新增renderablecomponent显示

优化返回值
This commit is contained in:
yhh
2020-07-27 16:10:36 +08:00
parent 149a3e5833
commit 506f8ddc0f
28 changed files with 631 additions and 512 deletions

View File

@@ -205,7 +205,7 @@ module es {
* 检查这个形状是否与物理系统中的其他对撞机重叠
* @param other
*/
public overlaps(other: Collider) {
public overlaps(other: Collider): boolean {
return this.shape.overlaps(other.shape);
}
@@ -213,20 +213,21 @@ module es {
* 检查这个与运动应用的碰撞器(移动向量)是否与碰撞器碰撞。如果是这样将返回true并且结果将填充碰撞数据。
* @param collider
* @param motion
* @param result
*/
public collidesWith(collider: Collider, motion: Vector2) {
public collidesWith(collider: Collider, motion: Vector2, result: CollisionResult): boolean {
// 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
let oldPosition = this.entity.position;
this.entity.position = Vector2.add(this.entity.position, motion);
this.entity.position.add(motion);
let result = this.shape.collidesWithShape(collider.shape);
if (result)
let didCollide = this.shape.collidesWithShape(collider.shape, result);
if (didCollide)
result.collider = collider;
// 将图形位置返回到检查前的位置
this.entity.position = oldPosition;
return result;
return didCollide;
}
public clone(): Component{

View File

@@ -16,12 +16,11 @@ module es {
/**
* 计算修改运动矢量的运动,以考虑移动时可能发生的碰撞
* @param motion
* @param collisionResult
*/
public calculateMovement(motion: Vector2){
let collisionResult = new CollisionResult();
public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean{
if (!this.entity.getComponent(Collider) || !this._triggerHelper){
return null;
return false;
}
// 移动所有的非触发碰撞器并获得最近的碰撞
@@ -37,9 +36,7 @@ module es {
let bounds = collider.bounds;
bounds.x += motion.x;
bounds.y += motion.y;
let boxcastResult = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
bounds = boxcastResult.bounds;
let neighbors = boxcastResult.tempHashSet;
let neighbors = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
for (let j = 0; j < neighbors.length; j ++){
let neighbor = neighbors[j];
@@ -47,13 +44,13 @@ module es {
if (neighbor.isTrigger)
continue;
let _internalcollisionResult = collider.collidesWith(neighbor, motion);
if (_internalcollisionResult){
let _internalcollisionResult: CollisionResult = new CollisionResult();
if (collider.collidesWith(neighbor, motion, _internalcollisionResult)){
// 如果碰撞 则退回之前的移动量
motion = Vector2.subtract(motion, _internalcollisionResult.minimumTranslationVector);
motion.subtract(_internalcollisionResult.minimumTranslationVector);
// 如果我们碰到多个对象,为了简单起见,只取第一个。
if (_internalcollisionResult.collider){
if (_internalcollisionResult.collider != null){
collisionResult = _internalcollisionResult;
}
}
@@ -62,7 +59,7 @@ module es {
ListPool.free(colliders);
return {collisionResult: collisionResult, motion: motion};
return collisionResult.collider != null;
}
/**
@@ -81,15 +78,12 @@ module es {
/**
* 通过调用calculateMovement和applyMovement来移动考虑碰撞的实体;
* @param motion
* @param collisionResult
*/
public move(motion: Vector2){
let movementResult = this.calculateMovement(motion);
let collisionResult = movementResult.collisionResult;
motion = movementResult.motion;
public move(motion: Vector2, collisionResult: CollisionResult){
this.calculateMovement(motion, collisionResult);
this.applyMovement(motion);
return collisionResult;
return collisionResult.collider != null;
}
}
}

View File

@@ -28,8 +28,8 @@ module es {
// 获取任何可能在新位置发生碰撞的东西
let neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
for (let i = 0; i < neighbors.colliders.length; i ++){
let neighbor = neighbors.colliders[i];
for (let i = 0; i < neighbors.length; i ++){
let neighbor = neighbors[i];
if (this._collider.overlaps(neighbor) && neighbor.enabled){
didCollide = true;
this.notifyTriggerListeners(this._collider, neighbor);