# Conflicts:
#	source/bin/framework.min.js
This commit is contained in:
yhh
2021-05-07 16:24:25 +08:00
9 changed files with 1125 additions and 59 deletions

View File

@@ -1138,6 +1138,18 @@ var es;
result.y = value1.y * value2.y;
return result;
};
/**
*
* @param value1
* @param value2
* @returns
*/
Vector2.multiplyScaler = function (value1, value2) {
var result = new Vector2(0, 0);
result.x = value1.x * value2;
result.y = value1.x * value2;
return result;
};
/**
*
* @param value1
@@ -1197,6 +1209,16 @@ var es;
Vector2.lerp = function (value1, value2, amount) {
return new Vector2(es.MathHelper.lerp(value1.x, value2.x, amount), es.MathHelper.lerp(value1.y, value2.y, amount));
};
/**
* 创建一个新的Vector2其中包含指定矢量的线性插值
* @param value1
* @param value2
* @param amount
* @returns
*/
Vector2.lerpPrecise = function (value1, value2, amount) {
return new Vector2(es.MathHelper.lerpPrecise(value1.x, value2.x, amount), es.MathHelper.lerpPrecise(value1.y, value2.y, amount));
};
/**
* 创建一个新的Vector2该Vector2包含了通过指定的Matrix进行的二维向量变换。
* @param position
@@ -1205,6 +1227,14 @@ var es;
Vector2.transform = function (position, matrix) {
return new Vector2((position.x * matrix.m11) + (position.y * matrix.m21) + matrix.m31, (position.x * matrix.m12) + (position.y * matrix.m22) + matrix.m32);
};
/**
* 创建一个新的Vector2其中包含由指定的Matrix转换的指定法线
* @param normal
* @param matrix
*/
Vector2.transformNormal = function (normal, matrix) {
return new Vector2((normal.x * matrix.m11) + (normal.y * matrix.m21), (normal.x * matrix.m12) + (normal.y * matrix.m22));
};
/**
* 返回两个向量之间的距离
* @param value1
@@ -1235,6 +1265,29 @@ var es;
value.y = -value.y;
return value;
};
/**
* 创建一个新的Vector2其中包含给定矢量和法线的反射矢量
* @param vector
* @param normal
* @returns
*/
Vector2.reflect = function (vector, normal) {
var result = new Vector2();
var val = 2 * ((vector.x * normal.x) + (vector.y * normal.y));
result.x = vector.x - (normal.x * val);
result.y = vector.y - (normal.y * val);
return result;
};
/**
* 创建一个新的Vector2其中包含指定矢量的三次插值
* @param value1
* @param value2
* @param amount
* @returns
*/
Vector2.smoothStep = function (value1, value2, amount) {
return new Vector2(es.MathHelper.smoothStep(value1.x, value2.x, amount), es.MathHelper.smoothStep(value1.y, value2.y, amount));
};
/**
*
* @param value
@@ -1262,6 +1315,16 @@ var es;
this.y *= value.y;
return this;
};
/**
*
* @param value
* @returns
*/
Vector2.prototype.multiplyScaler = function (value) {
this.x *= value;
this.y *= value;
return this;
};
/**
* 从当前Vector2减去一个Vector2
* @param value 要减去的Vector2
@@ -1318,6 +1381,39 @@ var es;
}
return false;
};
Vector2.prototype.isValid = function () {
return es.MathHelper.isValid(this.x) && es.MathHelper.isValid(this.y);
};
/**
* 创建一个新的Vector2其中包含来自两个向量的最小值
* @param value1
* @param value2
* @returns
*/
Vector2.min = function (value1, value2) {
return new Vector2(value1.x < value2.x ? value1.x : value2.x, value1.y < value2.y ? value1.y : value2.y);
};
/**
* 创建一个新的Vector2其中包含两个向量的最大值
* @param value1
* @param value2
* @returns
*/
Vector2.max = function (value1, value2) {
return new Vector2(value1.x > value2.x ? value1.x : value2.x, value1.y > value2.y ? value1.y : value2.y);
};
/**
* 创建一个新的Vector2其中包含Hermite样条插值
* @param value1
* @param tangent1
* @param value2
* @param tangent2
* @param amount
* @returns
*/
Vector2.hermite = function (value1, tangent1, value2, tangent2, amount) {
return new Vector2(es.MathHelper.hermite(value1.x, tangent1.x, value2.x, tangent2.x, amount), es.MathHelper.hermite(value1.y, tangent1.y, value2.y, tangent2.y, amount));
