新增渲染接口
This commit is contained in:
@@ -83,6 +83,8 @@ module es {
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public onEntityTransformChanged(comp: transform.Component) {
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}
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public debugRender(batcher: IBatcher) {}
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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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@@ -116,19 +116,31 @@ module es {
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return this;
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}
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public setVelocity(velocity: Vector2): ArcadeRigidbody {
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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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public addImpulse(force: Vector2) {
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if (!this.isImmovable) {
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this.velocity = this.velocity.add(Vector2.multiplyScaler(force, 100000)
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this.velocity.add(Vector2.multiplyScaler(force, 100000)
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.multiplyScaler(this._inverseMass * Time.deltaTime * Time.deltaTime));
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}
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}
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public onAddedToEntity() {
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this._collider = this.entity.getComponent(es.Collider);
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this._collider = null;
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for (let i = 0; i < this.entity.components.buffer.length; i++) {
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let component = this.entity.components.buffer[i];
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if (component instanceof 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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Debug.warnIf(this._collider == null, "ArcadeRigidbody 没有 Collider。ArcadeRigidbody需要一个Collider!");
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}
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@@ -139,9 +151,9 @@ module es {
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}
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if (this.shouldUseGravity)
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this.velocity = this.velocity.add(Vector2.multiplyScaler(Physics.gravity, Time.deltaTime));
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this.velocity.add(Vector2.multiplyScaler(Physics.gravity, Time.deltaTime));
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this.entity.transform.position = this.entity.transform.position.add(Vector2.multiplyScaler(this.velocity, Time.deltaTime));
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this.entity.position = this.entity.position.add(Vector2.multiplyScaler(this.velocity, Time.deltaTime));
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let collisionResult = new 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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@@ -160,10 +172,10 @@ module es {
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this.processCollision(neighborRigidbody, collisionResult.minimumTranslationVector);
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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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let 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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@@ -176,12 +188,12 @@ module es {
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*/
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public processOverlap(other: ArcadeRigidbody, minimumTranslationVector: Vector2) {
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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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} 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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} else {
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this.entity.transform.position = this.entity.transform.position.subtract(Vector2.multiplyScaler(minimumTranslationVector, 0.5));
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other.entity.transform.position = other.entity.transform.position.add(Vector2.multiplyScaler(minimumTranslationVector, 0.5));
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this.entity.position = this.entity.position.subtract(Vector2.multiplyScaler(minimumTranslationVector, 0.5));
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other.entity.position = other.entity.position.add(Vector2.multiplyScaler(minimumTranslationVector, 0.5));
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}
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}
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@@ -203,8 +215,8 @@ module es {
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let ourResponseFraction = this._inverseMass / totalinverseMass;
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let otherResponseFraction = other._inverseMass / totalinverseMass;
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this.velocity = this.velocity.add(Vector2.multiplyScaler(relativeVelocity, ourResponseFraction));
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other.velocity = other.velocity.subtract(Vector2.multiplyScaler(relativeVelocity, otherResponseFraction));
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this.velocity.add(Vector2.multiplyScaler(relativeVelocity, ourResponseFraction));
