新增Phyisics.overlapRectangle
新增TextureUtils.premultiplyAlpha 新增Entity快速访问Transform内联方法
This commit is contained in:
77
source/bin/framework.d.ts
vendored
77
source/bin/framework.d.ts
vendored
@@ -257,6 +257,18 @@ declare module es {
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readonly localToWorldTransform: Matrix2D;
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readonly worldToLocalTransform: Matrix2D;
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onTransformChanged(comp: transform.Component): void;
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setParent(parent: Entity): any;
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setParent(parent: Transform): any;
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setPosition(x: number, y: number): this;
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setLocalPosition(localPosition: Vector2): this;
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setRotation(radians: number): this;
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setRotationDegrees(degrees: number): this;
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setLocalRotation(radians: number): this;
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setLocalRotationDegrees(degrees: number): this;
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setScale(scale: number): any;
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setScale(scale: Vector2): any;
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setLocalScale(scale: number): any;
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setLocalScale(scale: Vector2): any;
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/**
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* 设置实体的标记
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* @param tag
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@@ -1443,7 +1455,7 @@ declare module es {
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/** 游戏运行的总时间 */
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static totalTime: number;
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/** deltaTime的未缩放版本。不受时间尺度的影响 */
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static unscaledDeltaTime: any;
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static unscaledDeltaTime: number;
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/** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */
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static deltaTime: number;
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/** 时间刻度缩放 */
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@@ -1451,7 +1463,7 @@ declare module es {
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/** 已传递的帧总数 */
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static frameCount: number;
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/** 自场景加载以来的总时间 */
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static timeSinceSceneLoad: any;
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static timeSinceSceneLoad: number;
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private static _lastTime;
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static update(currentTime: number): void;
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static sceneChanged(): void;
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@@ -2401,13 +2413,24 @@ declare module es {
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* 我们保留它以避免在每次raycast发生时分配它
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*/
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static _hitArray: RaycastHit[];
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/**
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* 避免重叠检查和形状投射的分配
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*/
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static _colliderArray: Collider[];
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static reset(): void;
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/**
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* 从SpatialHash中移除所有碰撞器
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*/
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static clear(): void;
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/**
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* 获取位于指定圆内的所有碰撞器
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* 检查是否有对撞机落在一个圆形区域内。返回遇到的第一个对撞机
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* @param center
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* @param radius
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* @param layerMask
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*/
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static overlapCircle(center: Vector2, radius: number, layerMask?: number): Collider;
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/**
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* 获取所有落在指定圆圈内的碰撞器
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* @param center
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* @param randius
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* @param results
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@@ -2421,7 +2444,8 @@ declare module es {
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*/
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static boxcastBroadphase(rect: Rectangle, layerMask?: number): Set<Collider>;
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/**
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* 返回所有与边界相交的碰撞器,不包括传入的碰撞器(self)。如果您希望为其他查询自行创建扫过的边界,则此方法非常有用
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* 返回所有被边界交错的碰撞器,但不包括传入的碰撞器(self)。
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* 如果你想为其他查询自己创建扫描边界,这个方法很有用
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* @param collider
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* @param rect
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* @param layerMask
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@@ -2433,6 +2457,14 @@ declare module es {
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* @param layerMask
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*/
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static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask?: number): Set<Collider>;
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/**
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* 返回所有被 collider.bounds 扩展为包含 deltaX/deltaY 的碰撞器,但不包括传入的碰撞器(self)
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* @param collider
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* @param deltaX
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* @param deltaY
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* @param layerMask
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*/
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static boxcastBroadphaseExcludingSelfDelta(collider: Collider, deltaX: number, deltaY: number, layerMask?: number): Set<Collider>;
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/**
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* 将对撞机添加到物理系统中
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* @param collider
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@@ -2463,6 +2495,19 @@ declare module es {
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* @param layerMask
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*/
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static linecastAll(start: Vector2, end: Vector2, hits: RaycastHit[], layerMask?: number): number;
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/**
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* 检查是否有对撞机落在一个矩形区域中
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* @param rect
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* @param layerMask
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*/
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static overlapRectangle(rect: Rectangle, layerMask?: number): Collider;
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/**
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* 获取所有在指定矩形范围内的碰撞器
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* @param rect
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* @param results
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* @param layerMask
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*/
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static overlapRectangleAll(rect: Rectangle, results: Collider[], layerMask?: number): number;
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}
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}
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declare module es {
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@@ -2489,7 +2534,11 @@ declare module es {
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*/
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_inverseCellSize: number;
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/**
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* 缓存的循环用于重叠检查
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* 重叠检查缓存框
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*/
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_overlapTestBox: Box;
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/**
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* 重叠检查缓存圈
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*/
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_overlapTestCircle: Circle;
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/**
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@@ -2525,7 +2574,9 @@ declare module es {
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*/
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aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number): Set<Collider>;
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/**
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* 通过空间散列强制执行一行,并用该行命中的任何碰撞器填充hits数组。
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* 通过空间散列投掷一条线,并将该线碰到的任何碰撞器填入碰撞数组
