对像素进行取整保证在不同分辨率下保持清晰
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@@ -456,6 +456,10 @@ module es {
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return t - Math.floor(t / length) * length;
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}
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public static floorToInt(f: number) {
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return Math.trunc(Math.floor(f));
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}
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/**
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* 将值绕一圈移动的助手
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* @param position
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@@ -411,10 +411,10 @@ module es {
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public calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2,
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rotation: number, width: number, height: number) {
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if (rotation == 0) {
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this.x = parentPosition.x + position.x - origin.x * scale.x;
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this.y = parentPosition.y + position.y - origin.y * scale.y;
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this.width = width * scale.x;
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this.height = height * scale.y;
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this.x = Math.trunc(parentPosition.x + position.x - origin.x * scale.x);
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this.y = Math.trunc(parentPosition.y + position.y - origin.y * scale.y);
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this.width = Math.trunc(width * scale.x);
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this.height = Math.trunc(height * scale.y);
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} else {
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// 我们需要找到我们的绝对最小/最大值,并据此创建边界
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let worldPosX = parentPosition.x + position.x;
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@@ -441,14 +441,14 @@ module es {
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Vector2Ext.transformR(bottomRight, this._transformMat, bottomRight);
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// 找出最小值和最大值,这样我们就可以计算出我们的边界框。
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let minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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let maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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let minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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let maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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let minX = Math.trunc(Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x));
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let maxX = Math.trunc(Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x));
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let minY = Math.trunc(Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y));
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let maxY = Math.trunc(Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y));
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this.location = new Vector2(minX, minY);
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this.width = maxX - minX;
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this.height = maxY - minY;
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this.width = Math.trunc(maxX - minX);
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this.height = Math.trunc(maxY - minY);
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}
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}
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@@ -549,7 +549,7 @@ module es {
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* 获取这个矩形的哈希码
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*/
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public getHashCode(): number{
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return (this.x ^ this.y ^ this.width ^ this.height);
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return (Math.trunc(this.x) ^ Math.trunc(this.y) ^ Math.trunc(this.width) ^ Math.trunc(this.height));
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}
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public clone(): Rectangle {
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@@ -16,7 +16,7 @@ module es {
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*/
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public update(amount: number){
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this.remainder += amount;
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let motion = Math.floor(Math.trunc(this.remainder));
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let motion = Math.trunc(this.remainder);
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this.remainder -= motion;
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amount = motion;
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return amount;
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@@ -181,11 +181,11 @@ module es {
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while (currentCell.x != lastCell.x || currentCell.y != lastCell.y){
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if (tMaxX < tMaxY){
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currentCell.x = Math.floor(MathHelper.approach(currentCell.x, lastCell.x, Math.abs(stepX)));
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currentCell.x = Math.trunc(MathHelper.approach(currentCell.x, lastCell.x, Math.abs(stepX)));
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tMaxX += tDeltaX;
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}else{
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currentCell.y = Math.floor(MathHelper.approach(currentCell.y, lastCell.y, Math.abs(stepY)));
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currentCell.y = Math.trunc(MathHelper.approach(currentCell.y, lastCell.y, Math.abs(stepY)));
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tMaxY += tDeltaY;
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}
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@@ -286,7 +286,7 @@ module es {
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* @param y
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*/
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public cellCoords(x: number, y: number): Vector2 {
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return new Vector2(Math.floor(x * this._inverseCellSize), Math.floor(y * this._inverseCellSize));
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return new Vector2(MathHelper.floorToInt(x * this._inverseCellSize), MathHelper.floorToInt(y * this._inverseCellSize));
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}
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/**
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@@ -265,8 +265,8 @@ module es {
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public static getClosestPointOnRectangleBorderToPoint(rect: Rectangle, point: Vector2) {
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// 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
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let res = es.Vector2.zero;
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res.x = MathHelper.clamp(point.x, rect.left, rect.right)
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res.y = MathHelper.clamp(point.y, rect.top, rect.bottom);
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res.x = MathHelper.clamp(Math.trunc(point.x), rect.left, rect.right)
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res.y = MathHelper.clamp(Math.trunc(point.y), rect.top, rect.bottom);
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// 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
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if (rect.contains(res.x, res.y)) {
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@@ -327,7 +327,7 @@ module es {
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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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return this.fromMinMaxVector(new Vector2(Math.trunc(minX), Math.trunc(minY)), new Vector2(Math.trunc(maxX), Math.trunc(maxY)));
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}
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/**
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@@ -336,10 +336,10 @@ module es {
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* @param scale
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*/
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public static scale(rect: Rectangle, scale: Vector2) {
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rect.x = rect.x * scale.x;
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rect.y = rect.y * scale.y;
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rect.width = rect.width * scale.x;
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rect.height = rect.height * scale.y;
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rect.x = Math.trunc(rect.x * scale.x);
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rect.y = Math.trunc(rect.y * scale.y);
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rect.width = Math.trunc(rect.width * scale.x);
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rect.height = Math.trunc(rect.height * scale.y);
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}
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public static translate(rect: Rectangle, vec: Vector2) {
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