新增子模块与文件迁移
This commit is contained in:
6
.gitmodules
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6
.gitmodules
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@@ -0,0 +1,6 @@
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[submodule "demo/egret_demo"]
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path = demo/egret_demo
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url = https://github.com/esengine/ecs-egret-demo
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[submodule "demo/laya_demo"]
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path = demo/laya_demo
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url = https://github.com/esengine/ecs-laya-demo.git
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1
demo/egret_demo
Submodule
1
demo/egret_demo
Submodule
Submodule demo/egret_demo added at b478905960
1
demo/laya_demo
Submodule
1
demo/laya_demo
Submodule
Submodule demo/laya_demo added at ef025467dc
1237
source/bin/framework.d.ts
vendored
1237
source/bin/framework.d.ts
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Load Diff
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Load Diff
2
source/bin/framework.min.js
vendored
2
source/bin/framework.min.js
vendored
File diff suppressed because one or more lines are too long
@@ -3,7 +3,7 @@ const gulp = require("gulp");
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const minify = require('gulp-minify');
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const inject = require("gulp-inject-string");
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const ts = require('gulp-typescript');
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const compile = require("gulp-typescript");
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const merge = require('merge2');
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const tsProject = ts.createProject('tsconfig.json');
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gulp.task('buildJs', () => {
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@@ -23,7 +23,16 @@ gulp.task("buildDts", ["buildJs"], () => {
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.pipe(gulp.dest('./bin'));
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});
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gulp.task("build", ["buildDts"], () => {
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gulp.task("copy", ["buildDts"], () => {
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return gulp.src('bin/**/*')
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// .pipe(gulp.dest('../demo_egret/libs/framework/'))
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.pipe(gulp.dest('../demo/egret_demo/libs/framework/'))
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});
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gulp.task('build', ['copy'], ()=>{
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return merge([
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gulp.src('bin/*.js')
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.pipe(gulp.dest('../demo/laya_demo/bin/libs/')),
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gulp.src('bin/*.ts')
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.pipe(gulp.dest('../demo/laya_demo/libs/'))
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])
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});
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6
source/package-lock.json
generated
6
source/package-lock.json
generated
@@ -4096,6 +4096,12 @@
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"readable-stream": "^2.0.1"
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}
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},
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"merge2": {
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"version": "1.4.1",
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"resolved": "https://registry.npm.taobao.org/merge2/download/merge2-1.4.1.tgz",
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"integrity": "sha1-Q2iJL4hekHRVpv19xVwMnUBJkK4=",
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"dev": true
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},
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"micromatch": {
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"version": "3.1.10",
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"resolved": "https://registry.npmjs.org/micromatch/-/micromatch-3.1.10.tgz",
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@@ -28,7 +28,8 @@
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"typedoc": "^0.19.2",
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"typescript": "^2.2.2",
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"vinyl-source-stream": "^1.1.0",
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"watchify": "^3.9.0"
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"watchify": "^3.9.0",
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"merge2": "^1.4.1"
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},
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"publishConfig": {
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"registry": "https://npm.pkg.github.com/359807859@qq.com"
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@@ -86,8 +86,8 @@ module es {
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if (this._instance._scene == null) {
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this._instance._scene = value;
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this._instance.onSceneChanged();
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this._instance._scene.begin();
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Core.Instance.onSceneChanged();
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} else {
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this._instance._nextScene = value;
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}
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@@ -398,7 +398,7 @@ module es {
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* 对精灵坐标进行四舍五入
