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:
yhh
2020-12-15 11:46:33 +08:00
parent c60fe13d71
commit 8ed3eb24c3
10 changed files with 491 additions and 52 deletions

View File

@@ -257,6 +257,18 @@ declare module es {
readonly localToWorldTransform: Matrix2D; readonly localToWorldTransform: Matrix2D;
readonly worldToLocalTransform: Matrix2D; readonly worldToLocalTransform: Matrix2D;
onTransformChanged(comp: transform.Component): void; onTransformChanged(comp: transform.Component): void;
setParent(parent: Entity): any;
setParent(parent: Transform): any;
setPosition(x: number, y: number): this;
setLocalPosition(localPosition: Vector2): this;
setRotation(radians: number): this;
setRotationDegrees(degrees: number): this;
setLocalRotation(radians: number): this;
setLocalRotationDegrees(degrees: number): this;
setScale(scale: number): any;
setScale(scale: Vector2): any;
setLocalScale(scale: number): any;
setLocalScale(scale: Vector2): any;
/** /**
* 设置实体的标记 * 设置实体的标记
* @param tag * @param tag
@@ -1443,7 +1455,7 @@ declare module es {
/** 游戏运行的总时间 */ /** 游戏运行的总时间 */
static totalTime: number; static totalTime: number;
/** deltaTime的未缩放版本。不受时间尺度的影响 */ /** deltaTime的未缩放版本。不受时间尺度的影响 */
static unscaledDeltaTime: any; static unscaledDeltaTime: number;
/** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */ /** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */
static deltaTime: number; static deltaTime: number;
/** 时间刻度缩放 */ /** 时间刻度缩放 */
@@ -1451,7 +1463,7 @@ declare module es {
/** 已传递的帧总数 */ /** 已传递的帧总数 */
static frameCount: number; static frameCount: number;
/** 自场景加载以来的总时间 */ /** 自场景加载以来的总时间 */
static timeSinceSceneLoad: any; static timeSinceSceneLoad: number;
private static _lastTime; private static _lastTime;
static update(currentTime: number): void; static update(currentTime: number): void;
static sceneChanged(): void; static sceneChanged(): void;
@@ -2401,13 +2413,24 @@ declare module es {
* 我们保留它以避免在每次raycast发生时分配它 * 我们保留它以避免在每次raycast发生时分配它
*/ */
static _hitArray: RaycastHit[]; static _hitArray: RaycastHit[];
/**
* 避免重叠检查和形状投射的分配
*/
static _colliderArray: Collider[];
static reset(): void; static reset(): void;
/** /**
* 从SpatialHash中移除所有碰撞器 * 从SpatialHash中移除所有碰撞器
*/ */
static clear(): void; static clear(): void;
/** /**
* 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
*/
static overlapCircle(center: Vector2, radius: number, layerMask?: number): Collider;
/**
* 获取所有落在指定圆圈内的碰撞器
* @param center * @param center
* @param randius * @param randius
* @param results * @param results
@@ -2421,7 +2444,8 @@ declare module es {
*/ */
static boxcastBroadphase(rect: Rectangle, layerMask?: number): Set<Collider>; static boxcastBroadphase(rect: Rectangle, layerMask?: number): Set<Collider>;
/** /**
* 返回所有边界交的碰撞器,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 * 返回所有边界交的碰撞器,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 collider
* @param rect * @param rect
* @param layerMask * @param layerMask
@@ -2433,6 +2457,14 @@ declare module es {
* @param layerMask * @param layerMask
*/ */
static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask?: number): Set<Collider>; static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask?: number): Set<Collider>;
/**
* 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
*/
static boxcastBroadphaseExcludingSelfDelta(collider: Collider, deltaX: number, deltaY: number, layerMask?: number): Set<Collider>;
/** /**
* 将对撞机添加到物理系统中 * 将对撞机添加到物理系统中
* @param collider * @param collider
@@ -2463,6 +2495,19 @@ declare module es {
* @param layerMask * @param layerMask
*/ */
static linecastAll(start: Vector2, end: Vector2, hits: RaycastHit[], layerMask?: number): number; static linecastAll(start: Vector2, end: Vector2, hits: RaycastHit[], layerMask?: number): number;
/**
* 检查是否有对撞机落在一个矩形区域中
* @param rect
* @param layerMask
*/
static overlapRectangle(rect: Rectangle, layerMask?: number): Collider;
/**
* 获取所有在指定矩形范围内的碰撞器
* @param rect
* @param results
* @param layerMask
*/
static overlapRectangleAll(rect: Rectangle, results: Collider[], layerMask?: number): number;
} }
} }
declare module es { declare module es {
@@ -2489,7 +2534,11 @@ declare module es {
*/ */
_inverseCellSize: number; _inverseCellSize: number;
/** /**
* 缓存的循环用于重叠检查 * 重叠检查缓存框
*/
_overlapTestBox: Box;
/**
* 重叠检查缓存圈
*/ */
_overlapTestCircle: Circle; _overlapTestCircle: Circle;
/** /**
@@ -2525,7 +2574,9 @@ declare module es {
*/ */
aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number): Set<Collider>; aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number): Set<Collider>;
/** /**
* 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 start
* @param end * @param end
* @param hits * @param hits
@@ -2533,7 +2584,14 @@ declare module es {
*/ */
linecast(start: Vector2, end: Vector2, hits: RaycastHit[], layerMask: number): number; linecast(start: Vector2, end: Vector2, hits: RaycastHit[], layerMask: number): number;
/** /**
* 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
*/
overlapRectangle(rect: Rectangle, results: Collider[], layerMask: number): number;
/**
* 获取所有落在指定圆圈内的碰撞器
* @param circleCenter * @param circleCenter
* @param radius * @param radius
* @param results * @param results
@@ -3743,6 +3801,11 @@ declare module es {
static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle): Vector2; static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle): Vector2;
} }
} }
declare module es {
class TextureUtils {
static premultiplyAlpha(pixels: number[]): void;
}
}
declare module es { declare module es {
class TypeUtils { class TypeUtils {
static getType(obj: any): any; static getType(obj: any): any;