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* https://github.com/francisengelmann/fast_voxel_traversal/blob/master/main.cpp
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* http://www.cse.yorku.ca/~amana/research/grid.pdf
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* @param start
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* @param end
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* @param hits
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@@ -2533,7 +2584,14 @@ declare module es {
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*/
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linecast(start: Vector2, end: Vector2, hits: RaycastHit[], layerMask: number): number;
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/**
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* 获取位于指定圆内的所有碰撞器
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* 获取所有在指定矩形范围内的碰撞器
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* @param rect
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* @param results
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* @param layerMask
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*/
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overlapRectangle(rect: Rectangle, results: Collider[], layerMask: number): number;
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/**
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* 获取所有落在指定圆圈内的碰撞器
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* @param circleCenter
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* @param radius
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* @param results
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@@ -3743,6 +3801,11 @@ declare module es {
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static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle): Vector2;
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}
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}
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declare module es {
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class TextureUtils {
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static premultiplyAlpha(pixels: number[]): void;
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}
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}
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declare module es {
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class TypeUtils {
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static getType(obj: any): any;
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@@ -603,6 +603,57 @@ var es;
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// 通知我们的子项改变了位置
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this.components.onEntityTransformChanged(comp);
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};
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Entity.prototype.setParent = function (parent) {
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if (parent instanceof es.Transform) {
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this.transform.setParent(parent);
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}
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else if (parent instanceof Entity) {
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this.transform.setParent(parent.transform);
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}
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return this;
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};
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Entity.prototype.setPosition = function (x, y) {
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this.transform.setPosition(x, y);
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return this;
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};
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Entity.prototype.setLocalPosition = function (localPosition) {
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this.transform.setLocalPosition(localPosition);
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return this;
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};
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Entity.prototype.setRotation = function (radians) {
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this.transform.setRotation(radians);
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return this;
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};
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Entity.prototype.setRotationDegrees = function (degrees) {
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this.transform.setRotationDegrees(degrees);
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return this;
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};
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Entity.prototype.setLocalRotation = function (radians) {
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this.transform.setLocalRotation(radians);
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return this;
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};
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Entity.prototype.setLocalRotationDegrees = function (degrees) {
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this.transform.setLocalRotationDegrees(degrees);
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return this;
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};
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Entity.prototype.setScale = function (scale) {
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if (scale instanceof es.Vector2) {
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this.transform.setScale(scale);
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}
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else {
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this.transform.setScale(new es.Vector2(scale));
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}
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return this;
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};
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Entity.prototype.setLocalScale = function (scale) {
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if (scale instanceof es.Vector2) {
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this.transform.setLocalScale(scale);
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}
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else {
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this.transform.setLocalScale(new es.Vector2(scale));
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}
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return this;
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};
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/**
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* 设置实体的标记
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* @param tag
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@@ -3697,12 +3748,18 @@ var es;
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// 我们减去了delta,因为timeSinceSceneLoad已经包含了这个update ticks delta
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return this.timeSinceSceneLoad / interval > (this.timeSinceSceneLoad - this.deltaTime) / interval;
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};
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/** 游戏运行的总时间 */
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Time.totalTime = 0;
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/** deltaTime的未缩放版本。不受时间尺度的影响 */
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Time.unscaledDeltaTime = 0;
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/** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */
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Time.deltaTime = 0;
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/** 时间刻度缩放 */
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Time.timeScale = 1;
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/** 已传递的帧总数 */
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Time.frameCount = 0;
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/** 自场景加载以来的总时间 */
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Time.timeSinceSceneLoad = 0;
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Time._lastTime = 0;
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return Time;
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}());
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@@ -5928,6 +5985,7 @@ var es;
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Physics.reset = function () {
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this._spatialHash = new es.SpatialHash(this.spatialHashCellSize);
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this._hitArray[0].reset();
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this._colliderArray[0] = null;
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};
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/**
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* 从SpatialHash中移除所有碰撞器
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@@ -5936,7 +5994,19 @@ var es;
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this._spatialHash.clear();
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};
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/**
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* 获取位于指定圆内的所有碰撞器
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* 检查是否有对撞机落在一个圆形区域内。返回遇到的第一个对撞机
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* @param center
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* @param radius
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* @param layerMask
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*/
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Physics.overlapCircle = function (center, radius, layerMask) {
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if (layerMask === void 0) { layerMask = Physics.allLayers; }
