修复因Vector2.add/substract/divide/mutiply导致的计算错误
This commit is contained in:
@@ -983,17 +983,13 @@ var es;
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})(DirtyType = es.DirtyType || (es.DirtyType = {}));
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var Transform = /** @class */ (function () {
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function Transform(entity) {
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/**
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* 值会根据位置、旋转和比例自动重新计算
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*/
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this._localTransform = es.Matrix2D.identity;
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/**
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* 值将自动从本地和父矩阵重新计算。
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*/
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this._worldTransform = es.Matrix2D.identity;
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this._rotationMatrix = es.Matrix2D.identity;
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this._translationMatrix = es.Matrix2D.identity;
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this._scaleMatrix = es.Matrix2D.identity;
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this._children = [];
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this._worldToLocalTransform = es.Matrix2D.identity;
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this._worldInverseTransform = es.Matrix2D.identity;
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this._position = es.Vector2.zero;
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@@ -1004,7 +1000,6 @@ var es;
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this._localRotation = 0;
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this.entity = entity;
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this.scale = this._localScale = es.Vector2.one;
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this._children = [];
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}
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Object.defineProperty(Transform.prototype, "childCount", {
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/**
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@@ -1111,7 +1106,7 @@ var es;
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get: function () {
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this.updateTransform();
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if (this._positionDirty) {
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if (!this.parent) {
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if (this.parent == null) {
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this._position = this._localPosition;
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}
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else {
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@@ -1255,7 +1250,7 @@ var es;
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if (position.equals(this._position))
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return this;
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this._position = position;
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if (this.parent) {
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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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}
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else {
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@@ -1355,7 +1350,7 @@ var es;
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};
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Transform.prototype.updateTransform = function () {
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if (this.hierarchyDirty != DirtyType.clean) {
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if (this.parent)
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if (this.parent != null)
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this.parent.updateTransform();
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if (this._localDirty) {
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if (this._localPositionDirty) {
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@@ -1372,7 +1367,7 @@ var es;
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}
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this._localTransform = this._scaleMatrix.multiply(this._rotationMatrix);
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this._localTransform = this._localTransform.multiply(this._translationMatrix);
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if (!this.parent) {
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if (this.parent == null) {
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this._worldTransform = this._localTransform;
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this._rotation = this._localRotation;
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this._scale = this._localScale;
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@@ -1380,7 +1375,7 @@ var es;
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}
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this._localDirty = false;
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}
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if (this.parent) {
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if (this.parent != null) {
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this._worldTransform = this._localTransform.multiply(this.parent._worldTransform);
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this._rotation = this._localRotation + this.parent._rotation;
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this._scale = es.Vector2.multiply(this.parent._scale, this._localScale);
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@@ -1405,8 +1400,6 @@ var es;
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this.entity.onTransformChanged(transform.Component.scale);
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break;
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}
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if (!this._children)
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this._children = [];
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// 告诉子项发生了变换
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for (var i = 0; i < this._children.length; i++)
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this._children[i].setDirty(dirtyFlagType);
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@@ -1614,7 +1607,7 @@ 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) || !this._triggerHelper) {
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if (this.entity.getComponent(es.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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@@ -1625,7 +1618,7 @@ var es;
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if (collider.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;
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var bounds = collider.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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@@ -1637,7 +1630,7 @@ var es;
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var _internalcollisionResult = new es.CollisionResult();
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if (collider.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 = motion.subtract(_internalcollisionResult.minimumTranslationVector);
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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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if (_internalcollisionResult.collider != null) {
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collisionResult = _internalcollisionResult;
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@@ -1703,7 +1696,7 @@ var es;
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return false;
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var didCollide = false;
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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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this.entity.position.add(motion);
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this.entity.position = es.Vector2.add(this.entity.position, motion);
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// 获取任何可能在新位置发生碰撞的东西
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var neighbors = es.Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers.value);
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for (var i = 0; i < neighbors.size; i++) {
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@@ -1739,6 +1732,10 @@ var es;
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__extends(Collider, _super);
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function Collider() {
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var _this = _super !== null && _super.apply(this, arguments) || this;
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/**
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* 如果这个碰撞器是一个触发器,它将不会引起碰撞,但它仍然会触发事件
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*/
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_this.isTrigger = false;
