新增renderablecomponent显示
优化返回值
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@@ -16,12 +16,11 @@ module es {
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/**
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* 计算修改运动矢量的运动,以考虑移动时可能发生的碰撞
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* @param motion
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* @param collisionResult
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*/
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public calculateMovement(motion: Vector2){
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let collisionResult = new CollisionResult();
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public calculateMovement(motion: Vector2, collisionResult: CollisionResult): boolean{
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if (!this.entity.getComponent(Collider) || !this._triggerHelper){
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return 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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@@ -37,9 +36,7 @@ module es {
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let bounds = collider.bounds;
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bounds.x += motion.x;
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bounds.y += motion.y;
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let boxcastResult = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
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bounds = boxcastResult.bounds;
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let neighbors = boxcastResult.tempHashSet;
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let neighbors = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
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for (let j = 0; j < neighbors.length; j ++){
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let neighbor = neighbors[j];
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@@ -47,13 +44,13 @@ module es {
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if (neighbor.isTrigger)
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continue;
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let _internalcollisionResult = collider.collidesWith(neighbor, motion);
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if (_internalcollisionResult){
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let _internalcollisionResult: CollisionResult = new 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 = Vector2.subtract(motion, _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){
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if (_internalcollisionResult.collider != null){
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collisionResult = _internalcollisionResult;
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}
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}
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@@ -62,7 +59,7 @@ module es {
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ListPool.free(colliders);
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return {collisionResult: collisionResult, motion: motion};
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return collisionResult.collider != null;
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}
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/**
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@@ -81,15 +78,12 @@ module es {
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/**
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* 通过调用calculateMovement和applyMovement来移动考虑碰撞的实体;
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* @param motion
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* @param collisionResult
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*/
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public move(motion: Vector2){
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let movementResult = this.calculateMovement(motion);
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let collisionResult = movementResult.collisionResult;
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motion = movementResult.motion;
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public move(motion: Vector2, collisionResult: CollisionResult){
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this.calculateMovement(motion, collisionResult);
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this.applyMovement(motion);
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return collisionResult;
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return collisionResult.collider != null;
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}
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}
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}
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