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this._colliderArray[0] = null;
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this._spatialHash.overlapCircle(center, radius, this._colliderArray, layerMask);
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return this._colliderArray[0];
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};
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/**
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* 获取所有落在指定圆圈内的碰撞器
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* @param center
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* @param randius
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* @param results
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@@ -5945,7 +6015,7 @@ var es;
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Physics.overlapCircleAll = function (center, randius, results, layerMask) {
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if (layerMask === void 0) { layerMask = -1; }
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if (results.length == 0) {
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console.error("传入了一个空的结果数组。不会返回任何结果");
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console.warn("传入了一个空的结果数组。不会返回任何结果");
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return;
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}
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return this._spatialHash.overlapCircle(center, randius, results, layerMask);
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@@ -5960,7 +6030,8 @@ var es;
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return this._spatialHash.aabbBroadphase(rect, null, layerMask);
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};
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/**
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* 返回所有与边界相交的碰撞器,不包括传入的碰撞器(self)。如果您希望为其他查询自行创建扫过的边界,则此方法非常有用
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* 返回所有被边界交错的碰撞器,但不包括传入的碰撞器(self)。
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* 如果你想为其他查询自己创建扫描边界,这个方法很有用
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* @param collider
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* @param rect
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* @param layerMask
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@@ -5979,6 +6050,19 @@ var es;
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var bounds = collider.bounds.clone();
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return this._spatialHash.aabbBroadphase(bounds, collider, layerMask);
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};
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/**
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* 返回所有被 collider.bounds 扩展为包含 deltaX/deltaY 的碰撞器,但不包括传入的碰撞器(self)
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* @param collider
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* @param deltaX
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* @param deltaY
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* @param layerMask
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*/
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Physics.boxcastBroadphaseExcludingSelfDelta = function (collider, deltaX, deltaY, layerMask) {
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if (layerMask === void 0) { layerMask = Physics.allLayers; }
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var colliderBounds = collider.bounds.clone();
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var sweptBounds = colliderBounds.getSweptBroadphaseBounds(deltaX, deltaY);
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return this._spatialHash.aabbBroadphase(sweptBounds, collider, layerMask);
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};
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/**
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* 将对撞机添加到物理系统中
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* @param collider
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@@ -6028,6 +6112,31 @@ var es;
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}
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return this._spatialHash.linecast(start, end, hits, layerMask);
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};
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/**
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* 检查是否有对撞机落在一个矩形区域中
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* @param rect
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* @param layerMask
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*/
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Physics.overlapRectangle = function (rect, layerMask) {
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if (layerMask === void 0) { layerMask = Physics.allLayers; }
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this._colliderArray[0] = null;
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this._spatialHash.overlapRectangle(rect, this._colliderArray, layerMask);
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return this._colliderArray[0];
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};
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/**
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* 获取所有在指定矩形范围内的碰撞器
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* @param rect
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* @param results
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* @param layerMask
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*/
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Physics.overlapRectangleAll = function (rect, results, layerMask) {
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if (layerMask === void 0) { layerMask = Physics.allLayers; }
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if (results.length == 0) {
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console.warn("传入了一个空的结果数组。不会返回任何结果");
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return 0;
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}
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return this._spatialHash.overlapRectangle(rect, results, layerMask);
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};
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/** 用于在全局范围内存储重力值的方便字段 */
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Physics.gravity = new es.Vector2(0, 300);
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/** 调用reset并创建一个新的SpatialHash时使用的单元格大小 */
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@@ -6048,6 +6157,12 @@ var es;
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Physics._hitArray = [
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new es.RaycastHit()
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];
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/**
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* 避免重叠检查和形状投射的分配
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*/
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Physics._colliderArray = [
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null
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];
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return Physics;
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}());
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es.Physics = Physics;
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@@ -6074,7 +6189,11 @@ var es;
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if (cellSize === void 0) { cellSize = 100; }
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this.gridBounds = new es.Rectangle();
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/**
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* 缓存的循环用于重叠检查
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* 重叠检查缓存框
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*/
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this._overlapTestBox = new es.Box(0, 0);
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/**
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* 重叠检查缓存圈
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*/
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this._overlapTestCircle = new es.Circle(0);
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/**
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@@ -6172,7 +6291,9 @@ var es;
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return this._tempHashSet;
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};
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/**
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* 通过空间散列强制执行一行,并用该行命中的任何碰撞器填充hits数组。
|
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* 通过空间散列投掷一条线,并将该线碰到的任何碰撞器填入碰撞数组
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* https://github.com/francisengelmann/fast_voxel_traversal/blob/master/main.cpp
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* http://www.cse.yorku.ca/~amana/research/grid.pdf
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* @param start
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* @param end
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* @param hits
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@@ -6181,26 +6302,28 @@ var es;
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SpatialHash.prototype.linecast = function (start, end, hits, layerMask) {
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var ray = new es.Ray2D(start, end);
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this._raycastParser.start(ray, hits, layerMask);
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// 在与网格相同的空间中获取起始/结束位置
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// 获取我们的起始/结束位置,与我们的网格在同一空间内
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var currentCell = this.cellCoords(start.x, start.y);
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var lastCell = this.cellCoords(end.x, end.y);
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// 我们向什么方向递增单元格检查?