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*/
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public roundPosition() {
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this.position = this._position.round();
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this.position = Vector2Ext.round(this._position);
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}
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public updateTransform() {
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@@ -116,7 +116,7 @@ module es {
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* @param polygon
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* @param result
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*/
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public static circleToPolygon(circle: Circle, polygon: Polygon, result: CollisionResult): boolean {
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public static circleToPolygon(circle: Circle, polygon: Polygon, result: CollisionResult = new CollisionResult()): boolean {
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// 圆圈在多边形中的位置坐标
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let poly2Circle = Vector2.subtract(circle.position, polygon.position);
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@@ -141,7 +141,7 @@ module es {
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mtv = new Vector2(result.normal.x * circle.radius, result.normal.y * circle.radius);
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} else {
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let distance = Math.sqrt(distanceSquared.value);
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mtv = new Vector2(-poly2Circle.x + closestPoint.x, -poly2Circle.y + closestPoint.y)
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mtv = Vector2.subtract(new Vector2(-1), Vector2.subtract(poly2Circle, closestPoint))
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.multiply(new Vector2((circle.radius - distance) / distance));
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}
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}
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@@ -153,19 +153,19 @@ module es {
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}
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/**
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* 适用于圆心在方框内以及只与方框外圆心重叠的圆。
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* 适用于中心在框内的圆,也适用于与框外中心重合的圆。
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* @param circle
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* @param box
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* @param result
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*/
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public static circleToBox(circle: Circle, box: Box, result: CollisionResult): boolean {
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public static circleToBox(circle: Circle, box: Box, result: CollisionResult = new CollisionResult()): boolean {
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let closestPointOnBounds = box.bounds.getClosestPointOnRectangleBorderToPoint(circle.position, result.normal);
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// 处理那些中心在盒子里的圆,因为比较好操作,
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// 先处理中心在盒子里的圆,如果我们是包含的, 它的成本更低,
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if (box.containsPoint(circle.position)) {
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result.point = closestPointOnBounds;
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result.point = closestPointOnBounds.clone();
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// 计算mtv。找到安全的,没有碰撞的位置,然后从那里得到mtv
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// 计算MTV。找出安全的、非碰撞的位置,并从中得到MTV
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let safePlace = Vector2.add(closestPointOnBounds, Vector2.multiply(result.normal, new Vector2(circle.radius)));
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result.minimumTranslationVector = Vector2.subtract(circle.position, safePlace);
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@@ -173,7 +173,8 @@ module es {
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}
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let sqrDistance = Vector2.distanceSquared(closestPointOnBounds, circle.position);
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// 看盒子上的点与圆的距离是否小于半径
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// 看框上的点距圆的半径是否小于圆的半径
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if (sqrDistance == 0) {
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result.minimumTranslationVector = Vector2.multiply(result.normal, new Vector2(circle.radius));
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} else if (sqrDistance <= circle.radius * circle.radius) {
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@@ -236,7 +237,7 @@ module es {
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let t = Vector2.dot(w, v) / Vector2.dot(v, v);
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t = MathHelper.clamp(t, 0, 1);
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return Vector2.add(lineA, Vector2.multiply(v, new Vector2(t, t)));
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return Vector2.add(lineA, Vector2.multiply(v, new Vector2(t)));
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}
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/**
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@@ -265,7 +266,7 @@ module es {
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* @param second
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* @param result
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*/
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public static circleToCircle(first: Circle, second: Circle, result: CollisionResult): boolean {
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public static circleToCircle(first: Circle, second: Circle, result: CollisionResult = new CollisionResult()): boolean {
