新增渲染接口
This commit is contained in:
@@ -512,6 +512,7 @@ var es;
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*/
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Component.prototype.onEntityTransformChanged = function (comp) {
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};
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Component.prototype.debugRender = function (batcher) { };
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/**
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*当父实体或此组件启用时调用
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*/
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@@ -946,6 +947,9 @@ var es;
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Entity.prototype.update = function () {
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this.components.update();
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};
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Entity.prototype.debugRender = function (batcher) {
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this.components.debugRender(batcher);
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};
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/**
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* 创建组件的新实例。返回实例组件
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* @param componentType
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@@ -1156,7 +1160,7 @@ var es;
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Vector2.multiplyScaler = function (value1, value2) {
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var result = es.Vector2.zero;
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result.x = value1.x * value2;
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result.y = value1.x * value2;
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result.y = value1.y * value2;
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return result;
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};
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/**
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@@ -1443,7 +1447,9 @@ var es;
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var Scene = /** @class */ (function () {
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function Scene() {
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this._sceneComponents = [];
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this._renderers = [];
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this.entities = new es.EntityList(this);
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this.renderableComponents = new es.RenderableComponentList();
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this.entityProcessors = new es.EntityProcessorList();
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this.identifierPool = new es.IdentifierPool();
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this.initialize();
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@@ -1466,6 +1472,9 @@ var es;
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Scene.prototype.unload = function () {
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};
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Scene.prototype.begin = function () {
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if (this._renderers.length == 0) {
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this.addRenderer(new es.DefaultRenderer());
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}
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es.Physics.reset();
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if (this.entityProcessors != null)
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this.entityProcessors.begin();
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@@ -1474,11 +1483,14 @@ var es;
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};
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Scene.prototype.end = function () {
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this._didSceneBegin = false;
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for (var i = 0; i < this._renderers.length; i++)
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this._renderers[i].unload();
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this.entities.removeAllEntities();
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for (var i = 0; i < this._sceneComponents.length; i++) {
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this._sceneComponents[i].onRemovedFromScene();
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}
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this._sceneComponents.length = 0;
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this.camera = null;
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es.Physics.clear();
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if (this.entityProcessors)
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this.entityProcessors.end();
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@@ -1498,6 +1510,30 @@ var es;
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this.entities.update();
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if (this.entityProcessors != null)
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this.entityProcessors.lateUpdate();
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this.renderableComponents.updateLists();
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this.render();
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};
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Scene.prototype.render = function () {
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for (var i = 0; i < this._renderers.length; i++) {
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this._renderers[i].render(this);
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}
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};
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Scene.prototype.addRenderer = function (renderer) {
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this._renderers.push(renderer);
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this._renderers.sort(function (self, other) { return self.renderOrder - other.renderOrder; });
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renderer.onAddedToScene(this);
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return renderer;
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};
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Scene.prototype.getRenderer = function (type) {
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for (var i = 0; i < this._renderers.length; i++) {
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if (this._renderers[i] instanceof type)
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return this._renderers[i];
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}
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return null;
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};
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Scene.prototype.removeRenderer = function (renderer) {
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new es.List(this._renderers).remove(renderer);
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renderer.unload();
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};
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/**
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* 向组件列表添加并返回SceneComponent
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@@ -1758,7 +1794,7 @@ var es;
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Object.defineProperty(Transform.prototype, "worldToLocalTransform", {
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get: function () {
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if (this._worldToLocalDirty) {
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if (!this.parent) {
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if (this.parent == null) {
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this._worldToLocalTransform = es.Matrix2D.identity;
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}
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else {
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@@ -1914,15 +1950,16 @@ var es;
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* @param parent
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*/
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Transform.prototype.setParent = function (parent) {
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var _this = this;
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if (this._parent == parent)
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return this;