View File

@@ -603,6 +603,57 @@ var es;
// 通知我们的子项改变了位置 // 通知我们的子项改变了位置
this.components.onEntityTransformChanged(comp); this.components.onEntityTransformChanged(comp);
}; };
Entity.prototype.setParent = function (parent) {
if (parent instanceof es.Transform) {
this.transform.setParent(parent);
}
else if (parent instanceof Entity) {
this.transform.setParent(parent.transform);
}
return this;
};
Entity.prototype.setPosition = function (x, y) {
this.transform.setPosition(x, y);
return this;
};
Entity.prototype.setLocalPosition = function (localPosition) {
this.transform.setLocalPosition(localPosition);
return this;
};
Entity.prototype.setRotation = function (radians) {
this.transform.setRotation(radians);
return this;
};
Entity.prototype.setRotationDegrees = function (degrees) {
this.transform.setRotationDegrees(degrees);
return this;
};
Entity.prototype.setLocalRotation = function (radians) {
this.transform.setLocalRotation(radians);
return this;
};
Entity.prototype.setLocalRotationDegrees = function (degrees) {
this.transform.setLocalRotationDegrees(degrees);
return this;
};
Entity.prototype.setScale = function (scale) {
if (scale instanceof es.Vector2) {
this.transform.setScale(scale);
}
else {
this.transform.setScale(new es.Vector2(scale));
}
return this;
};
Entity.prototype.setLocalScale = function (scale) {
if (scale instanceof es.Vector2) {
this.transform.setLocalScale(scale);
}
else {
this.transform.setLocalScale(new es.Vector2(scale));
}
return this;
};
/** /**
* 设置实体的标记 * 设置实体的标记
* @param tag * @param tag
@@ -3697,12 +3748,18 @@ var es;
// 我们减去了delta因为timeSinceSceneLoad已经包含了这个update ticks delta // 我们减去了delta因为timeSinceSceneLoad已经包含了这个update ticks delta
return this.timeSinceSceneLoad / interval > (this.timeSinceSceneLoad - this.deltaTime) / interval; return this.timeSinceSceneLoad / interval > (this.timeSinceSceneLoad - this.deltaTime) / interval;
}; };
/** 游戏运行的总时间 */
Time.totalTime = 0;
/** deltaTime的未缩放版本。不受时间尺度的影响 */
Time.unscaledDeltaTime = 0;
/** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */ /** 前一帧到当前帧的时间增量,按时间刻度进行缩放 */
Time.deltaTime = 0; Time.deltaTime = 0;
/** 时间刻度缩放 */ /** 时间刻度缩放 */
Time.timeScale = 1; Time.timeScale = 1;
/** 已传递的帧总数 */ /** 已传递的帧总数 */
Time.frameCount = 0; Time.frameCount = 0;
/** 自场景加载以来的总时间 */
Time.timeSinceSceneLoad = 0;
Time._lastTime = 0; Time._lastTime = 0;
return Time; return Time;
}()); }());
@@ -5928,6 +5985,7 @@ var es;
Physics.reset = function () { Physics.reset = function () {
this._spatialHash = new es.SpatialHash(this.spatialHashCellSize); this._spatialHash = new es.SpatialHash(this.spatialHashCellSize);
this._hitArray[0].reset(); this._hitArray[0].reset();
this._colliderArray[0] = null;
}; };
/** /**
* 从SpatialHash中移除所有碰撞器 * 从SpatialHash中移除所有碰撞器
@@ -5936,7 +5994,19 @@ var es;
this._spatialHash.clear(); this._spatialHash.clear();
}; };
/** /**
* 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
*/
Physics.overlapCircle = function (center, radius, layerMask) {
if (layerMask === void 0) { layerMask = 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 center
* @param randius * @param randius
* @param results * @param results
@@ -5945,7 +6015,7 @@ var es;
Physics.overlapCircleAll = function (center, randius, results, layerMask) { Physics.overlapCircleAll = function (center, randius, results, layerMask) {
if (layerMask === void 0) { layerMask = -1; } if (layerMask === void 0) { layerMask = -1; }
if (results.length == 0) { 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; return;
} }
return this._spatialHash.overlapCircle(center, randius, results, layerMask); return this._spatialHash.overlapCircle(center, randius, results, layerMask);
@@ -5960,7 +6030,8 @@ var es;
return this._spatialHash.aabbBroadphase(rect, null, layerMask); return this._spatialHash.aabbBroadphase(rect, null, layerMask);
}; };
/** /**
* 返回所有边界交的碰撞器,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 * 返回所有边界交的碰撞器,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 collider
* @param rect * @param rect
* @param layerMask * @param layerMask
@@ -5979,6 +6050,19 @@ var es;