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var stepX = Math.sign(ray.direction.x);
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var stepY = Math.sign(ray.direction.y);
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// 我们要确保,如果我们在同一行或同一行,我们不会步进不必要的方向
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// 我们要确保,如果我们在同一条线上或同一排上,就不会踩到不必要的方向上
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if (currentCell.x == lastCell.x)
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stepX = 0;
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if (currentCell.y == lastCell.y)
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stepY = 0;
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// 计算单元边界。当这一步是正的,下一个单元格在这一步之后意味着我们加1。
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// 如果为负,则单元格在此之前,这种情况下不添加边界
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// 计算单元格的边界。
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// 当步长为正数时,下一个单元格在这个单元格之后,意味着我们要加1。
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var xStep = stepX < 0 ? 0 : stepX;
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var yStep = stepY < 0 ? 0 : stepY;
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var nextBoundaryX = (currentCell.x + xStep) * this._cellSize;
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||||
var nextBoundaryY = (currentCell.y + yStep) * this._cellSize;
|
||||
// 确定射线穿过第一个垂直体素边界时的t值。y/horizontal。
|
||||
// 这两个值的最小值将表明我们可以沿着射线走多少,而仍然保持在当前体素中,对于接近vertical/horizontal的射线来说可能是无限的
|
||||
// 确定射线穿过第一个垂直体素边界时的t值,y/水平也是如此。
|
||||
// 这两个值的最小值将表明我们可以沿着射线移动多少,并且仍然保持在当前的体素中,对于接近垂直/水平的射线可能是无限的。
|
||||
var tMaxX = ray.direction.x != 0 ? (nextBoundaryX - ray.start.x) / ray.direction.x : Number.MAX_VALUE;
|
||||
var tMaxY = ray.direction.y != 0 ? (nextBoundaryY - ray.start.y) / ray.direction.y : Number.MAX_VALUE;
|
||||
// 我们要走多远才能从一个单元格的边界穿过一个单元格
|
||||
var tDeltaX = ray.direction.x != 0 ? this._cellSize / (ray.direction.x * stepX) : Number.MAX_VALUE;
|
||||
var tDeltaY = ray.direction.y != 0 ? this._cellSize / (ray.direction.y * stepY) : Number.MAX_VALUE;
|
||||
// 开始遍历并返回交叉单元格。
|
||||
@@ -6224,26 +6347,74 @@ var es;
|
||||
return this._raycastParser.hitCounter;
|
||||
}
|
||||
}
|
||||
// 复位
|
||||
this._raycastParser.reset();
|
||||
return this._raycastParser.hitCounter;
|
||||
};
|
||||
/**
|
||||
* 获取位于指定圆内的所有碰撞器
|
||||
* 获取所有在指定矩形范围内的碰撞器
|
||||
* @param rect
|
||||
* @param results
|
||||
* @param layerMask
|
||||
*/
|
||||
SpatialHash.prototype.overlapRectangle = function (rect, results, layerMask) {
|
||||
var e_12, _a;
|
||||
this._overlapTestBox.updateBox(rect.width, rect.height);
|
||||
this._overlapTestBox.position = rect.location;
|
||||
var resultCounter = 0;
|
||||
var potentials = this.aabbBroadphase(rect, null, layerMask);
|
||||
try {
|
||||
for (var potentials_1 = __values(potentials), potentials_1_1 = potentials_1.next(); !potentials_1_1.done; potentials_1_1 = potentials_1.next()) {
|
||||
var collider = potentials_1_1.value;
|
||||
if (collider instanceof es.BoxCollider) {
|
||||
results[resultCounter] = collider;
|
||||
resultCounter++;
|
||||
}
|
||||
else if (collider instanceof es.CircleCollider) {
|
||||
if (es.Collisions.rectToCircle(rect, collider.bounds.center, collider.bounds.width * 0.5)) {
|
||||
results[resultCounter] = collider;
|
||||
resultCounter++;
|
||||
}
|
||||
}
|
||||
else if (collider instanceof es.PolygonCollider) {
|
||||
if (collider.shape.overlaps(this._overlapTestBox)) {
|
||||
results[resultCounter] = collider;
|
||||
resultCounter++;
|
||||
}
|
||||
}
|
||||
else {
|
||||
throw new Error("overlapRectangle对这个类型没有实现!");
|
||||
}
|
||||
if (resultCounter == results.length)
|
||||
return resultCounter;
|
||||
}
|
||||
}
|
||||
catch (e_12_1) { e_12 = { error: e_12_1 }; }
|
||||
finally {
|
||||
try {
|
||||
if (potentials_1_1 && !potentials_1_1.done && (_a = potentials_1.return)) _a.call(potentials_1);
|
||||
}
|
||||
finally { if (e_12) throw e_12.error; }
|
||||
}
|
||||
return resultCounter;