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if (this._parent != null) {
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var children = new es.List(this._parent._children);
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children.remove(this);
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var index = this._parent._children.findIndex(function (t) { return t == _this; });
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if (index != -1)
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this._parent._children.splice(index, 1);
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}
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if (parent != null) {
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var children = new es.List(parent._children);
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children.add(this);
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parent._children.push(this);
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}
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this._parent = parent;
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this.setDirty(DirtyType.positionDirty);
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@@ -1939,7 +1976,7 @@ var es;
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return this;
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this._position = position;
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if (this.parent != null) {
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this.localPosition = es.Vector2.transform(this._position, this._worldToLocalTransform);
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this.localPosition = es.Vector2.transform(this._position, this.worldToLocalTransform);
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}
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else {
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this.localPosition = position;
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@@ -1965,7 +2002,7 @@ var es;
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*/
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Transform.prototype.setRotation = function (radians) {
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this._rotation = radians;
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if (this.parent) {
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if (this.parent != null) {
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this.localRotation = this.parent.rotation + radians;
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}
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else {
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@@ -2012,7 +2049,7 @@ var es;
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*/
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Transform.prototype.setScale = function (scale) {
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this._scale = scale;
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if (this.parent) {
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if (this.parent != null) {
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this.localScale = es.Vector2.divide(scale, this.parent._scale);
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}
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else {
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@@ -2337,18 +2374,29 @@ var es;
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this._glue = es.MathHelper.clamp(value, 0, 10);
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return this;
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};
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ArcadeRigidbody.prototype.setVelocity = function (velocity) {
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this.velocity = velocity;
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return this;
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};
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/**
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* 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
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* @param force
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*/
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ArcadeRigidbody.prototype.addImpulse = function (force) {
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if (!this.isImmovable) {
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this.velocity = this.velocity.add(es.Vector2.multiplyScaler(force, 100000)
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this.velocity.add(es.Vector2.multiplyScaler(force, 100000)
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.multiplyScaler(this._inverseMass * es.Time.deltaTime * es.Time.deltaTime));
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}
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};
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ArcadeRigidbody.prototype.onAddedToEntity = function () {
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this._collider = this.entity.getComponent(es.Collider);
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this._collider = null;
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for (var i = 0; i < this.entity.components.buffer.length; i++) {
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var component = this.entity.components.buffer[i];
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if (component instanceof es.Collider) {
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this._collider = component;
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break;
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}
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}
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es.Debug.warnIf(this._collider == null, "ArcadeRigidbody 没有 Collider。ArcadeRigidbody需要一个Collider!");
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};
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ArcadeRigidbody.prototype.update = function () {
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@@ -2358,8 +2406,8 @@ var es;
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return;
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}
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if (this.shouldUseGravity)
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this.velocity = this.velocity.add(es.Vector2.multiplyScaler(es.Physics.gravity, es.Time.deltaTime));
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this.entity.transform.position = this.entity.transform.position.add(es.Vector2.multiplyScaler(this.velocity, es.Time.deltaTime));
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this.velocity.add(es.Vector2.multiplyScaler(es.Physics.gravity, es.Time.deltaTime));
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this.entity.position = this.entity.position.add(es.Vector2.multiplyScaler(this.velocity, es.Time.deltaTime));
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var collisionResult = new es.CollisionResult();
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// 捞取我们在新的位置上可能会碰撞到的任何东西
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var neighbors = es.Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value);
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@@ -2379,10 +2427,10 @@ var es;
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}
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else {
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// 没有ArcadeRigidbody,所以我们假设它是不动的,只移动我们自己的
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this.entity.transform.position = this.entity.transform.position.subtract(collisionResult.minimumTranslationVector);
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this.entity.position = this.entity.position.subtract(collisionResult.minimumTranslationVector);
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var relativeVelocity = this.velocity.clone();
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this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity);
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this.velocity = this.velocity.add(relativeVelocity);
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this.velocity.add(relativeVelocity);
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}
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}
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}
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@@ -2402,14 +2450,14 @@ var es;
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*/
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ArcadeRigidbody.prototype.processOverlap = function (other, minimumTranslationVector) {
