reformat code
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@@ -1,19 +1,19 @@
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module es {
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export class Physics {
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private static _spatialHash: SpatialHash;
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/** 调用reset并创建一个新的SpatialHash时使用的单元格大小 */
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public static spatialHashCellSize = 100;
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/** 接受layerMask的所有方法的默认值 */
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public static readonly allLayers: number = -1;
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private static _spatialHash: SpatialHash;
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public static reset(){
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public static reset() {
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this._spatialHash = new SpatialHash(this.spatialHashCellSize);
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}
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/**
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* 从SpatialHash中移除所有碰撞器
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*/
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public static clear(){
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public static clear() {
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this._spatialHash.clear();
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}
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@@ -24,8 +24,8 @@ module es {
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* @param results
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* @param layerMask
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*/
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public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1){
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if (results.length == 0){
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public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1) {
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if (results.length == 0) {
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console.error("An empty results array was passed in. No results will ever be returned.");
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return;
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}
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@@ -38,7 +38,7 @@ module es {
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* @param rect
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* @param layerMask
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*/
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public static boxcastBroadphase(rect: Rectangle, layerMask: number = this.allLayers){
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public static boxcastBroadphase(rect: Rectangle, layerMask: number = this.allLayers) {
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return this._spatialHash.aabbBroadphase(rect, null, layerMask);
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}
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@@ -48,7 +48,7 @@ module es {
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* @param rect
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* @param layerMask
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*/
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public static boxcastBroadphaseExcludingSelf(collider: Collider, rect: Rectangle, layerMask = this.allLayers){
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public static boxcastBroadphaseExcludingSelf(collider: Collider, rect: Rectangle, layerMask = this.allLayers) {
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return this._spatialHash.aabbBroadphase(rect, collider, layerMask);
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}
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@@ -56,7 +56,7 @@ module es {
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* 将对撞机添加到物理系统中
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* @param collider
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*/
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public static addCollider(collider: Collider){
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public static addCollider(collider: Collider) {
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Physics._spatialHash.register(collider);
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}
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@@ -64,7 +64,7 @@ module es {
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* 从物理系统中移除对撞机
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* @param collider
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*/
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public static removeCollider(collider: Collider){
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public static removeCollider(collider: Collider) {
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Physics._spatialHash.remove(collider);
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}
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@@ -72,7 +72,7 @@ module es {
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* 更新物理系统中对撞机的位置。这实际上只是移除然后重新添加带有新边界的碰撞器
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* @param collider
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*/
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public static updateCollider(collider: Collider){
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public static updateCollider(collider: Collider) {
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this._spatialHash.remove(collider);
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this._spatialHash.register(collider);
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}
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@@ -81,7 +81,7 @@ module es {
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* debug绘制空间散列的内容
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* @param secondsToDisplay
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*/
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public static debugDraw(secondsToDisplay){
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public static debugDraw(secondsToDisplay) {
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this._spatialHash.debugDraw(secondsToDisplay, 2);
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}
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}
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