var bounds = collider.bounds.clone(); var bounds = collider.bounds.clone();
return this._spatialHash.aabbBroadphase(bounds, collider, layerMask); 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
*/
Physics.boxcastBroadphaseExcludingSelfDelta = function (collider, deltaX, deltaY, layerMask) {
if (layerMask === void 0) { layerMask = Physics.allLayers; }
var colliderBounds = collider.bounds.clone();
var sweptBounds = colliderBounds.getSweptBroadphaseBounds(deltaX, deltaY);
return this._spatialHash.aabbBroadphase(sweptBounds, collider, layerMask);
};
/** /**
* 将对撞机添加到物理系统中 * 将对撞机添加到物理系统中
* @param collider * @param collider
@@ -6028,6 +6112,31 @@ var es;
} }
return this._spatialHash.linecast(start, end, hits, layerMask); 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
*/
Physics.overlapRectangle = function (rect, layerMask) {
if (layerMask === void 0) { layerMask = 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
*/
Physics.overlapRectangleAll = function (rect, results, layerMask) {
if (layerMask === void 0) { layerMask = 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);
};
/** 用于在全局范围内存储重力值的方便字段 */ /** 用于在全局范围内存储重力值的方便字段 */
Physics.gravity = new es.Vector2(0, 300); Physics.gravity = new es.Vector2(0, 300);
/** 调用reset并创建一个新的SpatialHash时使用的单元格大小 */ /** 调用reset并创建一个新的SpatialHash时使用的单元格大小 */
@@ -6048,6 +6157,12 @@ var es;
Physics._hitArray = [ Physics._hitArray = [
new es.RaycastHit() new es.RaycastHit()
]; ];
/**
* 避免重叠检查和形状投射的分配
*/
Physics._colliderArray = [
null
];
return Physics; return Physics;
}()); }());
es.Physics = Physics; es.Physics = Physics;
@@ -6074,7 +6189,11 @@ var es;
if (cellSize === void 0) { cellSize = 100; } if (cellSize === void 0) { cellSize = 100; }
this.gridBounds = new es.Rectangle(); this.gridBounds = new es.Rectangle();
/** /**
* 缓存的循环用于重叠检查 * 重叠检查缓存框
*/
this._overlapTestBox = new es.Box(0, 0);
/**
* 重叠检查缓存圈
*/ */
this._overlapTestCircle = new es.Circle(0); this._overlapTestCircle = new es.Circle(0);
/** /**
@@ -6172,7 +6291,9 @@ var es;
return this._tempHashSet; return this._tempHashSet;
}; };
/** /**
* 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 start
* @param end * @param end
* @param hits * @param hits
@@ -6181,26 +6302,28 @@ var es;
SpatialHash.prototype.linecast = function (start, end, hits, layerMask) { SpatialHash.prototype.linecast = function (start, end, hits, layerMask) {
var ray = new es.Ray2D(start, end); var ray = new es.Ray2D(start, end);
this._raycastParser.start(ray, hits, layerMask); 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
var currentCell = this.cellCoords(start.x, start.y); var currentCell = this.cellCoords(start.x, start.y);
var lastCell = this.cellCoords(end.x, end.y); var lastCell = this.cellCoords(end.x, end.y);
// 我们向什么方向递增单元格检查?
var stepX = Math.sign(ray.direction.x); var stepX = Math.sign(ray.direction.x);
var stepY = Math.sign(ray.direction.y); var 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
if (currentCell.x == lastCell.x) if (currentCell.x == lastCell.x)
stepX = 0; stepX = 0;
if (currentCell.y == lastCell.y) if (currentCell.y == lastCell.y)
stepY = 0; 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 // 计算单元格的边界。
// 如果为负,则单元格在此之前,这种情况下不添加边界 // 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。
var xStep = stepX < 0 ? 0 : stepX; var xStep = stepX < 0 ? 0 : stepX;
var yStep = stepY < 0 ? 0 : stepY; var yStep = stepY < 0 ? 0 : stepY;
var nextBoundaryX = (currentCell.x + xStep) * this._cellSize; var nextBoundaryX = (currentCell.x + xStep) * this._cellSize;
var nextBoundaryY = (currentCell.y + yStep) * this._cellSize; 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 // 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多少,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 // 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 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; 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 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; 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。 // 开始遍历并返回交叉单元格。
@@ -6224,26 +6347,74 @@ var es;
