修复mover碰撞失效问题
This commit is contained in:
@@ -2572,6 +2572,7 @@ 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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var e_3, _a;
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var collider = null;
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for (var i = 0; i < this.entity.components.buffer.length; i++) {
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var component = this.entity.components.buffer[i];
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@@ -2584,35 +2585,47 @@ var es;
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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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var colliders = this.entity.getComponents(es.Collider);
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var _loop_1 = function (i) {
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var colliders = [];
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for (var i = 0; i < this.entity.components.buffer.length; i++) {
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var component = this.entity.components.buffer[i];
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if (component instanceof es.Collider) {
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colliders.push(component);
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}
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}
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for (var i = 0; i < colliders.length; i++) {
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var collider_1 = colliders[i];
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// 不检测触发器 在我们移动后会重新访问它
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if (collider_1.isTrigger)
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return "continue";
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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_1.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_1, bounds, collider_1.collidesWithLayers.value);
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neighbors.forEach(function (value) {
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var neighbor = value;
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// 不检测触发器
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if (neighbor.isTrigger)
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return;
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var _internalcollisionResult = new es.CollisionResult();
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if (collider_1.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.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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try {
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for (var neighbors_2 = __values(neighbors), neighbors_2_1 = neighbors_2.next(); !neighbors_2_1.done; neighbors_2_1 = neighbors_2.next()) {
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var neighbor = neighbors_2_1.value;
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// 不检测触发器
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if (neighbor.isTrigger)
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return;
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var _internalcollisionResult = new es.CollisionResult();
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if (collider_1.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.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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}
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}
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}
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});
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};
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for (var i = 0; i < colliders.length; i++) {
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_loop_1(i);
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}
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catch (e_3_1) { e_3 = { error: e_3_1 }; }
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finally {
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try {
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if (neighbors_2_1 && !neighbors_2_1.done && (_a = neighbors_2.return)) _a.call(neighbors_2);
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}
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finally { if (e_3) throw e_3.error; }
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}
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}
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es.ListPool.free(colliders);
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return collisionResult.collider != null;
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@@ -2672,7 +2685,7 @@ var es;
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* @param motion
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*/
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ProjectileMover.prototype.move = function (motion) {
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var e_3, _a;
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var e_4, _a;
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if (this._collider == null)
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return false;
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var didCollide = false;
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@@ -2681,20 +2694,20 @@ var es;
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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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try {
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for (var neighbors_2 = __values(neighbors), neighbors_2_1 = neighbors_2.next(); !neighbors_2_1.done; neighbors_2_1 = neighbors_2.next()) {
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var neighbor = neighbors_2_1.value;
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for (var neighbors_3 = __values(neighbors), neighbors_3_1 = neighbors_3.next(); !neighbors_3_1.done; neighbors_3_1 = neighbors_3.next()) {
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var neighbor = neighbors_3_1.value;
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if (this._collider.overlaps(neighbor) && neighbor.enabled) {
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didCollide = true;
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this.notifyTriggerListeners(this._collider, neighbor);
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}
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}
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}
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catch (e_3_1) { e_3 = { error: e_3_1 }; }
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catch (e_4_1) { e_4 = { error: e_4_1 }; }
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finally {
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try {
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if (neighbors_2_1 && !neighbors_2_1.done && (_a = neighbors_2.return)) _a.call(neighbors_2);
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if (neighbors_3_1 && !neighbors_3_1.done && (_a = neighbors_3.return)) _a.call(neighbors_3);
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}
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finally { if (e_3) throw e_3.error; }
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finally { if (e_4) throw e_4.error; }
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}
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return didCollide;
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};
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@@ -2943,7 +2956,7 @@ var es;
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* @param result
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*/
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Collider.prototype.collidesWithAny = function (motion, result) {
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var e_4, _a;
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var e_5, _a;
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// 在我们的新位置上获取我们可能会碰到的任何东西
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var colliderBounds = this.bounds.clone();
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colliderBounds.x += motion.x;
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@@ -2954,8 +2967,8 @@ var es;
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this.shape.position = es.Vector2.add(this.shape.position, motion);
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var didCollide = false;
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try {
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for (var neighbors_3 = __values(neighbors), neighbors_3_1 = neighbors_3.next(); !neighbors_3_1.done; neighbors_3_1 = neighbors_3.next()) {
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var neighbor = neighbors_3_1.value;
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for (var neighbors_4 = __values(neighbors), neighbors_4_1 = neighbors_4.next(); !neighbors_4_1.done; neighbors_4_1 = neighbors_4.next()) {
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var neighbor = neighbors_4_1.value;
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if (neighbor.isTrigger)
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continue;
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if (this.collidesWithNonMotion(neighbor, result)) {
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@@ -2965,12 +2978,12 @@ var es;
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}
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}
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}
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catch (e_4_1) { e_4 = { error: e_4_1 }; }
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catch (e_5_1) { e_5 = { error: e_5_1 }; }
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finally {
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try {
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if (neighbors_3_1 && !neighbors_3_1.done && (_a = neighbors_3.return)) _a.call(neighbors_3);