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other.velocity.subtract(Vector2.multiplyScaler(relativeVelocity, otherResponseFraction));
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}
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/**
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@@ -234,8 +246,10 @@ module es {
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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 = Vector2.multiplyScaler(normalVelocityComponent, -(1 + this._elasticity))
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let r = Vector2.multiplyScaler(normalVelocityComponent, -(1 + this._elasticity))
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.subtract(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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}
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}
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@@ -8,10 +8,15 @@ module es {
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* @param width
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* @param height
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*/
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constructor(x: number, y: number, width: number, height: number) {
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constructor(x: number = 0, y: number = 0, width: number = 1, height: number = 1) {
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super();
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this._localOffset = new 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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} else {
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this._localOffset = new Vector2(x + width / 2, y + height / 2);
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}
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this.shape = new Box(width, height);
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}
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@@ -61,7 +66,7 @@ module 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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Physics.updateCollider(this);
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}
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@@ -84,6 +89,18 @@ module es {
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}
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}
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public debugRender(batcher: IBatcher) {
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let poly = this.shape as Polygon;
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batcher.drawHollowRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height, new Color(76, 76, 76, 76), 2);
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batcher.end();
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batcher.drawPolygon(this.shape.position, poly.points, new Color(139, 0, 0, 255), true, 2);
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batcher.end();
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batcher.drawPixel(this.entity.position, new 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 Color(255, 0, 0), 2);
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batcher.end();
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}
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public toString() {
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return `[BoxCollider: bounds: ${this.bounds}]`;
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}
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@@ -7,10 +7,13 @@ module es {
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*
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* @param radius
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*/
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constructor(radius: number) {
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constructor(radius: number = 1) {
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super();
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this.shape = new Circle(radius);
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if (radius == 1) {
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this._colliderRequiresAutoSizing = true;
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}
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}
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public get radius(): number {
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@@ -40,6 +43,17 @@ module es {
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return this;
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}
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public debugRender(batcher: IBatcher) {
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batcher.drawHollowRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height, new Color(76, 76, 76, 76), 2);
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batcher.end();
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batcher.drawCircle(this.shape.position, this.radius, new Color(139, 0, 0), 2);
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batcher.end();
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batcher.drawPixel(this.entity.transform.position, new Color(255, 255, 0), 4);
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batcher.end();
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batcher.drawPixel(this.shape.position, new Color(255, 0, 0), 2);
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batcher.end();
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}
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public toString() {
