width = Math.trunc(width * scale.x);
rect.height = Math.trunc(height * scale.y);
}
else {
// 我们需要找到我们的绝对最小/最大值,并据此创建边界
var worldPosX = parentPosition.x + position.x;
var worldPosY = parentPosition.y + position.y;
var tempMat = void 0;
// 考虑到原点,将参考点设置为世界参考
var transformMatrix = es.Matrix2D.createTranslation(-worldPosX - origin.x, -worldPosY - origin.y);
tempMat = es.Matrix2D.createScale(scale.x, scale.y);
transformMatrix = transformMatrix.multiply(tempMat);
tempMat = es.Matrix2D.createRotation(rotation);
transformMatrix = transformMatrix.multiply(tempMat);
tempMat = es.Matrix2D.createTranslation(worldPosX, worldPosY);
transformMatrix = transformMatrix.multiply(tempMat);
// TODO: 我们可以把世界变换留在矩阵中,避免在世界空间中得到所有的四个角
var topLeft = new es.Vector2(worldPosX, worldPosY);
var topRight = new es.Vector2(worldPosX + width, worldPosY);
var bottomLeft = new es.Vector2(worldPosX, worldPosY + height);
var bottomRight = new es.Vector2(worldPosX + width, worldPosY + height);
es.Vector2Ext.transformR(topLeft, transformMatrix, topLeft);
es.Vector2Ext.transformR(topRight, transformMatrix, topRight);
es.Vector2Ext.transformR(bottomLeft, transformMatrix, bottomLeft);
es.Vector2Ext.transformR(bottomRight, transformMatrix, bottomRight);
// 找出最小值和最大值,这样我们就可以计算出我们的边界框。
var minX = Math.trunc(Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x));
var maxX = Math.trunc(Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x));
var minY = Math.trunc(Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y));
var maxY = Math.trunc(Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y));
rect.location = new es.Vector2(minX, minY);
rect.width = Math.trunc(maxX - minX);
rect.height = Math.trunc(maxY - minY);
}
};
/**
* 缩放矩形
* @param rect