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if (neighbors_4_1 && !neighbors_4_1.done && (_a = neighbors_4.return)) _a.call(neighbors_4);
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}
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finally { if (e_4) throw e_4.error; }
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finally { if (e_5) throw e_5.error; }
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}
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// 将形状位置返回到检查之前的位置
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this.shape.position = oldPosition.clone();
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@@ -2982,24 +2995,24 @@ var es;
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*/
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Collider.prototype.collidesWithAnyNonMotion = function (result) {
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if (result === void 0) { result = new es.CollisionResult(); }
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var e_5, _a;
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var e_6, _a;
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// 在我们的新位置上获取我们可能会碰到的任何东西
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var neighbors = es.Physics.boxcastBroadphaseExcludingSelfNonRect(this, this.collidesWithLayers.value);
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try {
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for (var neighbors_4 = __values(neighbors), neighbors_4_1 = neighbors_4.next(); !neighbors_4_1.done; neighbors_4_1 = neighbors_4.next()) {
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var neighbor = neighbors_4_1.value;
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for (var neighbors_5 = __values(neighbors), neighbors_5_1 = neighbors_5.next(); !neighbors_5_1.done; neighbors_5_1 = neighbors_5.next()) {
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var neighbor = neighbors_5_1.value;
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if (neighbor.isTrigger)
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continue;
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if (this.collidesWithNonMotion(neighbor, result))
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return true;
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}
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}
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catch (e_5_1) { e_5 = { error: e_5_1 }; }
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catch (e_6_1) { e_6 = { error: e_6_1 }; }
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finally {
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try {
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if (neighbors_4_1 && !neighbors_4_1.done && (_a = neighbors_4.return)) _a.call(neighbors_4);
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if (neighbors_5_1 && !neighbors_5_1.done && (_a = neighbors_5.return)) _a.call(neighbors_5);
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}
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finally { if (e_5) throw e_5.error; }
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finally { if (e_6) throw e_6.error; }
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}
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return false;
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};
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@@ -3780,7 +3793,7 @@ var es;
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var _this = this;
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var remainder = entities.length & this._threads;
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var slice = entities.length / this._threads + (remainder == 0 ? 0 : 1);
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var _loop_2 = function (t) {
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var _loop_1 = function (t) {
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var from = t * slice;
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var to = from + slice;
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if (to > entities.length) {
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@@ -3803,7 +3816,7 @@ var es;
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};
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var this_1 = this;
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for (var t = 0; t < this._threads; t++) {
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_loop_2(t);
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_loop_1(t);
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}
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};
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JobSystem.prototype.queueOnThread = function () {
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@@ -4018,7 +4031,7 @@ var es;
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*/
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ComponentList.prototype.updateLists = function () {
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if (this._componentsToRemoveList.length > 0) {
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var _loop_3 = function (i, l) {
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var _loop_2 = function (i, l) {
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var component = this_2._componentsToRemoveList[i];
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this_2.handleRemove(component);
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var index = this_2._components.findIndex(function (c) { return c.id == component.id; });
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@@ -4028,7 +4041,7 @@ var es;
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};
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var this_2 = this;
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for (var i = 0, l = this._componentsToRemoveList.length; i < l; ++i) {
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_loop_3(i, l);
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_loop_2(i, l);
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}
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this._componentsToRemove = {};
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this._componentsToRemoveList.length = 0;
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@@ -4369,7 +4382,7 @@ var es;
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};
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EntityList.prototype.updateLists = function () {
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if (this._entitiesToRemoveList.length > 0) {
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var _loop_4 = function (i, s) {
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var _loop_3 = function (i, s) {
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var entity = this_3._entitiesToRemoveList[i];
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this_3.removeFromTagList(entity);
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// 处理常规实体列表
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@@ -4382,7 +4395,7 @@ var es;
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};
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var this_3 = this;
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for (var i = 0, s = this._entitiesToRemoveList.length; i < s; ++i) {
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_loop_4(i, s);
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_loop_3(i, s);
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}
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this._entitiesToRemove = {};
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this._entitiesToRemoveList.length = 0;
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@@ -4445,7 +4458,7 @@ var es;
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* @param tag
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*/
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EntityList.prototype.entitiesWithTag = function (tag) {
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var e_6, _a;
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var e_7, _a;
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var list = this.getTagList(tag);
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var returnList = es.ListPool.obtain();
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if (list.size > 0) {
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@@ -4455,12 +4468,12 @@ var es;
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returnList.push(entity);
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}
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}
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catch (e_6_1) { e_6 = { error: e_6_1 }; }
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catch (e_7_1) { e_7 = { error: e_7_1 }; }
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finally {
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try {
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if (list_1_1 && !list_1_1.done && (_a = list_1.return)) _a.call(list_1);
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}
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finally { if (e_6) throw e_6.error; }
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finally { if (e_7) throw e_7.error; }
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}
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}
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return returnList;
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@@ -4471,7 +4484,7 @@ var es;
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* @returns
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*/
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EntityList.prototype.entityWithTag = function (tag) {
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var e_7, _a;
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var e_8, _a;
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var list = this.getTagList(tag);
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if (list.size > 0) {
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try {
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@@ -4480,12 +4493,12 @@ var es;