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return `[CircleCollider: bounds: ${this.bounds}, radius: ${(this.shape as Circle).radius}]`
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}
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@@ -1,5 +1,5 @@
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module es {
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export class Collider extends Component {
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export abstract class Collider extends Component {
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/**
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* 对撞机的基本形状
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*/
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@@ -59,10 +59,10 @@ module es {
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}
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public get bounds(): Rectangle {
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if (this._isPositionDirty || this._isRotationDirty) {
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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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// 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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@@ -114,6 +114,33 @@ module es {
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}
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public onAddedToEntity() {
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if (this._colliderRequiresAutoSizing) {
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let renderable = null;
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for (let i = 0; i < this.entity.components.buffer.length; i ++) {
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let component = this.entity.components.buffer[i];
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if (component instanceof 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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let renderableBounds = renderable.bounds.clone();
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let width = renderableBounds.width / this.entity.transform.scale.x;
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let height = renderableBounds.height / this.entity.transform.scale.y;
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if (this instanceof CircleCollider) {
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this.radius = Math.max(width, height) * 0.5;
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this.localOffset = Vector2.subtract(renderableBounds.center, this.entity.transform.position);
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} else if (this instanceof BoxCollider) {
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this.width = width;
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this.height = height;
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this.localOffset = 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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@@ -19,7 +19,15 @@ module es {
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* @param collisionResult
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*/
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public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean {
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if (this.entity.getComponent(Collider) == null || this._triggerHelper == null) {
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let collider = null;
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for (let i = 0; i < this.entity.components.buffer.length; i++) {
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let component = this.entity.components.buffer[i];
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if (component instanceof 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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@@ -8,7 +8,15 @@ module es {
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private _collider: Collider;
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public onAddedToEntity() {
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this._collider = this.entity.getComponent(Collider);
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let collider = null;
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for (let i = 0; i < this.entity.components.buffer.length; i++) {
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let component = this.entity.components.buffer[i];
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if (component instanceof 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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Debug.warnIf(this._collider == null, "ProjectileMover没有Collider。ProjectilMover需要一个Collider!");
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}
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9
source/src/ECS/Components/Renderables/IRenderable.ts
Normal file
9
source/src/ECS/Components/Renderables/IRenderable.ts
Normal file
@@ -0,0 +1,9 @@
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module es {
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export interface IRenderable {
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enabled: boolean;
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renderLayer: number;
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isVisibleFromCamera(camera: ICamera): boolean;
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render(batcher: IBatcher, camera: ICamera): void;
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debugRender(batcher: IBatcher): void;
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}
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}
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125