return this._raycastParser.hitCounter; return this._raycastParser.hitCounter;
} }
} }
// 复位
this._raycastParser.reset(); this._raycastParser.reset();
return this._raycastParser.hitCounter; 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 circleCenter
* @param radius * @param radius
* @param results * @param results
* @param layerMask * @param layerMask
*/ */
SpatialHash.prototype.overlapCircle = function (circleCenter, radius, results, 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); var bounds = new es.Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
this._overlapTestCircle.radius = radius; this._overlapTestCircle.radius = radius;
this._overlapTestCircle.position = circleCenter; this._overlapTestCircle.position = circleCenter;
var resultCounter = 0; var resultCounter = 0;
var potentials = this.aabbBroadphase(bounds, null, layerMask); var potentials = this.aabbBroadphase(bounds, null, layerMask);
try { try {
for (var potentials_1 = __values(potentials), potentials_1_1 = potentials_1.next(); !potentials_1_1.done; potentials_1_1 = potentials_1.next()) { 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_1_1.value; var collider = potentials_2_1.value;
if (collider instanceof es.BoxCollider) { if (collider instanceof es.BoxCollider) {
results[resultCounter] = collider; results[resultCounter] = collider;
resultCounter++; resultCounter++;
@@ -6268,12 +6439,12 @@ var es;
return resultCounter; return resultCounter;
} }
} }
catch (e_12_1) { e_12 = { error: e_12_1 }; } catch (e_13_1) { e_13 = { error: e_13_1 }; }
finally { finally {
try { 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; return resultCounter;
}; };
@@ -9445,6 +9616,26 @@ var es;
es.RectangleExt = RectangleExt; es.RectangleExt = RectangleExt;
})(es || (es = {})); })(es || (es = {}));
var 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) { (function (es) {
var TypeUtils = /** @class */ (function () { var TypeUtils = /** @class */ (function () {
function TypeUtils() { function TypeUtils() {
@@ -10061,7 +10252,7 @@ var linq;
* 创建一个Set从一个Enumerable.List< T>。 * 创建一个Set从一个Enumerable.List< T>。
*/ */
List.prototype.toSet = function () { List.prototype.toSet = function () {
var e_13, _a; var e_14, _a;
var result = new Set(); var result = new Set();
try { try {
for (var _b = __values(this._elements), _c = _b.next(); !_c.done; _c = _b.next()) { for (var _b = __values(this._elements), _c = _b.next(); !_c.done; _c = _b.next()) {
@@ -10069,12 +10260,12 @@ var linq;
result.add(x); result.add(x);
} }
} }
catch (e_13_1) { e_13 = { error: e_13_1 }; } catch (e_14_1) { e_14 = { error: e_14_1 }; }
finally { finally {
try { try {
if (_c && !_c.done && (_a = _b.return)) _a.call(_b); 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; 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 * 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 () { VisibilityComputer.prototype.end = function () {
var e_14, _a; var e_15, _a;
var output = es.ListPool.obtain(); var output = es.ListPool.obtain();
this.updateSegments(); this.updateSegments();
this._endPoints.sort(this._radialComparer.compare); 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 { finally {
try { try {
if (_c && !_c.done && (_a = _b.return)) _a.call(_b); 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(); 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 * 处理片段,以便我们稍后对它们进行分类
*/ */
VisibilityComputer.prototype.updateSegments = function () { VisibilityComputer.prototype.updateSegments = function () {
var e_15, _a; var e_16, _a;
try { try {
for (var _b = __values(this._segments), _c = _b.next(); !_c.done; _c = _b.next()) { for (var _b = __values(this._segments), _c = _b.next(); !_c.done; _c = _b.next()) {
var segment = _c.value; var segment = _c.value;
@@ -10501,12 +10692,12 @@ var es;
segment.p2.begin = !segment.p1.begin; 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 { finally {
try { try {
if (_c && !_c.done && (_a = _b.return)) _a.call(_b); 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。 // 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。 // 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。