|
||||
};
|
||||
/**
|
||||
* 获取所有落在指定圆圈内的碰撞器
|
||||
* @param circleCenter
|
||||
* @param radius
|
||||
* @param results
|
||||
* @param layerMask
|
||||
*/
|
||||
SpatialHash.prototype.overlapCircle = function (circleCenter, radius, results, layerMask) {
|
||||
var e_12, _a;
|
||||
var e_13, _a;
|
||||
var bounds = new es.Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
|
||||
this._overlapTestCircle.radius = radius;
|
||||
this._overlapTestCircle.position = circleCenter;
|
||||
var resultCounter = 0;
|
||||
var potentials = this.aabbBroadphase(bounds, null, layerMask);
|
||||
try {
|
||||
for (var potentials_1 = __values(potentials), potentials_1_1 = potentials_1.next(); !potentials_1_1.done; potentials_1_1 = potentials_1.next()) {
|
||||
var collider = potentials_1_1.value;
|
||||
for (var potentials_2 = __values(potentials), potentials_2_1 = potentials_2.next(); !potentials_2_1.done; potentials_2_1 = potentials_2.next()) {
|
||||
var collider = potentials_2_1.value;
|
||||
if (collider instanceof es.BoxCollider) {
|
||||
results[resultCounter] = collider;
|
||||
resultCounter++;
|
||||
@@ -6268,12 +6439,12 @@ var es;
|
||||
return resultCounter;
|
||||
}
|
||||
}
|
||||
catch (e_12_1) { e_12 = { error: e_12_1 }; }
|
||||
catch (e_13_1) { e_13 = { error: e_13_1 }; }
|
||||
finally {
|
||||
try {
|
||||
if (potentials_1_1 && !potentials_1_1.done && (_a = potentials_1.return)) _a.call(potentials_1);
|
||||
if (potentials_2_1 && !potentials_2_1.done && (_a = potentials_2.return)) _a.call(potentials_2);
|
||||
}
|
||||
finally { if (e_12) throw e_12.error; }
|
||||
finally { if (e_13) throw e_13.error; }
|
||||
}
|
||||
return resultCounter;
|
||||
};
|
||||
@@ -9445,6 +9616,26 @@ var es;
|
||||
es.RectangleExt = RectangleExt;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
var TextureUtils = /** @class */ (function () {
|
||||
function TextureUtils() {
|
||||
}
|
||||
TextureUtils.premultiplyAlpha = function (pixels) {
|
||||
var b = pixels[0];
|
||||
for (var i = 0; i < pixels.length; i += 4) {
|
||||
if (b[i + 3] != 255) {
|
||||
var alpha = b[i + 3] / 255;
|
||||
b[i + 0] = b[i + 0] * alpha;
|
||||
b[i + 1] = b[i + 1] * alpha;
|
||||
b[i + 2] = b[i + 2] * alpha;
|
||||
}
|
||||
}
|
||||
};
|
||||
return TextureUtils;
|
||||
}());
|
||||
es.TextureUtils = TextureUtils;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
var TypeUtils = /** @class */ (function () {
|
||||
function TypeUtils() {
|
||||
@@ -10061,7 +10252,7 @@ var linq;
|
||||
* 创建一个Set从一个Enumerable.List< T>。
|
||||
*/
|
||||
List.prototype.toSet = function () {
|
||||
var e_13, _a;
|
||||
var e_14, _a;
|
||||
var result = new Set();
|
||||
try {
|
||||
for (var _b = __values(this._elements), _c = _b.next(); !_c.done; _c = _b.next()) {
|
||||
@@ -10069,12 +10260,12 @@ var linq;
|
||||
result.add(x);
|
||||
}
|
||||
}
|
||||
catch (e_13_1) { e_13 = { error: e_13_1 }; }
|
||||
catch (e_14_1) { e_14 = { error: e_14_1 }; }
|
||||
finally {
|
||||
try {
|
||||
if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
|
||||
}
|
||||
finally { if (e_13) throw e_13.error; }
|
||||
finally { if (e_14) throw e_14.error; }
|
||||
}
|
||||
return result;
|
||||
};
|
||||
@@ -10323,7 +10514,7 @@ var es;
|
||||
* 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
|
||||
*/
|
||||
VisibilityComputer.prototype.end = function () {
|
||||
var e_14, _a;
|
||||
var e_15, _a;
|
||||
var output = es.ListPool.obtain();
|
||||
this.updateSegments();
|
||||
this._endPoints.sort(this._radialComparer.compare);
|
||||
@@ -10362,12 +10553,12 @@ var es;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (e_14_1) { e_14 = { error: e_14_1 }; }
|
||||
catch (e_15_1) { e_15 = { error: e_15_1 }; }
|
||||
finally {
|
||||
try {
|
||||
if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
|
||||
}
|
||||
finally { if (e_14) throw e_14.error; }
|
||||
finally { if (e_15) throw e_15.error; }
|
||||
}
|
||||
}
|
||||
VisibilityComputer._openSegments.clear();
|
||||
@@ -10483,7 +10674,7 @@ var es;
|