source/src/ECS/Components/Renderables/RenderableComponent.ts
Normal file
125
source/src/ECS/Components/Renderables/RenderableComponent.ts
Normal file
@@ -0,0 +1,125 @@
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module es {
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export abstract class RenderableComponent extends es.Component implements IRenderable {
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public getwidth() {
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return this.bounds.width;
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}
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public getheight() {
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return this.bounds.height;
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}
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protected _bounds: es.Rectangle = new es.Rectangle();
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public getbounds(): es.Rectangle {
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if (this._areBoundsDirty) {
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this._bounds.calculateBounds(this.entity.transform.position, this._localOffset, new es.Vector2(this.getwidth() / 2, this.getheight() / 2),
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this.entity.transform.scale, this.entity.transform.rotation, this.getwidth(), this.getheight());
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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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public get bounds() {
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return this.getbounds();
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}
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protected _areBoundsDirty: boolean = true;
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public get renderLayer() {
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return this._renderLayer;
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}
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public set renderLayer(value: number) {
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this.setRenderLayer(value);
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}
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protected _renderLayer: number = 0;
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public onEntityTransformChanged(comp: transform.Component) {
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this._areBoundsDirty = true;
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}
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public get localOffset() {
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return this._localOffset;
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}
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public set localOffset(value: es.Vector2) {
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this.setLocalOffset(value);
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}
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public setLocalOffset(offset: es.Vector2) {
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if (!this._localOffset.equals(offset)) {
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this._localOffset = offset;
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this._areBoundsDirty = true;
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}
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return this;
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}
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public get isVisible() {
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return this._isVisible;
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}
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public set isVisible(value: boolean) {
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if (this._isVisible != value) {
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this._isVisible = value;
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if (this._isVisible) {
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this.onBecameVisible();
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} else {
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this.onBecameInvisible();
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}
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}
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}
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public debugRenderEnabled: boolean = true;
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protected _isVisible: boolean = false;
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protected _localOffset: es.Vector2 = new es.Vector2();
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public abstract render(batcher: IBatcher, camera: ICamera): void;
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protected onBecameVisible() {
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}
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protected onBecameInvisible() {
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}
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public setRenderLayer(renderLayer: number): RenderableComponent {
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if (renderLayer != this._renderLayer) {
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let oldRenderLayer = this._renderLayer;
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this._renderLayer = renderLayer;
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if (this.entity != null && this.entity.scene != null)
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es.Core.scene.renderableComponents.updateRenderableRenderLayer(this, oldRenderLayer, this._renderLayer);