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/**
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* 在处理冲突时,physicsLayer可以用作过滤器。Flags类有帮助位掩码的方法
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*/
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@@ -1902,8 +1899,8 @@ var es;
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*/
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Collider.prototype.collidesWith = function (collider, motion, result) {
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// 改变形状的位置,使它在移动后的位置,这样我们可以检查重叠
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var oldPosition = this.entity.position;
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this.entity.position.add(motion);
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var oldPosition = this.entity.position.clone();
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this.entity.position = es.Vector2.add(this.entity.position, motion);
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var didCollide = this.shape.collidesWithShape(collider.shape, result);
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if (didCollide)
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result.collider = collider;
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@@ -1921,9 +1918,6 @@ var es;
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(function (es) {
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var BoxCollider = /** @class */ (function (_super) {
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__extends(BoxCollider, _super);
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/**
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* 零参数构造函数要求RenderableComponent在实体上,这样碰撞器可以在实体被添加到场景时调整自身的大小。
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*/
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function BoxCollider(x, y, width, height) {
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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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@@ -2217,7 +2211,7 @@ var es;
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var BitSet = /** @class */ (function () {
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function BitSet(nbits) {
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if (nbits === void 0) { nbits = 64; }
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var length = nbits >> 6 >>> 0;
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var length = nbits >> 6;
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if ((nbits & BitSet.LONG_MASK) != 0)
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length++;
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this._bits = new Array(length);
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@@ -2237,7 +2231,7 @@ var es;
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this._bits[i] &= ~bs._bits[i];
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};
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BitSet.prototype.cardinality = function () {
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var card = 0 >>> 0;
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var card = 0;
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for (var i = this._bits.length - 1; i >= 0; i--) {
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var a = this._bits[i];
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if (a == 0)
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@@ -4548,7 +4542,7 @@ var es;
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* 返回X=0, Y=0, Width=0, Height=0的矩形
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*/
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get: function () {
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return this.emptyRectangle;
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return new Rectangle();
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},
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enumerable: true,
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configurable: true
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@@ -4830,7 +4824,6 @@ var es;
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* @returns 矩形边框上离点最近的点
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*/
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Rectangle.prototype.getClosestPointOnRectangleBorderToPoint = function (point, edgeNormal) {
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edgeNormal = es.Vector2.zero;
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// 对于每条轴,如果点在框外,就把它限制在框内,否则就不要管它
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var res = new es.Vector2();
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res.x = es.MathHelper.clamp(point.x, this.left, this.right);
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@@ -4914,8 +4907,8 @@ var es;
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* @param value2
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*/
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Rectangle.overlap = function (value1, value2) {
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var x = Math.max(Math.max(value1.x, value2.x), 0);
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var y = Math.max(Math.max(value1.y, value2.y), 0);
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var x = Math.max(value1.x, value2.x, 0);
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var y = Math.max(value1.y, value2.y, 0);
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return new Rectangle(x, y, Math.max(Math.min(value1.right, value2.right) - x, 0), Math.max(Math.min(value1.bottom, value2.bottom) - y, 0));
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};
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Rectangle.prototype.calculateBounds = function (parentPosition, position, origin, scale, rotation, width, height) {
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@@ -5039,7 +5032,9 @@ var es;
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Rectangle.prototype.getHashCode = function () {
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return (this.x ^ this.y ^ this.width ^ this.height);
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};
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Rectangle.emptyRectangle = new Rectangle();
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Rectangle.prototype.clone = function () {
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return new Rectangle(this.x, this.y, this.width, this.height);
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};
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return Rectangle;
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}());
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es.Rectangle = Rectangle;
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@@ -5154,7 +5149,7 @@ var es;
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* @param value2
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*/
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Vector2.add = function (value1, value2) {
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var result = new Vector2(0, 0);
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var result = Vector2.zero;
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result.x = value1.x + value2.x;
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result.y = value1.y + value2.y;
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return result;
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@@ -5165,7 +5160,7 @@ var es;
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* @param value2
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*/
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Vector2.divide = function (value1, value2) {
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var result = new Vector2(0, 0);
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var result = Vector2.zero;
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result.x = value1.x / value2.x;
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result.y = value1.y / value2.y;
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return result;
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@@ -5351,23 +5346,14 @@ var es;
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}
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return false;
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};
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Vector2.prototype.clone = function () {
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return new Vector2(this.x, this.y);
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};
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return Vector2;
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}());
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es.Vector2 = Vector2;
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})(es || (es = {}));
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var es;
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(function (es) {
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var Vector3 = /** @class */ (function () {
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function Vector3(x, y, z) {
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this.x = x;