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return entity;
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}
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}
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catch (e_7_1) { e_7 = { error: e_7_1 }; }
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catch (e_8_1) { e_8 = { error: e_8_1 }; }
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finally {
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try {
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if (list_2_1 && !list_2_1.done && (_a = list_2.return)) _a.call(list_2);
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}
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finally { if (e_7) throw e_7.error; }
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finally { if (e_8) throw e_8.error; }
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}
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}
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return null;
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@@ -8165,7 +8178,7 @@ var es;
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* @param layerMask
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*/
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SpatialHash.prototype.overlapRectangle = function (rect, results, layerMask) {
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var e_8, _a;
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var e_9, _a;
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this._overlapTestBox.updateBox(rect.width, rect.height);
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this._overlapTestBox.position = rect.location.clone();
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var resultCounter = 0;
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@@ -8196,12 +8209,12 @@ var es;
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return resultCounter;
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}
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}
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catch (e_8_1) { e_8 = { error: e_8_1 }; }
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catch (e_9_1) { e_9 = { error: e_9_1 }; }
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finally {
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try {
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if (potentials_1_1 && !potentials_1_1.done && (_a = potentials_1.return)) _a.call(potentials_1);
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}
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finally { if (e_8) throw e_8.error; }
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finally { if (e_9) throw e_9.error; }
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}
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return resultCounter;
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};
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@@ -8213,7 +8226,7 @@ var es;
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* @param layerMask
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*/
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SpatialHash.prototype.overlapCircle = function (circleCenter, radius, results, layerMask) {
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var e_9, _a;
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var e_10, _a;
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var bounds = new es.Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
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this._overlapTestCircle.radius = radius;
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this._overlapTestCircle.position = circleCenter.clone();
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@@ -8246,12 +8259,12 @@ var es;
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return resultCounter;
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}
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}
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catch (e_9_1) { e_9 = { error: e_9_1 }; }
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catch (e_10_1) { e_10 = { error: e_10_1 }; }
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finally {
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try {
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if (potentials_2_1 && !potentials_2_1.done && (_a = potentials_2.return)) _a.call(potentials_2);
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}
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finally { if (e_9) throw e_9.error; }
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finally { if (e_10) throw e_10.error; }
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}
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return resultCounter;
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};
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@@ -12990,7 +13003,7 @@ var es;
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* 创建一个Set从一个Enumerable.List< T>。
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*/
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List.prototype.toSet = function () {
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var e_10, _a;
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var e_11, _a;
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var result = new Set();
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try {
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for (var _b = __values(this._elements), _c = _b.next(); !_c.done; _c = _b.next()) {
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@@ -12998,12 +13011,12 @@ var es;
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result.add(x);
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}
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}
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catch (e_10_1) { e_10 = { error: e_10_1 }; }
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catch (e_11_1) { e_11 = { error: e_11_1 }; }
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finally {
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try {
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if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
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}
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finally { if (e_10) throw e_10.error; }
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finally { if (e_11) throw e_11.error; }
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}
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||||
return result;
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||||
};
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||||
@@ -13252,7 +13265,7 @@ var es;
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* 计算可见性多边形,并返回三角形扇形的顶点(减去中心顶点)。返回的数组来自ListPool
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*/
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VisibilityComputer.prototype.end = function () {
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var e_11, _a;
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var e_12, _a;
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var output = es.ListPool.obtain();
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this.updateSegments();
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this._endPoints.sort(this._radialComparer.compare);
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@@ -13291,12 +13304,12 @@ var es;
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||||
}
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||||
}
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}
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catch (e_11_1) { e_11 = { error: e_11_1 }; }
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catch (e_12_1) { e_12 = { error: e_12_1 }; }
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finally {
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try {
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if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
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}
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finally { if (e_11) throw e_11.error; }
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finally { if (e_12) throw e_12.error; }
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}
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}
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VisibilityComputer._openSegments.clear();
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@@ -13412,7 +13425,7 @@ var es;
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* 处理片段,以便我们稍后对它们进行分类
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*/
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VisibilityComputer.prototype.updateSegments = function () {
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var e_12, _a;
|
||||
var e_13, _a;
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||||
try {
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for (var _b = __values(this._segments), _c = _b.next(); !_c.done; _c = _b.next()) {
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var segment = _c.value;
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||||
@@ -13430,12 +13443,12 @@ var es;
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segment.p2.begin = !segment.p1.begin;
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}
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||||
}
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||||
catch (e_12_1) { e_12 = { error: e_12_1 }; }
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||||
catch (e_13_1) { e_13 = { error: e_13_1 }; }
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||||
finally {
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||||
try {
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if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
|
||||
}
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||||
finally { if (e_12) throw e_12.error; }
|
||||
finally { if (e_13) throw e_13.error; }
|
||||
}
|
||||
// 如果我们有一个聚光灯,我们需要存储前两个段的角度。
|
||||
// 这些是光斑的边界,我们将用它们来过滤它们之外的任何顶点。
|
||||
|
||||
Reference in New Issue
Block a user