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}
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return this;
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}
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public isVisibleFromCamera(cam: ICamera): boolean {
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this.isVisible = cam.bounds.intersects(this.bounds);
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return this.isVisible;
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}
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public debugRender(batcher: IBatcher) {
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if (!this.debugRenderEnabled)
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return;
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let collider = null;
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for (let i = 0; i < this.entity.components.buffer.length; i++) {
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let component = this.entity.components.buffer[i];
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if (component instanceof 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) {
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batcher.drawHollowRect(this.bounds.x, this.bounds.y, this.bounds.width, this.bounds.height, new Color(255, 255, 0));
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batcher.end();
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}
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batcher.drawPixel(es.Vector2.add(this.entity.transform.position, this._localOffset), new Color(153, 50, 204), 4);
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batcher.end();
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}
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}
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}
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@@ -376,6 +376,10 @@ module es {
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this.components.update();
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}
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public debugRender(batcher: IBatcher) {
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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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@@ -2,22 +2,22 @@
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module es {
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/** 场景 */
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export class Scene {
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/**
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* 这个场景中的实体列表
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*/
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public camera: ICamera;
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/** 这个场景中的实体列表 */
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public readonly entities: EntityList;
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/**
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* 管理所有实体处理器
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*/
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public readonly renderableComponents: RenderableComponentList;
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/** 管理所有实体处理器 */
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public readonly entityProcessors: EntityProcessorList;
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public readonly _sceneComponents: SceneComponent[] = [];
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public _renderers: Renderer[] = [];
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public readonly identifierPool: IdentifierPool;
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private _didSceneBegin: boolean;
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constructor() {
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this.entities = new EntityList(this);
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this.renderableComponents = new RenderableComponentList();
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this.entityProcessors = new EntityProcessorList();
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this.identifierPool = new IdentifierPool();
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||||
@@ -45,6 +45,10 @@ module es {
|
||||
}
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||||
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||||
public begin() {
|
||||
if (this._renderers.length == 0) {
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this.addRenderer(new DefaultRenderer());
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}
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||||
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Physics.reset();
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||||
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||||
if (this.entityProcessors != null)
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@@ -58,6 +62,9 @@ module es {
|
||||
public end() {
|
||||
this._didSceneBegin = false;
|
||||
|
||||
for (let i = 0; i < this._renderers.length; i ++)
|
||||
this._renderers[i].unload();
|
||||
|
||||
this.entities.removeAllEntities();
|
||||
|
||||
for (let i = 0; i < this._sceneComponents.length; i++) {
|
||||
@@ -65,6 +72,7 @@ module es {
|
||||
}
|
||||
this._sceneComponents.length = 0;
|
||||
|
||||
this.camera = null;
|
||||
Physics.clear();
|
||||
|
||||
if (this.entityProcessors)
|
||||
@@ -91,6 +99,38 @@ module es {
|
||||
|
||||
if (this.entityProcessors != null)
|
||||
this.entityProcessors.lateUpdate();
|
||||
|
||||
this.renderableComponents.updateLists();
|
||||
this.render();
|