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this.y = y;
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this.z = z;
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}
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return Vector3;
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}());
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es.Vector3 = Vector3;
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})(es || (es = {}));
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var es;
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(function (es) {
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/**
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* 移动器使用的帮助器类,用于管理触发器碰撞器交互并调用itriggerlistener
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@@ -5830,7 +5816,7 @@ var es;
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* @param collider
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*/
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SpatialHash.prototype.register = function (collider) {
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var bounds = collider.bounds;
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var bounds = collider.bounds.clone();
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collider.registeredPhysicsBounds = bounds;
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var p1 = this.cellCoords(bounds.x, bounds.y);
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var p2 = this.cellCoords(bounds.right, bounds.bottom);
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@@ -5854,7 +5840,7 @@ var es;
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* @param collider
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*/
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SpatialHash.prototype.remove = function (collider) {
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var bounds = collider.registeredPhysicsBounds;
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var bounds = collider.registeredPhysicsBounds.clone();
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var p1 = this.cellCoords(bounds.x, bounds.y);
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var p2 = this.cellCoords(bounds.right, bounds.bottom);
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for (var x = p1.x; x <= p2.x; x++) {
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@@ -5891,7 +5877,7 @@ var es;
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for (var x = p1.x; x <= p2.x; x++) {
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for (var y = p1.y; y <= p2.y; y++) {
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var cell = this.cellAtPosition(x, y);
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if (!cell)
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if (cell == null)
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continue;
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// 当cell不为空。循环并取回所有碰撞器
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for (var i = 0; i < cell.length; i++) {
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@@ -6104,7 +6090,7 @@ var es;
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// TODO: rayIntersects的性能够吗?需要测试它。Collisions.rectToLine可能更快
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// TODO: 如果边界检查返回更多数据,我们就不需要为BoxCollider检查做任何事情
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// 在做形状测试之前先做一个边界检查
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var colliderBounds = potential.bounds;
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var colliderBounds = potential.bounds.clone();
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if (colliderBounds.rayIntersects(this._ray, fraction) && fraction.value <= 1) {
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if (potential.shape.collidesWithLine(this._ray.start, this._ray.end, this._tempHit)) {
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// 检查一下,我们应该排除这些射线,射线cast是否在碰撞器中开始
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@@ -6247,7 +6233,7 @@ var es;
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Polygon.recenterPolygonVerts = function (points) {
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var center = this.findPolygonCenter(points);
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for (var i = 0; i < points.length; i++)
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points[i].subtract(center);
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points[i] = es.Vector2.subtract(points[i], center);
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};
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/**
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* 找到多边形的中心。注意,这对于正则多边形是准确的。不规则多边形没有中心。
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@@ -6327,7 +6313,7 @@ var es;
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};
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Polygon.prototype.recalculateBounds = function (collider) {
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// 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
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this.center = collider.localOffset;
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this.center = collider.localOffset.clone();
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if (collider.shouldColliderScaleAndRotateWithTransform) {
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var hasUnitScale = true;
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var tempMat = void 0;
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@@ -6344,7 +6330,7 @@ var es;
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combinedMatrix = combinedMatrix.multiply(tempMat);
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// 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
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// 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。
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var offsetAngle = Math.atan2(collider.localOffset.y, collider.localOffset.x) * es.MathHelper.Rad2Deg;
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var offsetAngle = Math.atan2(collider.localOffset.y * collider.entity.transform.scale.y, collider.localOffset.x * collider.entity.transform.scale.x) * es.MathHelper.Rad2Deg;
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var offsetLength = hasUnitScale ? collider._localOffsetLength :
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es.Vector2.multiply(collider.localOffset, collider.entity.transform.scale).length();
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this.center = es.MathHelper.pointOnCirlce(es.Vector2.zero, offsetLength, collider.entity.transform.rotationDegrees + offsetAngle);
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@@ -6360,7 +6346,7 @@ var es;
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}
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this.position = es.Vector2.add(collider.entity.transform.position, this.center);
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this.bounds = es.Rectangle.rectEncompassingPoints(this.points);
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this.bounds.location.add(this.position);
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this.bounds.location = es.Vector2.add(this.bounds.location, this.position);
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};
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Polygon.prototype.overlaps = function (other) {
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var result = new es.CollisionResult();
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@@ -6972,7 +6958,7 @@ var es;
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var u = (c.x * b.y - c.y * b.x) / bDotDPerp;
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if (u < 0 || u > 1)
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return false;
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intersection = intersection.add(a1).add(es.Vector2.multiply(new es.Vector2(t), b));
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intersection = es.Vector2.add(a1, es.Vector2.multiply(new es.Vector2(t), b));
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return true;
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};
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ShapeCollisions.lineToCircle = function (start, end, s, hit) {
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@@ -8087,7 +8073,7 @@ var es;
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result.x = Math.min(first.x, rect.x);
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result.y = Math.min(first.y, rect.y);
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result.width = Math.max(first.right, rect.right) - result.x;
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result.height = Math.max(first.bottom, result.bottom) - result.y;
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result.height = Math.max(first.bottom, rect.bottom) - result.y;
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return result;
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};
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RectangleExt.getHalfRect = function (rect, edge) {
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