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let distanceSquared = Vector2.distanceSquared(first.position, second.position);
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let sumOfRadii = first.radius + second.radius;
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let collided = distanceSquared < sumOfRadii * sumOfRadii;
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@@ -275,6 +276,11 @@ module es {
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result.minimumTranslationVector = Vector2.multiply(new Vector2(-depth), result.normal);
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result.point = Vector2.add(second.position, Vector2.multiply(result.normal, new Vector2(second.radius)));
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// 这可以得到实际的碰撞点,可能有用也可能没用,所以我们暂时把它留在这里
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// let collisionPointX = ((first.position.x * second.radius) + (second.position.x * first.radius)) / sumOfRadii;
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// let collisionPointY = ((first.position.y * second.radius) + (second.position.y * first.radius)) / sumOfRadii;
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// result.point = new Vector2(collisionPointX, collisionPointY);
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return true;
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}
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@@ -315,7 +321,7 @@ module es {
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return new Rectangle(topLeft.x, topLeft.y, fullSize.x, fullSize.y)
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}
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public static lineToPoly(start: Vector2, end: Vector2, polygon: Polygon, hit: RaycastHit): boolean {
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public static lineToPoly(start: Vector2, end: Vector2, polygon: Polygon, hit: RaycastHit = new RaycastHit()): boolean {
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let normal = Vector2.zero;
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let intersectionPoint = Vector2.zero;
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let fraction = Number.MAX_VALUE;
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220
source/src/Utils/Extensions/RectangleExt.ts
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220
source/src/Utils/Extensions/RectangleExt.ts
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module es {
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export class RectangleExt {
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/**
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* 获取指定边的位置
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* @param rect
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* @param edge
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*/
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public static getSide(rect: Rectangle, edge: Edge) {
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switch (edge) {
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case Edge.top:
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return rect.top;
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case Edge.bottom:
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return rect.bottom;
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case es.Edge.left:
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return rect.left;
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case Edge.right:
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return rect.right;
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}
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}
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/**
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* 计算两个矩形的并集。结果将是一个包含其他两个的矩形。
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* @param first
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* @param point
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*/
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public static union(first: Rectangle, point: Vector2) {
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let rect = new Rectangle(point.x, point.y, 0, 0);
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let result = new Rectangle();
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result.x = Math.min(first.x, rect.x);
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result.y = Math.min(first.y, rect.y);
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result.width = Math.max(first.right, rect.right) - result.x;
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result.height = Math.max(first.bottom, rect.bottom) - result.y;
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return result;
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}
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public static getHalfRect(rect: Rectangle, edge: Edge) {
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switch (edge) {
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case Edge.top:
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return new Rectangle(rect.x, rect.y, rect.width, rect.height / 2);
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case Edge.bottom:
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return new Rectangle(rect.x, rect.y + rect.height / 2, rect.width, rect.height / 2);
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case Edge.left:
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return new Rectangle(rect.x, rect.y, rect.width / 2, rect.height);
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case Edge.right:
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return new Rectangle(rect.x + rect.width / 2, rect.y, rect.width / 2, rect.height);
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}
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}
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/**
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* 获取矩形的一部分,其宽度/高度的大小位于矩形的边缘,但仍然包含在其中。