||||
}
|
||||
|
||||
public render() {
|
||||
for (let i = 0; i < this._renderers.length; i ++) {
|
||||
this._renderers[i].render(this);
|
||||
}
|
||||
}
|
||||
|
||||
public addRenderer<T extends Renderer>(renderer: T): T {
|
||||
this._renderers.push(renderer);
|
||||
this._renderers.sort((self, other) => self.renderOrder - other.renderOrder);
|
||||
|
||||
renderer.onAddedToScene(this);
|
||||
|
||||
return renderer;
|
||||
}
|
||||
|
||||
public getRenderer<T extends Renderer>(type: new (...args: any[]) => T): T {
|
||||
for (let i = 0; i < this._renderers.length; i ++) {
|
||||
if (this._renderers[i] instanceof type)
|
||||
return this._renderers[i] as T;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public removeRenderer(renderer: Renderer) {
|
||||
new List(this._renderers).remove(renderer);
|
||||
renderer.unload();
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -106,7 +106,7 @@ module es {
|
||||
|
||||
public get worldToLocalTransform(): Matrix2D {
|
||||
if (this._worldToLocalDirty) {
|
||||
if (!this.parent) {
|
||||
if (this.parent == null) {
|
||||
this._worldToLocalTransform = Matrix2D.identity;
|
||||
} else {
|
||||
this.parent.updateTransform();
|
||||
@@ -267,13 +267,13 @@ module es {
|
||||
return this;
|
||||
|
||||
if (this._parent != null) {
|
||||
let children = new es.List(this._parent._children);
|
||||
children.remove(this);
|
||||
const index = this._parent._children.findIndex(t => t == this);
|
||||
if (index != -1)
|
||||
this._parent._children.splice(index, 1);
|
||||
}
|
||||
|
||||
if (parent != null) {
|
||||
let children = new es.List(parent._children);
|
||||
children.add(this);
|
||||
parent._children.push(this);
|
||||
}
|
||||
|
||||
this._parent = parent;
|
||||
@@ -294,7 +294,7 @@ module es {
|
||||
|
||||
this._position = position;
|
||||
if (this.parent != null) {
|
||||
this.localPosition = Vector2.transform(this._position, this._worldToLocalTransform);
|
||||
this.localPosition = Vector2.transform(this._position, this.worldToLocalTransform);
|
||||
} else {
|
||||
this.localPosition = position;
|
||||
}
|
||||
@@ -325,7 +325,7 @@ module es {
|
||||
*/
|
||||
public setRotation(radians: number): Transform {
|
||||
this._rotation = radians;
|
||||
if (this.parent) {
|
||||
if (this.parent != null) {
|
||||
this.localRotation = this.parent.rotation + radians;
|
||||
} else {
|
||||
this.localRotation = radians;
|
||||
@@ -378,7 +378,7 @@ module es {
|
||||
*/
|
||||
public setScale(scale: Vector2): Transform {
|
||||
this._scale = scale;
|
||||
if (this.parent) {
|
||||
if (this.parent != null) {
|
||||
this.localScale = Vector2.divide(scale, this.parent._scale);
|
||||
} else {
|
||||
this.localScale = scale;
|
||||
|
||||
@@ -95,6 +95,9 @@ module es {
|
||||
let component = this._components[i];
|
||||
if (!component) continue;
|
||||
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.remove(component);
|
||||
|
||||
// 处理IUpdatable
|
||||
if (isIUpdatable(component))
|
||||
new es.List(this._updatableComponents).remove(component);
|
||||
@@ -109,6 +112,9 @@ module es {
|
||||
if (this._components.length > 0) {
|
||||
for (let i = 0, s = this._components.length; i < s; ++ i) {
|
||||
let component = this._components[i];
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.remove(component);
|
||||
|
||||
if (isIUpdatable(component))
|
||||
this._updatableComponents.push(component);
|
||||
|
||||
@@ -151,6 +157,9 @@ module es {
|
||||
if (this._componentsToAddList.length > 0) {
|
||||
for (let i = 0, l = this._componentsToAddList.length; i < l; ++ i) {
|
||||
let component = this._componentsToAddList[i];
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.add(component);
|
||||
|
||||
if (isIUpdatable(component))
|
||||
this._updatableComponents.push(component);
|
||||
|
||||
@@ -186,6 +195,9 @@ module es {
|
||||
}
|
||||
|
||||
public handleRemove(component: Component) {
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.remove(component);
|
||||
|
||||
if (isIUpdatable(component) && this._updatableComponents.length > 0) {
|
||||
let index = this._updatableComponents.findIndex((c) => (<any>c as Component).id == component.id);
|
||||
if (index != -1)
|
||||
@@ -313,5 +325,13 @@ module es {
|
||||
this._components[i].onDisabled();
|
||||
}
|
||||
}
|
||||
|
||||
public debugRender(batcher: IBatcher) {
|
||||
for (let i = 0; i < this._components.length; i ++) {
|
||||
if (this._components[i].enabled) {
|
||||
this._components[i].debugRender(batcher);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
81
source/src/ECS/Utils/RenderableComponentList.ts
Normal file
81
source/src/ECS/Utils/RenderableComponentList.ts
Normal file
@@ -0,0 +1,81 @@
|
||||
module es {
|
||||
export class RenderableComponentList {
|
||||
private _components: IRenderable[] = [];
|
||||
private _componentsByRenderLayer: Map<number, IRenderable[]> = new Map();
|
||||
private _unsortedRenderLayers: number[] = [];
|
||||
private _componentsNeedSort = true;
|
||||
|
||||
public get count() {
|
||||
return this._components.length;
|
||||
}
|
||||
|
||||
public get(index: number) {
|
||||
return this._components[index];
|
||||
}
|
||||
|
||||
public add(component: IRenderable) {
|
||||
this._components.push(component);
|
||||
this.addToRenderLayerList(component, component.renderLayer);
|
||||
}
|
||||
|
||||
public remove(component: IRenderable) {
|
||||
new List(this._components).remove(component);
|
||||
new List(this._componentsByRenderLayer.get(component.renderLayer)).remove(component);
|
||||
}
|
||||
|
||||
public updateRenderableRenderLayer(component: IRenderable, oldRenderLayer: number, newRenderLayer: number) {
|
||||
if (this._componentsByRenderLayer.has(oldRenderLayer) && new List(this._componentsByRenderLayer.get(oldRenderLayer)).contains(component)) {
|
||||