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@@ -203,6 +203,72 @@ module es {
this.components.onEntityTransformChanged(comp); 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 * 设置实体的标记
* @param tag * @param tag

View File

@@ -2,9 +2,9 @@ module es {
/** 提供帧定时信息 */ /** 提供帧定时信息 */
export class Time { export class Time {
/** 游戏运行的总时间 */ /** 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 */ /** 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 */ /** 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; public static deltaTime: number = 0;
/** 时间刻度缩放 */ /** 时间刻度缩放 */
@@ -12,7 +12,7 @@ module es {
/** 已传递的帧总数 */ /** 已传递的帧总数 */
public static frameCount = 0; public static frameCount = 0;
/** 自场景加载以来的总时间 */ /** 自场景加载以来的总时间 */
public static timeSinceSceneLoad; public static timeSinceSceneLoad: number = 0;
private static _lastTime = 0; private static _lastTime = 0;
public static update(currentTime: number) { public static update(currentTime: number) {

View File

@@ -22,10 +22,17 @@ module es {
public static _hitArray: RaycastHit[] = [ public static _hitArray: RaycastHit[] = [
new 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() { public static reset() {
this._spatialHash = new SpatialHash(this.spatialHashCellSize); this._spatialHash = new SpatialHash(this.spatialHashCellSize);
this._hitArray[0].reset(); 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 center
* @param randius * @param randius
* @param results * @param results
@@ -44,7 +63,7 @@ module es {
*/ */
public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1) { public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1) {
if (results.length == 0) { 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; return;
} }
@@ -61,7 +80,8 @@ module es {
} }
/** /**
* 返回所有边界交的碰撞器,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 * 返回所有边界交的碰撞器,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 collider
* @param rect * @param rect
* @param layerMask * @param layerMask
@@ -80,6 +100,19 @@ module es {
return this._spatialHash.aabbBroadphase(bounds, collider, layerMask); 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 * 将对撞机添加到物理系统中
* @param collider * @param collider
@@ -132,5 +165,30 @@ module es {
return this._spatialHash.linecast(start, end, hits, layerMask); 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);
}
} }
} }

View File

@@ -12,7 +12,11 @@ module es {
*/ */
public _inverseCellSize: number; 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); 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 start
* @param end * @param end
* @param hits * @param hits
@@ -138,29 +144,31 @@ module es {
let ray = new Ray2D(start, end); let ray = new Ray2D(start, end);
this._raycastParser.start(ray, hits, layerMask); 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 currentCell = this.cellCoords(start.x, start.y);
let lastCell = this.cellCoords(end.x, end.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 stepX = Math.sign(ray.direction.x);
let stepY = Math.sign(ray.direction.y); 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
if (currentCell.x == lastCell.x) stepX = 0; if (currentCell.x == lastCell.x) stepX = 0;
if (currentCell.y == lastCell.y) stepY = 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 // 计算单元格的边界。
// 如果为负,则单元格在此之前,这种情况下不添加边界 // 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 xStep = stepX < 0 ? 0 : stepX;
let yStep = stepY < 0 ? 0 : stepY; let yStep = stepY < 0 ? 0 : stepY;
let nextBoundaryX = (currentCell.x + xStep) * this._cellSize; let nextBoundaryX = (currentCell.x + xStep) * this._cellSize;
let nextBoundaryY = (currentCell.y + yStep) * 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 // 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多少,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 // 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 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; 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 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; 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(); this._raycastParser.reset();
return this._raycastParser.hitCounter; 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 circleCenter
* @param radius * @param radius
* @param results * @param results

View 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;
}
}
}
}
}