修复切换场景未移除问题
This commit is contained in:
@@ -168,6 +168,7 @@ class Polygon extends Shape {
|
||||
}
|
||||
|
||||
public recalculateBounds(collider: Collider) {
|
||||
// 如果我们没有旋转或不关心TRS我们使用localOffset作为中心,我们会从那开始
|
||||
this.center = collider.localOffset;
|
||||
|
||||
if (collider.shouldColliderScaleAndRotationWithTransform){
|
||||
@@ -180,6 +181,8 @@ class Polygon extends Shape {
|
||||
combinedMatrix = Matrix2D.multiply(combinedMatrix, tempMat);
|
||||
|
||||
hasUnitScale = false;
|
||||
|
||||
// 缩放偏移量并将其设置为中心。如果我们有旋转,它会在下面重置
|
||||
let scaledOffset = Vector2.multiply(collider.localOffset, collider.entity.scale);
|
||||
this.center = scaledOffset;
|
||||
}
|
||||
@@ -188,6 +191,8 @@ class Polygon extends Shape {
|
||||
tempMat = Matrix2D.createRotation(collider.entity.rotation);
|
||||
combinedMatrix = Matrix2D.multiply(combinedMatrix, tempMat);
|
||||
|
||||
// 为了处理偏移原点的旋转我们只需要将圆心在(0,0)附近移动我们的偏移使角度为0
|
||||
// 我们还需要处理这里的比例所以我们先对偏移进行缩放以得到合适的长度。
|
||||
let offsetAngle = Math.atan2(collider.localOffset.y, collider.localOffset.x) * MathHelper.Rad2Deg;
|
||||
let offsetLength = hasUnitScale ? collider._localOffsetLength : (Vector2.multiply(collider.localOffset, collider.entity.scale)).length();
|
||||
this.center = MathHelper.pointOnCirlce(Vector2.zero, offsetLength, MathHelper.toDegrees(collider.entity.rotation) + offsetAngle);
|
||||
@@ -196,9 +201,11 @@ class Polygon extends Shape {
|
||||
tempMat = Matrix2D.createTranslation(this._polygonCenter.x, this._polygonCenter.y);
|
||||
combinedMatrix = Matrix2D.multiply(combinedMatrix, tempMat);
|
||||
|
||||
// 最后变换原始点
|
||||
Vector2Ext.transform(this._originalPoints, combinedMatrix, this.points);
|
||||
this.isUnrotated = collider.entity.rotation == 0;
|
||||
|
||||
// 如果旋转的话,我们只需要重建边的法线
|
||||
if (collider._isRotationDirty)
|
||||
this._areEdgeNormalsDirty = true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user