new List(this._componentsByRenderLayer.get(oldRenderLayer)).remove(component);
|
||||
this.addToRenderLayerList(component, newRenderLayer);
|
||||
}
|
||||
}
|
||||
|
||||
public setRenderLayerNeedsComponentSort(renderLayer: number) {
|
||||
const unsortedRenderLayersList = new List(this._unsortedRenderLayers);
|
||||
if (!unsortedRenderLayersList.contains(renderLayer))
|
||||
unsortedRenderLayersList.add(renderLayer);
|
||||
this._componentsNeedSort = true;
|
||||
}
|
||||
|
||||
public setNeedsComponentSort() {
|
||||
this._componentsNeedSort = true;
|
||||
}
|
||||
|
||||
private addToRenderLayerList(component: IRenderable, renderLayer: number) {
|
||||
let list = this.componentsWithRenderLayer(renderLayer);
|
||||
es.Insist.isFalse(!!list.find(c => c == component), "组件renderLayer列表已包含此组件");
|
||||
|
||||
list.push(component);
|
||||
const unsortedRenderLayersList = new List(this._unsortedRenderLayers);
|
||||
if (!unsortedRenderLayersList.contains(renderLayer))
|
||||
unsortedRenderLayersList.add(renderLayer);
|
||||
this._componentsNeedSort = true;
|
||||
}
|
||||
|
||||
public componentsWithRenderLayer(renderLayer: number) {
|
||||
if (!this._componentsByRenderLayer.get(renderLayer)) {
|
||||
this._componentsByRenderLayer.set(renderLayer, []);
|
||||
}
|
||||
|
||||
return this._componentsByRenderLayer.get(renderLayer);
|
||||
}
|
||||
|
||||
public updateLists() {
|
||||
if (this._componentsNeedSort) {
|
||||
this._components.sort((self, other) => other.renderLayer - self.renderLayer);
|
||||
this._componentsNeedSort = false;
|
||||
}
|
||||
|
||||
if (this._unsortedRenderLayers.length > 0) {
|
||||
for (let i = 0, count = this._unsortedRenderLayers.length; i < count; i ++) {
|
||||
const renderLayerComponents = this._componentsByRenderLayer.get(this._unsortedRenderLayers[i]);
|
||||
if (renderLayerComponents) {
|
||||
renderLayerComponents.sort((self, other) => other.renderLayer - self.renderLayer);
|
||||
}
|
||||
|
||||
this._unsortedRenderLayers.length = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
15
source/src/Graphics/Batcher/Color.ts
Normal file
15
source/src/Graphics/Batcher/Color.ts
Normal file
@@ -0,0 +1,15 @@
|
||||
module es {
|
||||
export class Color {
|
||||
public a: number = 255;
|
||||
public r: number = 255;
|
||||
public g: number = 255;
|
||||
public b: number = 255;
|
||||
|
||||
constructor(r: number, g: number, b: number, a: number = 255) {
|
||||
this.a = a;
|
||||
this.r = r;
|
||||
this.g = g;
|
||||
this.b = b;
|
||||
}
|
||||
}
|
||||
}
|
||||
15
source/src/Graphics/Batcher/IBatcher.ts
Normal file
15
source/src/Graphics/Batcher/IBatcher.ts
Normal file
@@ -0,0 +1,15 @@
|
||||
module es {
|
||||
export interface IBatcher {
|
||||
begin(cam: ICamera);
|
||||
end();
|
||||
drawPoints(points: Vector2[], color: Color, thickness?: number);
|
||||
drawPolygon(poisition: Vector2, points: Vector2[], color: Color, closePoly: boolean, thickness?: number);
|
||||
drawHollowRect(x: number, y: number, width: number, height: number, color: Color, thickness?: number);
|
||||
drawCircle(position: Vector2, raidus: number, color: Color, thickness?: number);
|
||||
drawCircleLow(position: es.Vector2, radius: number, color: Color, thickness?: number, resolution?: number);
|
||||
drawRect(x: number, y: number, width: number, height: number, color: Color);
|
||||
drawLine(start: Vector2, end: Vector2, color: Color, thickness: number);
|
||||
drawPixel(position: Vector2, color: Color, size?: number);
|
||||
}
|
||||
}
|
||||
|
||||
5
source/src/Graphics/Batcher/ICamera.ts
Normal file
5
source/src/Graphics/Batcher/ICamera.ts
Normal file
@@ -0,0 +1,5 @@
|
||||
module es {
|
||||
export interface ICamera extends Component {
|
||||
bounds: Rectangle;
|
||||
}
|
||||
}
|
||||
10
source/src/Graphics/Graphics.ts
Normal file
10
source/src/Graphics/Graphics.ts
Normal file
@@ -0,0 +1,10 @@
|
||||
module es {
|
||||
export class Graphics {
|
||||
public static instance: Graphics;
|
||||
public batcher: IBatcher;
|
||||
|
||||
constructor(batcher: IBatcher) {
|
||||
this.batcher = batcher;
|
||||
}
|
||||
}
|
||||
}
|
||||
24
source/src/Graphics/Renderers/DefaultRenderer.ts
Normal file
24
source/src/Graphics/Renderers/DefaultRenderer.ts
Normal file
@@ -0,0 +1,24 @@
|
||||
///<reference path="Renderer.ts" />
|
||||
module es {
|
||||
export class DefaultRenderer extends Renderer {
|
||||
constructor(renderOrder: number = 0, camera: ICamera = null) {
|
||||
super(renderOrder, camera);
|
||||
}
|
||||
|
||||
public render(scene: Scene): void {
|
||||
let cam = this.camera ? this.camera : scene.camera;
|
||||
this.beginRender(cam);
|
||||
|
||||
for (let i = 0; i < scene.renderableComponents.count; i ++) {
|
||||
let 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
39
source/src/Graphics/Renderers/Renderer.ts
Normal file
39
source/src/Graphics/Renderers/Renderer.ts
Normal file
@@ -0,0 +1,39 @@
|
||||
module es {
|
||||
export abstract class Renderer {
|
||||
public camera: ICamera;
|
||||
public readonly renderOrder: number = 0;
|
||||
public shouldDebugRender: boolean = true;
|
||||
|
||||
constructor(renderOrder: number, camera: ICamera) {
|
||||
this.renderOrder = renderOrder;
|
||||
this.camera = camera;
|
||||
}
|
||||
|
||||
public onAddedToScene(scene: es.Scene) { }
|
||||
|
||||
public unload() { }
|
||||
|
||||
protected beginRender(cam: ICamera) {
|
||||
Graphics.instance.batcher.begin(cam);
|
||||
}
|
||||
|
||||
protected endRender() {
|
||||
Graphics.instance.batcher.end();
|
||||
}
|
||||
|
||||
public abstract render(scene: Scene): void;
|
||||
|
||||
protected renderAfterStateCheck(renderable: IRenderable, cam: ICamera) {
|
||||
renderable.render(Graphics.instance.batcher, cam);
|
||||
}
|
||||
|
||||
protected debugRender(scene: Scene) {
|
||||
for (let i = 0; i < scene.entities.count; i ++) {
|
||||