||||
* 处理片段,以便我们稍后对它们进行分类
|
||||
*/
|
||||
VisibilityComputer.prototype.updateSegments = function () {
|
||||
var e_15, _a;
|
||||
var e_16, _a;
|
||||
try {
|
||||
for (var _b = __values(this._segments), _c = _b.next(); !_c.done; _c = _b.next()) {
|
||||
var segment = _c.value;
|
||||
@@ -10501,12 +10692,12 @@ var es;
|
||||
segment.p2.begin = !segment.p1.begin;
|
||||
}
|
||||
}
|
||||
catch (e_15_1) { e_15 = { error: e_15_1 }; }
|
||||
catch (e_16_1) { e_16 = { error: e_16_1 }; }
|
||||
finally {
|
||||
try {
|
||||
if (_c && !_c.done && (_a = _b.return)) _a.call(_b);
|
||||
}
|
||||
finally { if (e_15) throw e_15.error; }
|
||||
finally { if (e_16) throw e_16.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。
|
||||
|
||||
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
@@ -203,6 +203,72 @@ module es {
|
||||
this.components.onEntityTransformChanged(comp);
|
||||
}
|
||||
|
||||
public setParent(parent: Entity);
|
||||
public setParent(parent: Transform);
|
||||
public setParent(parent: Transform | Entity) {
|
||||
if (parent instanceof Transform) {
|
||||
this.transform.setParent(parent);
|
||||
} else if (parent instanceof Entity) {
|
||||
this.transform.setParent(parent.transform);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public setPosition(x: number, y: number){
|
||||
this.transform.setPosition(x, y);
|
||||
return this;
|
||||
}
|
||||
|
||||
public setLocalPosition(localPosition: Vector2) {
|
||||
this.transform.setLocalPosition(localPosition);
|
||||
return this;
|
||||
}
|
||||
|
||||
public setRotation(radians: number){
|
||||
this.transform.setRotation(radians);
|
||||
return this;
|
||||
}
|
||||
|
||||
public setRotationDegrees(degrees: number){
|
||||
this.transform.setRotationDegrees(degrees);
|
||||
return this;
|
||||
}
|
||||
|
||||
public setLocalRotation(radians: number){
|
||||
this.transform.setLocalRotation(radians);
|
||||
return this;
|
||||
}
|
||||
|
||||
public setLocalRotationDegrees(degrees: number){
|
||||
this.transform.setLocalRotationDegrees(degrees);
|
||||
return this;
|
||||
}
|
||||
|
||||
public setScale(scale: number);
|
||||
public setScale(scale: Vector2);
|
||||
public setScale(scale: Vector2 | number) {
|
||||
if (scale instanceof Vector2) {
|
||||
this.transform.setScale(scale);
|
||||
} else {
|
||||
this.transform.setScale(new Vector2(scale));
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public setLocalScale(scale: number);
|
||||
public setLocalScale(scale: Vector2);
|
||||
public setLocalScale(scale: Vector2 | number) {
|
||||
if (scale instanceof Vector2) {
|
||||
this.transform.setLocalScale(scale);
|
||||
} else {
|
||||
this.transform.setLocalScale(new Vector2(scale));
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置实体的标记
|
||||
* @param tag
|
||||
|
||||
@@ -2,9 +2,9 @@ module es {
|
||||
/** 提供帧定时信息 */
|
||||
export class Time {
|
||||
/** 游戏运行的总时间 */
|
||||
public static totalTime: number;
|
||||
public static totalTime: number = 0;
|
||||
/** deltaTime的未缩放版本。不受时间尺度的影响 */
|
||||
public static unscaledDeltaTime;
|
||||
public static unscaledDeltaTime: number = 0;
|
||||
/** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */
|
||||
public static deltaTime: number = 0;
|
||||
/** 时间刻度缩放 */
|
||||
@@ -12,7 +12,7 @@ module es {
|
||||
/** 已传递的帧总数 */
|
||||
public static frameCount = 0;
|
||||
/** 自场景加载以来的总时间 */
|
||||
public static timeSinceSceneLoad;
|
||||
public static timeSinceSceneLoad: number = 0;
|
||||
private static _lastTime = 0;
|
||||
|
||||
public static update(currentTime: number) {
|
||||
|
||||
@@ -22,10 +22,17 @@ module es {
|
||||
public static _hitArray: RaycastHit[] = [
|
||||
new RaycastHit()
|
||||
];
|
||||
/**
|
||||
* 避免重叠检查和形状投射的分配
|
||||
*/
|
||||
public static _colliderArray: Collider[] = [
|
||||
null
|
||||
];
|
||||
|
||||
public static reset() {
|
||||
this._spatialHash = new SpatialHash(this.spatialHashCellSize);
|
||||
this._hitArray[0].reset();
|
||||
this._colliderArray[0] = null;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -36,7 +43,19 @@ module es {