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if (this.isImmovable) {
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other.entity.transform.position = other.entity.transform.position.add(minimumTranslationVector);
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other.entity.position = other.entity.position.add(minimumTranslationVector);
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}
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else if (other.isImmovable) {
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this.entity.transform.position = this.entity.transform.position.subtract(minimumTranslationVector);
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this.entity.position = this.entity.position.subtract(minimumTranslationVector);
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}
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else {
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this.entity.transform.position = this.entity.transform.position.subtract(es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
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other.entity.transform.position = other.entity.transform.position.add(es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
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this.entity.position = this.entity.position.subtract(es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
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other.entity.position = other.entity.position.add(es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
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}
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};
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/**
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@@ -2427,8 +2475,8 @@ var es;
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var totalinverseMass = this._inverseMass + other._inverseMass;
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var ourResponseFraction = this._inverseMass / totalinverseMass;
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var otherResponseFraction = other._inverseMass / totalinverseMass;
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this.velocity = this.velocity.add(es.Vector2.multiplyScaler(relativeVelocity, ourResponseFraction));
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other.velocity = other.velocity.subtract(es.Vector2.multiplyScaler(relativeVelocity, otherResponseFraction));
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this.velocity.add(es.Vector2.multiplyScaler(relativeVelocity, ourResponseFraction));
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other.velocity.subtract(es.Vector2.multiplyScaler(relativeVelocity, otherResponseFraction));
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};
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/**
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* 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
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@@ -2453,8 +2501,10 @@ var es;
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if (tangentialVelocityComponent.lengthSquared() < this._glue)
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coefficientOfFriction = 1.01;
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// 弹性影响速度的法向分量,摩擦力影响速度的切向分量
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responseVelocity = es.Vector2.multiplyScaler(normalVelocityComponent, -(1 + this._elasticity))
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var r = es.Vector2.multiplyScaler(normalVelocityComponent, -(1 + this._elasticity))
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.subtract(es.Vector2.multiplyScaler(tangentialVelocityComponent, coefficientOfFriction));
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responseVelocity.x = r.x;
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responseVelocity.y = r.y;
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};
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return ArcadeRigidbody;
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}(es.Component));
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@@ -2518,28 +2568,36 @@ var es;
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* @param collisionResult
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*/
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Mover.prototype.calculateMovement = function (motion, collisionResult) {
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if (this.entity.getComponent(es.Collider) == null || this._triggerHelper == null) {
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var collider = null;
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for (var i = 0; i < this.entity.components.buffer.length; i++) {
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var component = this.entity.components.buffer[i];
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if (component instanceof es.Collider) {
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collider = component;
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break;
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}
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}
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if (collider == null || this._triggerHelper == null) {
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return false;
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}
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// 移动所有的非触发碰撞器并获得最近的碰撞
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var colliders = this.entity.getComponents(es.Collider);
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var _loop_1 = function (i) {
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var collider = colliders[i];
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var collider_1 = colliders[i];
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// 不检测触发器 在我们移动后会重新访问它
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if (collider.isTrigger)
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if (collider_1.isTrigger)
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return "continue";
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// 获取我们在新位置可能发生碰撞的任何东西
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var bounds = collider.bounds.clone();
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var bounds = collider_1.bounds.clone();
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bounds.x += motion.x;
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bounds.y += motion.y;
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var neighbors = es.Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers.value);
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var neighbors = es.Physics.boxcastBroadphaseExcludingSelf(collider_1, bounds, collider_1.collidesWithLayers.value);
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neighbors.forEach(function (value) {
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var neighbor = value;
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// 不检测触发器
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if (neighbor.isTrigger)
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return;
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var _internalcollisionResult = new es.CollisionResult();
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if (collider.collidesWith(neighbor, motion, _internalcollisionResult)) {
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if (collider_1.collidesWith(neighbor, motion, _internalcollisionResult)) {
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// 如果碰撞 则退回之前的移动量
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motion.subtract(_internalcollisionResult.minimumTranslationVector);
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// 如果我们碰到多个对象,为了简单起见,只取第一个。
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@@ -2594,7 +2652,15 @@ var es;
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return _this;
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}
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ProjectileMover.prototype.onAddedToEntity = function () {
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this._collider = this.entity.getComponent(es.Collider);
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var collider = null;
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for (var i = 0; i < this.entity.components.buffer.length; i++) {
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var component = this.entity.components.buffer[i];
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if (component instanceof es.Collider) {
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collider = component;