let entity = scene.entities.buffer[i];
|
||||
if (entity.enabled) {
|
||||
entity.debugRender(Graphics.instance.batcher);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -109,6 +109,16 @@ module es {
|
||||
return result;
|
||||
}
|
||||
|
||||
public static createRotationOut(radians: number, result: Matrix2D) {
|
||||
let val1 = Math.cos(radians);
|
||||
let 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
|
||||
@@ -128,6 +138,17 @@ module es {
|
||||
return result;
|
||||
}
|
||||
|
||||
public static createScaleOut(xScale: number, yScale: number, result: Matrix2D) {
|
||||
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
|
||||
@@ -147,6 +168,17 @@ module es {
|
||||
return result;
|
||||
}
|
||||
|
||||
public static createTranslationOut(position: Vector2, result: Matrix2D) {
|
||||
result.m11 = 1;
|
||||
result.m12 = 0;
|
||||
|
||||
result.m21 = 0;
|
||||
result.m22 = 1;
|
||||
|
||||
result.m31 = position.x;
|
||||
result.m32 = position.y;
|
||||
}
|
||||
|
||||
public static invert(matrix: Matrix2D) {
|
||||
let det = 1 / matrix.determinant();
|
||||
|
||||
|
||||
@@ -82,7 +82,7 @@ module es {
|
||||
public static multiplyScaler(value1: Vector2, value2: number) {
|
||||
let result = es.Vector2.zero;
|
||||
result.x = value1.x * value2;
|
||||
result.y = value1.x * value2;
|
||||
result.y = value1.y * value2;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@ module es {
|
||||
export class Physics {
|
||||
public static _spatialHash: SpatialHash;
|
||||
/** 用于在全局范围内存储重力值的方便字段 */
|
||||
public static gravity = new Vector2(0, 300);
|
||||
public static gravity = new Vector2(0, -300);
|
||||
/** 调用reset并创建一个新的SpatialHash时使用的单元格大小 */
|
||||
public static spatialHashCellSize = 100;
|
||||
/** 接受layerMask的所有方法的默认值 */
|
||||
@@ -42,6 +42,10 @@ module es {
|
||||
this._spatialHash.clear();
|
||||
}
|
||||
|
||||
public static debugDraw(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
|
||||
|
||||
@@ -16,7 +16,7 @@ module 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
|
||||
let 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){
|
||||
@@ -56,7 +56,9 @@ module es {
|
||||
if (u < 0 || u > 1)
|
||||
return false;
|
||||
|
||||
intersection = Vector2.add(a1, Vector2.multiplyScaler(b, t));
|
||||
let r = Vector2.add(a1, Vector2.multiplyScaler(b, t));
|
||||
intersection.x = r.x;
|
||||
intersection.y = r.y;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -94,6 +94,21 @@ module es {
|
||||
this._cellDict.clear();
|
||||
}
|
||||
|
||||
public debugDraw(secondsToDisplay: number) {
|
||||
for (let x = this.gridBounds.x; x <= this.gridBounds.right; x ++) {
|
||||
for (let y = this.gridBounds.y; y <= this.gridBounds.bottom; y ++) {
|
||||
let cell = this.cellAtPosition(x, y);
|
||||
if (cell != null && cell.length > 0)
|
||||
this.debugDrawCellDetails(x, y, secondsToDisplay);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private debugDrawCellDetails(x: number, y: number, secondsToDisplay: number = 0.5) {
|
||||
Graphics.instance.batcher.drawHollowRect(x * this._cellSize, y * this._cellSize, this._cellSize, this._cellSize, new Color(255, 0, 0), secondsToDisplay);
|
||||
Graphics.instance.batcher.end();
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回边框与单元格相交的所有对象
|
||||
* @param bounds
|
||||
@@ -174,18 +189,18 @@ module es {
|
||||
// 开始遍历并返回交叉单元格。
|
||||
let 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(MathHelper.approach(currentCell.x, lastCell.x, Math.abs(stepX)));
|
||||
currentCell.x = MathHelper.approach(currentCell.x, lastCell.x, Math.abs(stepX));
|
||||
|
||||
tMaxX += tDeltaX;
|
||||
}else{
|
||||
currentCell.y = Math.trunc(MathHelper.approach(currentCell.y, lastCell.y, Math.abs(stepY)));
|
||||
currentCell.y = MathHelper.approach(currentCell.y, lastCell.y, Math.abs(stepY));
|
||||
|
||||
tMaxY += tDeltaY;
|
||||
}
|
||||
|
||||
@@ -330,6 +330,52 @@ module es {
|
||||
return this.fromMinMaxVector(new Vector2(Math.trunc(minX), Math.trunc(minY)), new Vector2(Math.trunc(maxX), Math.trunc(maxY)));
|
||||
}
|
||||
|
||||
public static calculateBounds(rect: Rectangle, parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2,
|
||||
rotation: number, width: number, height: number) {
|
||||
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
|
||||
let worldPosX = parentPosition.x + position.x;
|
||||
let worldPosY = parentPosition.y + position.y;
|
||||
|
||||
let tempMat: Matrix2D;
|
||||
|
||||
// 考虑到原点,将参考点设置为世界参考
|
||||
let transformMatrix = Matrix2D.createTranslation(-worldPosX - origin.x, -worldPosY - origin.y);
|
||||
tempMat = Matrix2D.createScale(scale.x, scale.y);
|
||||
transformMatrix = transformMatrix.multiply(tempMat);
|
||||
tempMat = Matrix2D.createRotation(rotation);
|
||||
transformMatrix =transformMatrix.multiply(tempMat);
|
||||
tempMat = 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
|
||||
let topLeft = new Vector2(worldPosX, worldPosY);
|
||||
let topRight = new Vector2(worldPosX + width, worldPosY);
|
||||
let bottomLeft = new Vector2(worldPosX, worldPosY + height);
|
||||
let bottomRight = new Vector2(worldPosX + width, worldPosY + height);
|
||||
|
||||
Vector2Ext.transformR(topLeft, transformMatrix, topLeft);
|
||||
Vector2Ext.transformR(topRight, transformMatrix, topRight);
|
||||
Vector2Ext.transformR(bottomLeft, transformMatrix, bottomLeft);
|
||||
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。
|
||||
let minX = Math.trunc(Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x));
|
||||
let maxX = Math.trunc(Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x));
|
||||
let minY = Math.trunc(Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y));
|
||||
let maxY = Math.trunc(Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y));
|
||||
|
||||
rect.location = new 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