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* @param rect
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* @param edge
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* @param size
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*/
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public static getRectEdgePortion(rect: Rectangle, edge: Edge, size: number = 1) {
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switch (edge) {
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case es.Edge.top:
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return new Rectangle(rect.x, rect.y, rect.width, size);
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case Edge.bottom:
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return new Rectangle(rect.x, rect.y + rect.height - size, rect.width, size);
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case Edge.left:
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return new Rectangle(rect.x, rect.y, size, rect.height);
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case Edge.right:
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return new Rectangle(rect.x + rect.width - size, rect.y, size, rect.height);
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}
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}
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public static expandSide(rect: Rectangle, edge: Edge, amount: number) {
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amount = Math.abs(amount);
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switch (edge) {
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case Edge.top:
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rect.y -= amount;
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rect.height += amount;
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break;
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case es.Edge.bottom:
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rect.height += amount;
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break;
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case Edge.left:
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rect.x -= amount;
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rect.width += amount;
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break;
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case Edge.right:
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rect.width += amount;
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break;
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}
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}
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public static contract(rect: Rectangle, horizontalAmount, verticalAmount) {
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rect.x += horizontalAmount;
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rect.y += verticalAmount;
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rect.width -= horizontalAmount * 2;
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rect.height -= verticalAmount * 2;
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}
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/**
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* 给定多边形的点,计算其边界
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* @param points
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*/
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public static boundsFromPolygonVector(points: Vector2[]) {
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// 我们需要找到最小/最大的x/y值。
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let minX = Number.POSITIVE_INFINITY;
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let minY = Number.POSITIVE_INFINITY;
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let maxX = Number.NEGATIVE_INFINITY;
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let maxY = Number.NEGATIVE_INFINITY;
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for (let i = 0; i < points.length; i ++) {
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let pt = points[i];
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if (pt.x < minX)
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minX = pt.x;
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if (pt.x > maxX)
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maxX = pt.x;
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if (pt.y < minY)
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minY = pt.y;
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if (pt.y > maxY)
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maxY = pt.y;
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}
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return this.fromMinMaxVector(new Vector2(minX, minY), new Vector2(maxX, maxY));
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}
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/**
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* 创建一个给定最小/最大点(左上角,右下角)的矩形
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* @param min
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* @param max
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*/
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public static fromMinMaxVector(min: Vector2, max: Vector2) {
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return new Rectangle(min.x, min.y, max.x - min.x, max.y - min.y);
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}
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/**
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* 返回一个跨越当前边界和提供的delta位置的Bounds
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* @param rect
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* @param deltaX
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* @param deltaY
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*/
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public static getSweptBroadphaseBounds(rect: Rectangle, deltaX: number, deltaY: number){