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取位于指定圆内的所有碰撞器
|
||||
* 检查是否有对撞机落在一个圆形区域内。返回遇到的第一个对撞机
|
||||
* @param center
|
||||
* @param radius
|
||||
* @param layerMask
|
||||
*/
|
||||
public static overlapCircle(center: Vector2, radius: number, layerMask: number = Physics.allLayers) {
|
||||
this._colliderArray[0] = null;
|
||||
this._spatialHash.overlapCircle(center, radius, this._colliderArray, layerMask);
|
||||
return this._colliderArray[0];
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有落在指定圆圈内的碰撞器
|
||||
* @param center
|
||||
* @param randius
|
||||
* @param results
|
||||
@@ -44,7 +63,7 @@ module es {
|
||||
*/
|
||||
public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1) {
|
||||
if (results.length == 0) {
|
||||
console.error("传入了一个空的结果数组。不会返回任何结果");
|
||||
console.warn("传入了一个空的结果数组。不会返回任何结果");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -61,7 +80,8 @@ module es {
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回所有与边界相交的碰撞器,不包括传入的碰撞器(self)。如果您希望为其他查询自行创建扫过的边界,则此方法非常有用
|
||||
* 返回所有被边界交错的碰撞器,但不包括传入的碰撞器(self)。
|
||||
* 如果你想为其他查询自己创建扫描边界,这个方法很有用
|
||||
* @param collider
|
||||
* @param rect
|
||||
* @param layerMask
|
||||
@@ -80,6 +100,19 @@ module es {
|
||||
return this._spatialHash.aabbBroadphase(bounds, collider, layerMask);
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回所有被 collider.bounds 扩展为包含 deltaX/deltaY 的碰撞器,但不包括传入的碰撞器(self)
|
||||
* @param collider
|
||||
* @param deltaX
|
||||
* @param deltaY
|
||||
* @param layerMask
|
||||
*/
|
||||
public static boxcastBroadphaseExcludingSelfDelta(collider: Collider, deltaX: number, deltaY: number, layerMask: number = Physics.allLayers) {
|
||||
let colliderBounds = collider.bounds.clone();
|
||||
let sweptBounds = colliderBounds.getSweptBroadphaseBounds(deltaX, deltaY);
|
||||
return this._spatialHash.aabbBroadphase(sweptBounds, collider, layerMask);
|
||||
}
|
||||
|
||||
/**
|
||||
* 将对撞机添加到物理系统中
|
||||
* @param collider
|
||||
@@ -132,5 +165,30 @@ module es {
|
||||
|
||||
return this._spatialHash.linecast(start, end, hits, layerMask);
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查是否有对撞机落在一个矩形区域中
|
||||
* @param rect
|
||||
* @param layerMask
|
||||
*/
|
||||
public static overlapRectangle(rect: Rectangle, layerMask: number = Physics.allLayers) {
|
||||
this._colliderArray[0] = null;
|
||||
this._spatialHash.overlapRectangle(rect, this._colliderArray, layerMask);
|
||||
return this._colliderArray[0];
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有在指定矩形范围内的碰撞器
|
||||
* @param rect
|
||||
* @param results
|
||||
* @param layerMask
|
||||
*/
|
||||
public static overlapRectangleAll(rect: Rectangle, results: Collider[], layerMask: number = Physics.allLayers) {
|
||||
if (results.length == 0){
|
||||
console.warn("传入了一个空的结果数组。不会返回任何结果");
|
||||
return 0;
|
||||
}
|
||||
return this._spatialHash.overlapRectangle(rect, results, layerMask);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,7 +12,11 @@ module es {
|
||||
*/
|
||||
public _inverseCellSize: number;
|
||||
/**
|
||||
* 缓存的循环用于重叠检查
|
||||
* 重叠检查缓存框
|
||||
*/
|
||||
public _overlapTestBox: Box = new Box(0, 0);
|
||||
/**
|
||||
* 重叠检查缓存圈
|
||||
*/
|
||||
public _overlapTestCircle: Circle = new Circle(0);
|
||||
/**
|
||||
@@ -128,7 +132,9 @@ module es {
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过空间散列强制执行一行,并用该行命中的任何碰撞器填充hits数组。
|
||||
* 通过空间散列投掷一条线,并将该线碰到的任何碰撞器填入碰撞数组
|
||||
* https://github.com/francisengelmann/fast_voxel_traversal/blob/master/main.cpp
|
||||
* http://www.cse.yorku.ca/~amana/research/grid.pdf
|
||||
* @param start
|
||||
* @param end
|
||||
* @param hits
|
||||
@@ -138,29 +144,31 @@ module es {
|
||||
let ray = new Ray2D(start, end);
|
||||
this._raycastParser.start(ray, hits, layerMask);
|
||||
|
||||
// 在与网格相同的空间中获取起始/结束位置
|
||||
// 获取我们的起始/结束位置,与我们的网格在同一空间内
|
||||
let currentCell = this.cellCoords(start.x, start.y);
|
||||
let lastCell = this.cellCoords(end.x, end.y);
|
||||
|
||||
// 我们向什么方向递增单元格检查?
