移动类至es模块
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@@ -1,74 +1,85 @@
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///<reference path="./Collider.ts" />
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class BoxCollider extends Collider {
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public get width(){
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return (this.shape as Box).width;
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}
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public set width(value: number){
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this.setWidth(value);
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}
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/**
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* 设置BoxCollider的宽度
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* @param width
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*/
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public setWidth(width: number): BoxCollider{
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (width != box.width){
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(width, box.height);
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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module es {
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export class BoxCollider extends Collider {
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public get width(){
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return (this.shape as Box).width;
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}
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return this;
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}
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public get height(){
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return (this.shape as Box).height;
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}
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public set height(value: number){
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this.setHeight(value);
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}
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/**
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* 设置BoxCollider的高度
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* @param height
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*/
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public setHeight(height: number){
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (height != box.height){
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(box.width, height);
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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}
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/**
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* 零参数构造函数要求RenderableComponent在实体上,这样碰撞器可以在实体被添加到场景时调整自身的大小。
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*/
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constructor(){
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super();
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// 我们在这里插入一个1x1框作为占位符,直到碰撞器在下一阵被添加到实体并可以获得更精确的自动调整大小数据
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this.shape = new Box(1, 1);
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this._colliderRequiresAutoSizing = true;
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}
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public setSize(width: number, height: number){
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (width != box.width || height != box.height){
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(width, height);
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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public set width(value: number){
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this.setWidth(value);
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}
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return this;
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public get height(){
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return (this.shape as Box).height;
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}
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public set height(value: number){
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this.setHeight(value);
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}
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/**
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* 零参数构造函数要求RenderableComponent在实体上,这样碰撞器可以在实体被添加到场景时调整自身的大小。
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*/
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constructor(){
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super();
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// 我们在这里插入一个1x1框作为占位符,直到碰撞器在下一阵被添加到实体并可以获得更精确的自动调整大小数据
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this.shape = new Box(1, 1);
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this._colliderRequiresAutoSizing = true;
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}
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/**
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* 设置BoxCollider的大小
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* @param width
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* @param height
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*/
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public setSize(width: number, height: number){
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (width != box.width || height != box.height){
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(width, height);
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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return this;
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}
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/**
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* 设置BoxCollider的宽度
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* @param width
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*/
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public setWidth(width: number): BoxCollider{
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (width != box.width){
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(width, box.height);
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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return this;
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}
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/**
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* 设置BoxCollider的高度
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* @param height
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*/
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public setHeight(height: number){
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (height != box.height){
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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box.updateBox(box.width, height);
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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}
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public toString(){
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return `[BoxCollider: bounds: ${this.bounds}]`;
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}
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}
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}
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}
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@@ -1,41 +1,48 @@
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class CircleCollider extends Collider {
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public get radius(): number{
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return (this.shape as Circle).radius;
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}
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public set radius(value: number){
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this.setRadius(value);
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}
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/**
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* 创建一个有半径的圆
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*
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* @param radius
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*/
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constructor(radius?: number){
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super();
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if (radius)
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this._colliderRequiresAutoSizing = true;
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// 我们在这里插入一个1px的圆圈作为占位符
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// 直到碰撞器被添加到实体并可以获得更精确的自动调整大小数据的下一帧
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this.shape = new Circle(radius ? radius : 1);
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}
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/**
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* 设置圆的半径
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* @param radius
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*/
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public setRadius(radius: number): CircleCollider{
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this._colliderRequiresAutoSizing = false;
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let circle = this.shape as Circle;
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if (radius != circle.radius){
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circle.radius = radius;
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circle._originalRadius = radius;
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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module es {
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export class CircleCollider extends Collider {
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public get radius(): number {
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return (this.shape as Circle).radius;
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}
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return this;
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public set radius(value: number) {
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this.setRadius(value);
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}
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/**
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* 创建一个有半径的圆
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*
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* @param radius
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*/
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constructor(radius?: number) {
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super();
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if (radius)
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this._colliderRequiresAutoSizing = true;
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// 我们在这里插入一个1px的圆圈作为占位符
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// 直到碰撞器被添加到实体并可以获得更精确的自动调整大小数据的下一帧
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this.shape = new Circle(radius ? radius : 1);
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}
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/**
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* 设置圆的半径
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* @param radius
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*/
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public setRadius(radius: number): CircleCollider {
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this._colliderRequiresAutoSizing = false;
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let circle = this.shape as Circle;
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if (radius != circle.radius) {
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circle.radius = radius;
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circle._originalRadius = radius;
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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return this;
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}
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public toString() {
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return `[CircleCollider: bounds: ${this.bounds}, radius: ${(this.shape as Circle).radius}]`
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}
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}
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}
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}
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@@ -1,22 +1,26 @@
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/**
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* 多边形应该以顺时针方式定义
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*/
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class PolygonCollider extends Collider {
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module es {
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/**
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* 如果这些点没有居中,它们将以localOffset的差异为居中。
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* @param points
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* 多边形应该以顺时针方式定义
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*/
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constructor(points: Vector2[]){
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super();
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export class PolygonCollider extends Collider {
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/**
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* 如果这些点没有居中,它们将以localOffset的差异为居中。
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* @param points
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*/
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constructor(points: Vector2[]) {
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super();
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// 第一点和最后一点决不能相同。我们想要一个开放的多边形
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let isPolygonClosed = points[0] == points[points.length - 1];
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// 第一点和最后一点决不能相同。我们想要一个开放的多边形
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let isPolygonClosed = points[0] == points[points.length - 1];
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// 最后一个移除
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if (isPolygonClosed)
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points.splice(points.length - 1, 1);
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// 最后一个移除
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if (isPolygonClosed)
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points.splice(points.length - 1, 1);
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Polygon.recenterPolygonVerts(points);
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this.shape = new Polygon(points);
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let center = Polygon.findPolygonCenter(points);
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this.setLocalOffset(center);
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Polygon.recenterPolygonVerts(points);
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this.shape = new Polygon(points);
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}
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}
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}
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}
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