};
Vector2.prototype.clone = function () {
return new Vector2(this.x, this.y);
};
@@ -2232,8 +2328,8 @@ var es;
*/
ArcadeRigidbody.prototype.addImpulse = function (force) {
if (!this.isImmovable) {
this.velocity = es.Vector2.add(this.velocity, es.Vector2.multiply(force, new es.Vector2(100000))
.multiply(new es.Vector2(this._inverseMass * es.Time.deltaTime)));
this.velocity = this.velocity.add(es.Vector2.multiplyScaler(force, 100000)
.multiplyScaler(this._inverseMass * es.Time.deltaTime * es.Time.deltaTime));
}
};
ArcadeRigidbody.prototype.onAddedToEntity = function () {
@@ -2247,8 +2343,8 @@ var es;
return;
}
if (this.shouldUseGravity)
this.velocity = es.Vector2.add(this.velocity, es.Vector2.multiply(es.Physics.gravity, new es.Vector2(es.Time.deltaTime)));
this.entity.transform.position = es.Vector2.add(this.entity.transform.position, es.Vector2.multiply(this.velocity, new es.Vector2(es.Time.deltaTime)));
this.velocity = this.velocity.add(es.Vector2.multiplyScaler(es.Physics.gravity, es.Time.deltaTime));
this.entity.transform.position = this.entity.transform.position.add(es.Vector2.multiplyScaler(this.velocity, es.Time.deltaTime));
var collisionResult = new es.CollisionResult();
// 捞取我们在新的位置上可能会碰撞到的任何东西
var neighbors = es.Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value);
@@ -2268,10 +2364,10 @@ var es;
}
else {
// 没有ArcadeRigidbody所以我们假设它是不动的只移动我们自己的
this.entity.transform.position = es.Vector2.subtract(this.entity.transform.position, collisionResult.minimumTranslationVector);
this.entity.transform.position = this.entity.transform.position.subtract(collisionResult.minimumTranslationVector);
var relativeVelocity = this.velocity.clone();
this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity);
this.velocity = es.Vector2.add(this.velocity, relativeVelocity);
this.velocity = this.velocity.add(relativeVelocity);
}
}
}
@@ -2291,14 +2387,14 @@ var es;
*/
ArcadeRigidbody.prototype.processOverlap = function (other, minimumTranslationVector) {
if (this.isImmovable) {
other.entity.transform.position = es.Vector2.add(other.entity.transform.position, minimumTranslationVector);
other.entity.transform.position = other.entity.transform.position.add(minimumTranslationVector);
}
else if (other.isImmovable) {
this.entity.transform.position = es.Vector2.subtract(this.entity.transform.position, minimumTranslationVector);
this.entity.transform.position = this.entity.transform.position.subtract(minimumTranslationVector);
}
else {
this.entity.transform.position = es.Vector2.subtract(this.entity.transform.position, es.Vector2.multiply(minimumTranslationVector, es.Vector2Ext.halfVector()));
other.entity.transform.position = es.Vector2.add(other.entity.transform.position, es.Vector2.multiply(minimumTranslationVector, es.Vector2Ext.halfVector()));
this.entity.transform.position = this.entity.transform.position.subtract(es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
other.entity.transform.position = other.entity.transform.position.add(es.Vector2.multiplyScaler(minimumTranslationVector, 0.5));
}
};
/**
@@ -2316,8 +2412,8 @@ var es;
var totalinverseMass = this._inverseMass + other._inverseMass;
var ourResponseFraction = this._inverseMass / totalinverseMass;
var otherResponseFraction = other._inverseMass / totalinverseMass;
this.velocity = es.Vector2.add(this.velocity, new es.Vector2(relativeVelocity.x * ourResponseFraction, relativeVelocity.y * ourResponseFraction));
