新增Phyisics.overlapRectangle
新增TextureUtils.premultiplyAlpha 新增Entity快速访问Transform内联方法
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@@ -22,10 +22,17 @@ module es {
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public static _hitArray: RaycastHit[] = [
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new 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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public static _colliderArray: Collider[] = [
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null
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];
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public static reset() {
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this._spatialHash = new 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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@@ -36,7 +43,19 @@ module es {
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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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public static overlapCircle(center: Vector2, radius: number, layerMask: number = 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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@@ -44,7 +63,7 @@ module es {
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*/
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public static overlapCircleAll(center: Vector2, randius: number, results: any[], 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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@@ -61,7 +80,8 @@ module es {
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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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@@ -80,6 +100,19 @@ module es {
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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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public static boxcastBroadphaseExcludingSelfDelta(collider: Collider, deltaX: number, deltaY: number, layerMask: number = Physics.allLayers) {
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let colliderBounds = collider.bounds.clone();
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let 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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@@ -132,5 +165,30 @@ module es {
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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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public static overlapRectangle(rect: Rectangle, layerMask: number = 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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public static overlapRectangleAll(rect: Rectangle, results: Collider[], layerMask: number = 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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}
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}
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