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let broadphasebox = Rectangle.empty;
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broadphasebox.x = deltaX > 0 ? rect.x : rect.x + deltaX;
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broadphasebox.y = deltaY > 0 ? rect.y : rect.y + deltaY;
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broadphasebox.width = deltaX > 0 ? deltaX + rect.width : rect.width - deltaX;
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||||
broadphasebox.height = deltaY > 0 ? deltaY + rect.height : rect.height - deltaY;
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||||
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||||
return broadphasebox;
|
||||
}
|
||||
|
||||
/**
|
||||
* 如果矩形发生碰撞,返回true
|
||||
* moveX和moveY将返回b1为避免碰撞而必须移动的移动量
|
||||
* @param rect
|
||||
* @param other
|
||||
* @param moveX
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||||
* @param moveY
|
||||
*/
|
||||
public collisionCheck(rect: Rectangle, other: Rectangle, moveX: Ref<number>, moveY: Ref<number>) {
|
||||
moveX.value = moveY.value = 0;
|
||||
|
||||
let l = other.x - (rect.x + rect.width);
|
||||
let r = (other.x + other.width) - rect.x;
|
||||
let t = other.y - (rect.y + rect.height);
|
||||
let b = (other.y + other.height) - rect.y;
|
||||
|
||||
// 检验是否有碰撞
|
||||
if (l > 0 || r < 0 || t > 0 || b < 0)
|
||||
return false;
|
||||
|
||||
// 求两边的偏移量
|
||||
moveX.value = Math.abs(l) < r ? l : r;
|
||||
moveY.value = Math.abs(t) < b ? t : b;
|
||||
|
||||
// 只使用最小的偏移量
|
||||
if (Math.abs(moveX.value) < Math.abs(moveY.value))
|
||||
moveY.value = 0;
|
||||
else
|
||||
moveX.value = 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算两个矩形之间有符号的交点深度
|
||||
* @param rectA
|
||||
* @param rectB
|
||||
* @returns 两个相交的矩形之间的重叠量。
|
||||
* 这些深度值可以是负值,取决于矩形相交的边。
|
||||
* 这允许调用者确定正确的推送对象的方向,以解决碰撞问题。
|
||||
* 如果矩形不相交,则返回Vector2.zero。
|
||||
*/
|
||||
public static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle) {
|
||||
// 计算半尺寸
|
||||
let halfWidthA = rectA.width / 2;
|
||||
let halfHeightA = rectA.height / 2;
|
||||
let halfWidthB = rectB.width / 2;
|
||||
let halfHeightB = rectB.height / 2;
|
||||
|
||||
// 计算中心
|
||||
let centerA = new Vector2(rectA.left + halfWidthA, rectA.top + halfHeightA);
|
||||
let centerB = new Vector2(rectB.left + halfWidthB, rectB.top + halfHeightB);
|
||||
|
||||
// 计算当前中心间的距离和最小非相交距离
|
||||
let distanceX = centerA.x - centerB.x;
|
||||
let distanceY = centerA.y - centerB.y;
|
||||
let minDistanceX = halfWidthA + halfWidthB;
|
||||
let minDistanceY = halfHeightA + halfHeightB;
|
||||
|
||||
// 如果我们根本不相交,则返回(0,0)
|
||||
if (Math.abs(distanceX) >= minDistanceX || Math.abs(distanceY) >= minDistanceY)
|
||||
return Vector2.zero;
|
||||
|
||||
// 计算并返回交叉点深度
|
||||
let depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
|
||||
let depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
|
||||
|
||||
return new Vector2(depthX, depthY);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
///<reference path="../LinkList.ts" />
|
||||
///<reference path="../Collections/LinkList.ts" />
|
||||
module es {
|
||||
/**
|
||||
* 类,它可以计算出一个网格,表示从给定的一组遮挡物的原点可以看到哪些区域。使用方法如下。
|
||||
|
||||
@@ -1,96 +0,0 @@
|
||||
module es {
|
||||
export class RectangleExt {
|
||||
/**
|
||||
* 获取指定边的位置
|
||||
* @param rect
|
||||
* @param edge
|
||||
*/
|
||||
public static getSide(rect: Rectangle, edge: Edge) {
|
||||
switch (edge) {
|
||||
case Edge.top:
|
||||
return rect.top;
|
||||
case Edge.bottom:
|
||||
return rect.bottom;
|
||||
case es.Edge.left:
|
||||
return rect.left;
|
||||
case Edge.right:
|
||||
return rect.right;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算两个矩形的并集。结果将是一个包含其他两个的矩形。
|
||||
* @param first
|
||||
* @param point
|
||||
*/
|
||||
public static union(first: Rectangle, point: Vector2) {
|
||||
let rect = new Rectangle(point.x, point.y, 0, 0);
|
||||
let result = new Rectangle();
|
||||
result.x = Math.min(first.x, rect.x);
|
||||
result.y = Math.min(first.y, rect.y);
|
||||
result.width = Math.max(first.right, rect.right) - result.x;
|
||||
result.height = Math.max(first.bottom, rect.bottom) - result.y;
|
||||
return result;
|
||||
}
|
||||
|
||||
public static getHalfRect(rect: Rectangle, edge: Edge) {
|
||||
switch (edge) {
|
||||
case Edge.top:
|
||||
return new Rectangle(rect.x, rect.y, rect.width, rect.height / 2);
|
||||
case Edge.bottom:
|
||||
return new Rectangle(rect.x, rect.y + rect.height / 2, rect.width, rect.height / 2);
|
||||
case Edge.left:
|
||||
return new Rectangle(rect.x, rect.y, rect.width / 2, rect.height);
|
||||
case Edge.right:
|
||||
return new Rectangle(rect.x + rect.width / 2, rect.y, rect.width / 2, rect.height);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取矩形的一部分,其宽度/高度的大小位于矩形的边缘,但仍然包含在其中。
|
||||
* @param rect
|
||||
* @param edge
|
||||
* @param size
|
||||
*/
|
||||
public static getRectEdgePortion(rect: Rectangle, edge: Edge, size: number = 1) {
|
||||
switch (edge) {
|
||||
case es.Edge.top:
|
||||
return new Rectangle(rect.x, rect.y, rect.width, size);
|
||||
case Edge.bottom:
|
||||
return new Rectangle(rect.x, rect.y + rect.height - size, rect.width, size);
|
||||
case Edge.left:
|
||||
return new Rectangle(rect.x, rect.y, size, rect.height);
|
||||
case Edge.right:
|
||||
return new Rectangle(rect.x + rect.width - size, rect.y, size, rect.height);
|
||||
}
|
||||
}
|
||||
|
||||
public static expandSide(rect: Rectangle, edge: Edge, amount: number) {
|
||||
amount = Math.abs(amount);
|
||||
|
||||
switch (edge) {
|
||||
case Edge.top:
|
||||
rect.y -= amount;
|
||||
rect.height += amount;
|
||||
break;
|
||||
case es.Edge.bottom:
|
||||
rect.height += amount;
|
||||
break;
|
||||
case Edge.left:
|
||||
rect.x -= amount;
|
||||
rect.width += amount;
|
||||
break;
|
||||
case Edge.right:
|
||||
rect.width += amount;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public static contract(rect: Rectangle, horizontalAmount, verticalAmount) {
|
||||
rect.x += horizontalAmount;
|
||||
rect.y += verticalAmount;
|
||||
rect.width -= horizontalAmount * 2;
|
||||
rect.height -= verticalAmount * 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user