other.velocity = es.Vector2.subtract(other.velocity, new es.Vector2(relativeVelocity.x * otherResponseFraction, relativeVelocity.y * otherResponseFraction));
this.velocity = this.velocity.add(es.Vector2.multiplyScaler(relativeVelocity, ourResponseFraction));
other.velocity = other.velocity.subtract(es.Vector2.multiplyScaler(relativeVelocity, otherResponseFraction));
};
/**
* 给定两个物体和MTV之间的相对速度本方法修改相对速度使其成为碰撞响应
@@ -2328,12 +2424,12 @@ var es;
ArcadeRigidbody.prototype.calculateResponseVelocity = function (relativeVelocity, minimumTranslationVector, responseVelocity) {
if (responseVelocity === void 0) { responseVelocity = new es.Vector2(); }
// 首先我们得到反方向的归一化MTV表面法线
var inverseMTV = es.Vector2.multiply(minimumTranslationVector, new es.Vector2(-1));
var inverseMTV = es.Vector2.multiplyScaler(minimumTranslationVector, -1);
var normal = es.Vector2.normalize(inverseMTV);
// 速度是沿碰撞法线和碰撞平面分解的。
// 弹性将影响沿法线的响应(法线速度分量),摩擦力将影响速度的切向分量(切向速度分量)
var n = es.Vector2.dot(relativeVelocity, normal);
var normalVelocityComponent = new es.Vector2(normal.x * n, normal.y * n);
var normalVelocityComponent = es.Vector2.multiplyScaler(normal, n);
var tangentialVelocityComponent = es.Vector2.subtract(relativeVelocity, normalVelocityComponent);
if (n > 0)
normalVelocityComponent = es.Vector2.zero;
@@ -2342,11 +2438,8 @@ var es;
if (tangentialVelocityComponent.lengthSquared() < this._glue)
coefficientOfFriction = 1.01;
// 弹性影响速度的法向分量,摩擦力影响速度的切向分量
var t = es.Vector2.multiply(new es.Vector2((1 + this._elasticity)), normalVelocityComponent)
.multiply(new es.Vector2(-1))
.subtract(es.Vector2.multiply(new es.Vector2(coefficientOfFriction), tangentialVelocityComponent));
responseVelocity.x = t.x;
relativeVelocity.y = t.y;
responseVelocity = es.Vector2.multiplyScaler(normalVelocityComponent, -(1 + this._elasticity))
.subtract(es.Vector2.multiplyScaler(tangentialVelocityComponent, coefficientOfFriction));
};
return ArcadeRigidbody;
}(es.Component));
@@ -4732,7 +4825,7 @@ var es;
currentTime = Date.now();
if (this._lastTime == -1)
this._lastTime = currentTime;
var dt = currentTime - this._lastTime;
var dt = (currentTime - this._lastTime) / 1000;
if (dt > this.maxDeltaTime)
dt = this.maxDeltaTime;
this.totalTime += dt;
@@ -5332,7 +5425,34 @@ var es;
return degrees * 0.017453292519943295769236907684886;
};
/**
* mapps值(在leftMin - leftMax范围内)到rightMin - rightMax范围内的值
* 返回由给定三角形和两个归一化重心(面积)坐标定义的点的一个轴的笛卡尔坐标
* @param value1
* @param value2
* @param value3
* @param amount1
* @param amount2
*/
MathHelper.barycentric = function (value1, value2, value3, amount1, amount2) {
return value1 + (value2 - value1) * amount1 + (value3 - value1) * amount2;
};
/**
* 使用指定位置执行Catmull-Rom插值
* @param value1
* @param value2
* @param value3
* @param value4
* @param amount
*/
MathHelper.catmullRom = function (value1, value2, value3, value4, amount) {
// 使用来自http://www.mvps.org/directx/articles/catmull/的公式
var amountSquared = amount * amount;
var amountCubed = amountSquared * amount;
return (0.5 * (2 * value2 + (value3 - value1) * amount +
(2 * value1 - 5 * value2 + 4 * value3 - value4) * amountSquared +
(3 * value2 - value1 - 3 * value3 + value4) * amountCubed));
};
/**
* 将值在leftMin-leftMax范围内映射到一个在rightMin-rightMax范围内的值
* @param value
* @param leftMin
* @param leftMax
@@ -5342,6 +5462,60 @@ var es;
MathHelper.map = function (value, leftMin, leftMax, rightMin, rightMax) {
return rightMin + (value - leftMin) * (rightMax - rightMin) / (leftMax - leftMin);
};
/**
* 将值从任意范围映射到0到1范围
* @param value
* @param min
* @param max