|
||||
let stepX = Math.sign(ray.direction.x);
|
||||
let stepY = Math.sign(ray.direction.y);
|
||||
|
||||
// 我们要确保,如果我们在同一行或同一行,我们不会步进不必要的方向
|
||||
// 我们要确保,如果我们在同一条线上或同一排上,就不会踩到不必要的方向上
|
||||
if (currentCell.x == lastCell.x) stepX = 0;
|
||||
if (currentCell.y == lastCell.y) stepY = 0;
|
||||
|
||||
// 计算单元边界。当这一步是正的,下一个单元格在这一步之后意味着我们加1。
|
||||
// 如果为负,则单元格在此之前,这种情况下不添加边界
|
||||
// 计算单元格的边界。
|
||||
// 当步长为正数时,下一个单元格在这个单元格之后,意味着我们要加1。
|
||||
let xStep = stepX < 0 ? 0 : stepX;
|
||||
let yStep = stepY < 0 ? 0 : stepY;
|
||||
let nextBoundaryX = (currentCell.x + xStep) * this._cellSize;
|
||||
let nextBoundaryY = (currentCell.y + yStep) * this._cellSize;
|
||||
|
||||
// 确定射线穿过第一个垂直体素边界时的t值。y/horizontal。
|
||||
// 这两个值的最小值将表明我们可以沿着射线走多少,而仍然保持在当前体素中,对于接近vertical/horizontal的射线来说可能是无限的
|
||||
// 确定射线穿过第一个垂直体素边界时的t值,y/水平也是如此。
|
||||
// 这两个值的最小值将表明我们可以沿着射线移动多少,并且仍然保持在当前的体素中,对于接近垂直/水平的射线可能是无限的。
|
||||
let tMaxX = ray.direction.x != 0 ? (nextBoundaryX - ray.start.x) / ray.direction.x : Number.MAX_VALUE;
|
||||
let tMaxY = ray.direction.y != 0 ? (nextBoundaryY - ray.start.y) / ray.direction.y : Number.MAX_VALUE;
|
||||
|
||||
// 我们要走多远才能从一个单元格的边界穿过一个单元格
|
||||
let tDeltaX = ray.direction.x != 0 ? this._cellSize / (ray.direction.x * stepX) : Number.MAX_VALUE;
|
||||
let tDeltaY = ray.direction.y != 0 ? this._cellSize / (ray.direction.y * stepY) : Number.MAX_VALUE;
|
||||
|
||||
@@ -190,12 +198,50 @@ module es {
|
||||
}
|
||||
}
|
||||
|
||||
// 复位
|
||||
this._raycastParser.reset();
|
||||
return this._raycastParser.hitCounter;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取位于指定圆内的所有碰撞器
|
||||
* 获取所有在指定矩形范围内的碰撞器
|
||||
* @param rect
|
||||
* @param results
|
||||
* @param layerMask
|
||||
*/
|
||||
public overlapRectangle(rect: Rectangle, results: Collider[], layerMask: number) {
|
||||
this._overlapTestBox.updateBox(rect.width, rect.height);
|
||||
this._overlapTestBox.position = rect.location;
|
||||
|
||||
let resultCounter = 0;
|
||||
let potentials = this.aabbBroadphase(rect, null, layerMask);
|
||||
for (let collider of potentials) {
|
||||
if (collider instanceof BoxCollider) {
|
||||
results[resultCounter] = collider;
|
||||
resultCounter ++;
|
||||
} else if(collider instanceof CircleCollider) {
|
||||
if (Collisions.rectToCircle(rect, collider.bounds.center, collider.bounds.width * 0.5)) {
|
||||
results[resultCounter] = collider;
|
||||
resultCounter ++;
|
||||
}
|
||||
} else if(collider instanceof PolygonCollider) {
|
||||
if (collider.shape.overlaps(this._overlapTestBox)) {
|
||||
results[resultCounter] = collider;
|
||||
resultCounter ++;
|
||||
}
|
||||
} else {
|
||||
throw new Error("overlapRectangle对这个类型没有实现!");
|
||||
}
|
||||
|
||||
if (resultCounter == results.length)
|
||||
return resultCounter;
|
||||
}
|
||||
|
||||
return resultCounter;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所有落在指定圆圈内的碰撞器
|
||||
* @param circleCenter
|
||||
* @param radius
|
||||
* @param results
|
||||
|
||||
15
source/src/Utils/Extensions/TextureUtils.ts
Normal file
15
source/src/Utils/Extensions/TextureUtils.ts
Normal file
@@ -0,0 +1,15 @@
|
||||
module es {
|
||||
export class TextureUtils {
|
||||
public static premultiplyAlpha(pixels: number[]) {
|
||||
let b = pixels[0];
|
||||
for (let i = 0; i < pixels.length; i += 4) {
|
||||
if (b[i + 3] != 255) {
|
||||
let alpha = b[i + 3] / 255;
|
||||
b[i + 0] = b[i + 0] * alpha;
|
||||
b[i + 1] = b[i + 1] * alpha;
|
||||
b[i + 2] = b[i + 2] * alpha;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user