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break;
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}
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}
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this._collider = collider;
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es.Debug.warnIf(this._collider == null, "ProjectileMover没有Collider。ProjectilMover需要一个Collider!");
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};
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/**
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@@ -2703,10 +2769,10 @@ var es;
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});
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Object.defineProperty(Collider.prototype, "bounds", {
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get: function () {
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if (this._isPositionDirty || this._isRotationDirty) {
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this.shape.recalculateBounds(this);
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this._isPositionDirty = this._isRotationDirty = false;
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}
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// if (this._isPositionDirty || this._isRotationDirty) {
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this.shape.recalculateBounds(this);
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// this._isPositionDirty = this._isRotationDirty = false;
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// }
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return this.shape.bounds;
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},
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enumerable: true,
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@@ -2756,6 +2822,30 @@ var es;
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return this;
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};
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Collider.prototype.onAddedToEntity = function () {
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if (this._colliderRequiresAutoSizing) {
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var renderable = null;
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for (var i = 0; i < this.entity.components.buffer.length; i++) {
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var component = this.entity.components.buffer[i];
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if (component instanceof es.RenderableComponent) {
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renderable = component;
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break;
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}
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}
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if (renderable != null) {
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var renderableBounds = renderable.bounds.clone();
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var width = renderableBounds.width / this.entity.transform.scale.x;
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var height = renderableBounds.height / this.entity.transform.scale.y;
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if (this instanceof es.CircleCollider) {
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this.radius = Math.max(width, height) * 0.5;
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this.localOffset = es.Vector2.subtract(renderableBounds.center, this.entity.transform.position);
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}
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else if (this instanceof es.BoxCollider) {
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this.width = width;
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this.height = height;
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this.localOffset = es.Vector2.subtract(renderableBounds.center, this.entity.transform.position);
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}
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}
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}
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this._isParentEntityAddedToScene = true;
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this.registerColliderWithPhysicsSystem();
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};
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@@ -2927,8 +3017,17 @@ var es;
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* @param height
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*/
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function BoxCollider(x, y, width, height) {
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if (x === void 0) { x = 0; }
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if (y === void 0) { y = 0; }
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if (width === void 0) { width = 1; }
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if (height === void 0) { height = 1; }
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var _this = _super.call(this) || this;
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_this._localOffset = new es.Vector2(x + width / 2, y + height / 2);
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if (width == 1 && height == 1) {
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_this._colliderRequiresAutoSizing = true;
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}
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else {
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_this._localOffset = new es.Vector2(x + width / 2, y + height / 2);
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}
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_this.shape = new es.Box(width, height);
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return _this;
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}
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@@ -2980,7 +3079,7 @@ var es;
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(width, box.height);
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this._isPositionDirty = true;
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if (this.entity && this._isParentEntityAddedToScene)
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if (this.entity != null && this._isParentEntityAddedToScene)
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es.Physics.updateCollider(this);
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}
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return this;
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@@ -3000,6 +3099,17 @@ var es;
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es.Physics.updateCollider(this);
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}
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};
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BoxCollider.prototype.debugRender = function (batcher) {
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var poly = this.shape;
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batcher.drawHollowRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height, new es.Color(76, 76, 76, 76), 2);
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batcher.end();
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batcher.drawPolygon(this.shape.position, poly.points, new es.Color(139, 0, 0, 255), true, 2);
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batcher.end();
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batcher.drawPixel(this.entity.position, new es.Color(255, 255, 0), 4);
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batcher.end();
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batcher.drawPixel(es.Vector2.add(this.transform.position, this.shape.center), new es.Color(255, 0, 0), 2);
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batcher.end();
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};
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BoxCollider.prototype.toString = function () {
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return "[BoxCollider: bounds: " + this.bounds + "]";
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};
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@@ -3019,8 +3129,12 @@ var es;
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* @param radius
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*/
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function CircleCollider(radius) {
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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
|
||||
|
||||
Reference in New Issue
Block a user