* @returns
*/
MathHelper.map01 = function (value, min, max) {
return (value - min) * 1 / (max - min);
};
/**
* 将值从某个任意范围映射到1到0范围
* 这相当于map01的取反
* @param value
* @param min
* @param max
* @returns
*/
MathHelper.map10 = function (value, min, max) {
return 1 - this.map01(value, min, max);
};
/**
* 使用三次方程在两个值之间进行插值
* @param value1
* @param value2
* @param amount
*/
MathHelper.smoothStep = function (value1, value2, amount) {
var result = this.clamp(amount, 0, 1);
result = MathHelper.hermite(value1, 0, value2, 0, result);
return result;
};
/**
* 将给定角度减小到π到-π之间的值
* @param angle
*/
MathHelper.wrapAngle = function (angle) {
if ((angle > -Math.PI) && (angle <= Math.PI))
return angle;
angle %= Math.PI * 2;
if (angle <= -Math.PI)
return angle + 2 * Math.PI;
if (angle > Math.PI)
return angle - 2 * Math.PI;
return angle;
};
/**
* 确定值是否以2为底
* @param value
* @returns
*/
MathHelper.isPowerOfTwo = function (value) {
return (value > 0) && ((value % (value - 1)) == 0);
};
MathHelper.lerp = function (from, to, t) {
return from + (to - from) * this.clamp01(t);
};
@@ -5409,6 +5583,13 @@ var es;
}
return (t - from) / (to - from);
};
/**
* 在两个值之间线性插值
* 此方法是MathHelper.Lerp的效率较低更精确的版本。
*/
MathHelper.lerpPrecise = function (value1, value2, amount) {
return ((1 - amount) * value1) + (value2 * amount);
};
MathHelper.clamp = function (value, min, max) {
if (value < min)
return min;
@@ -5436,6 +5617,25 @@ var es;
MathHelper.isEven = function (value) {
return value % 2 == 0;
};
/**
* 如果值是奇数则返回true
* @param value
* @returns
*/
MathHelper.isOdd = function (value) {
return value % 2 != 0;
};
/**
* 将值四舍五入并返回它和四舍五入后的数值
* @param value
* @param roundedAmount
* @returns
*/
MathHelper.roundWithRoundedAmount = function (value, roundedAmount) {
var rounded = Math.round(value);
roundedAmount.value = value - (rounded * Math.round(value / rounded));
return rounded;
};
/**
* 数值限定在0-1之间
* @param value
@@ -5464,6 +5664,36 @@ var es;
return 0;
return t;
};
/**
* 递减t并确保其始终大于或等于0且小于长度
* @param t
* @param length
* @returns
*/
MathHelper.decrementWithWrap = function (t, length) {
t--;
if (t < 0)
return length - 1;
return t;
};
/**
* 返回sqrtx * x + y * y
* @param x
* @param y
* @returns
*/
MathHelper.hypotenuse = function (x, y) {
return Math.sqrt(x * x + y * y);
};
MathHelper.closestPowerOfTwoGreaterThan = function (x) {
x--;
x |= (x >> 1);
x |= (x >> 2);
x |= (x >> 4);
x |= (x >> 8);
x |= (x >> 16);
return (x + 1);
};
/**
* 以roundToNearest为步长将值舍入到最接近的数字。例如在125中找到127到最近的5个结果
* @param value
@@ -5544,6 +5774,16 @@ var es;
num -= 360;
return num;
};
/**
* 检查值是否介于最小值/最大值(包括最小值/最大值)之间
* @param value
* @param min
* @param max
* @returns
*/
MathHelper.between = function (value, min, max) {
return value >= min && value <= max;
};
/**
* 计算以弧度为单位的两个给定角度之间的最短差
* @param current
@@ -5657,6 +5897,41 @@ var es;
var y = damped * Math.cos(es.Time.totalTime * yFrequency) * yMagnitude;
return new es.Vector2(x, y);
};
/**
* 执行Hermite样条插值
* @param value1
* @param tangent1
* @param value2
* @param tangent2
* @param amount
* @returns
*/
MathHelper.hermite = function (value1, tangent1, value2, tangent2, amount) {
var v1 = value1, v2 = value2, t1 = tangent1, t2 = tangent2, s = amount, result;
var sCubed = s * s * s;
var sSquared = s * s;
if (amount == 0)
result = value1;
else if (amount == 1)
result = value2;
else
result = (2 * v1 - 2 * v2 + t2 + t1) * sCubed +
(3 * v2 - 3 * v1 - 2 * t1 - t2) * sSquared +
t1 * s +
v1;
return result;
};
/**
* 此函数用于确保数不是NaN或无穷大
* @param x
* @returns
*/
MathHelper.isValid = function (x) {
if (Number.isNaN(x)) {
return false;
}
return !Number.isFinite(x);
};
MathHelper.Epsilon = 0.00001;
MathHelper.Rad2Deg = 57.29578;
MathHelper.Deg2Rad = 0.0174532924;
@@ -11422,6 +11697,115 @@ var es;
var depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
return new es.Vector2(depthX, depthY);
};
RectangleExt.getClosestPointOnBoundsToOrigin = function (rect) {
var max = this.getMax(rect);
var minDist = Math.abs(rect.location.x);
var boundsPoint = new es.Vector2(rect.location.x, 0);
if (Math.abs(max.x) < minDist) {
minDist = Math.abs(max.x);
boundsPoint.x = max.x;
boundsPoint.y = 0;
}
if (Math.abs(max.y) < minDist) {
minDist = Math.abs(max.y);
boundsPoint.x = 0;
boundsPoint.y = max.y;
}
if (Math.abs(rect.location.y) < minDist) {
minDist = Math.abs(rect.location.y);
boundsPoint.x = 0;
boundsPoint.y = rect.location.y;
}
return boundsPoint;
};
/**
* 将Rectangle中或上的最接近点返回给定点
* @param rect
* @param point
*/
RectangleExt.getClosestPointOnRectangleToPoint = function (rect, point) {
// 对于每个轴,如果该点在盒子外面,则将在盒子上,否则不理会它
var res = new es.Vector2();
res.x = es.MathHelper.clamp(point.x, rect.left, rect.right);
res.y = es.MathHelper.clamp(point.y, rect.top, rect.bottom);
return res;
};
/**
* 获取矩形边界上与给定点最接近的点
* @param rect
* @param point
*/
RectangleExt.getClosestPointOnRectangleBorderToPoint = function (rect, point) {
// 对于每个轴,如果该点在盒子外面,则将在盒子上,否则不理会它
var res = new es.Vector2();
res.x = es.MathHelper.clamp(point.x, rect.left, rect.right);
res.y = es.MathHelper.clamp(point.y, rect.top, rect.bottom);
// 如果点在矩形内我们需要将res推到边框因为它将在矩形内
if (rect.contains(res.x, res.y)) {
var dl = rect.x - rect.left;
var dr = rect.right - res.x;
var dt = res.y - rect.top;
var db = rect.bottom - res.y;
var min = Math.min(dl, dr, dt, db);
if (min == dt)
res.y = rect.top;
else if (min == db)
res.y = rect.bottom;
else if (min == dl)
res.x == rect.left;
else
res.x = rect.right;
}
return res;
};
RectangleExt.getMax = function (rect) {
return new es.Vector2(rect.right, rect.bottom);
};
/**
* 以Vector2的形式获取矩形的中心点
* @param rect
* @returns
*/
RectangleExt.getCenter = function (rect) {
return new es.Vector2(rect.x + rect.width / 2, rect.y + rect.height / 2);
};
/**
* 给定多边形的点即可计算边界
* @param points
*/
RectangleExt.boundsFromPolygonPoints = function (points) {
// 我们需要找到最小/最大x / y值
var minX = Number.POSITIVE_INFINITY;
var minY = Number.POSITIVE_INFINITY;
var maxX = Number.NEGATIVE_INFINITY;
var maxY = Number.NEGATIVE_INFINITY;
for (var i = 0; i < points.length; i++) {
var pt = points[i];
if (pt.x < minX)
minX = pt.x;
if (pt.x > maxX)
maxX = pt.x;
if (pt.y < minY)
minY = pt.y;
if (pt.y > maxY)
maxY = pt.y;
}
return this.fromMinMaxVector(new es.Vector2(minX, minY), new es.Vector2(maxX, maxY));
};
/**
* 缩放矩形
* @param rect
* @param scale
*/
RectangleExt.scale = function (rect, scale) {
rect.x = rect.x * scale.x;
rect.y = rect.y * scale.y;
rect.width = rect.width * scale.x;
rect.height = rect.height * scale.y;
};
RectangleExt.translate = function (rect, vec) {
rect.location.add(vec);
};
return RectangleExt;
}());
es.RectangleExt = RectangleExt;
@@ -11508,6 +11892,17 @@ var es;
this.normalize(to);
return Math.acos(es.MathHelper.clamp(es.Vector2.dot(from, to), -1, 1)) * es.MathHelper.Rad2Deg;
};
/**
* 返回以自度为中心的左右角度
* @param self
* @param left
* @param right
*/
Vector2Ext.angleBetween = function (self, left, right) {
var one = es.Vector2.subtract(left, self);
var two = es.Vector2.subtract(right, self);
return this.angle(one, two);
};
/**
* 给定两条直线(ab和cd),求交点
* @param a