优化triggerListener与ArrayUtils
This commit is contained in:
@@ -568,12 +568,14 @@ var es;
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};
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Core.prototype.initialize = function () {
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};
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Core.prototype.update = function () {
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Core.prototype.update = function (currentTime) {
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return __awaiter(this, void 0, void 0, function () {
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var i;
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return __generator(this, function (_a) {
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switch (_a.label) {
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case 0:
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if (currentTime != null)
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es.Time.update(currentTime);
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if (this._scene != null) {
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for (i = this._globalManagers.length - 1; i >= 0; i--) {
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if (this._globalManagers[i].enabled)
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@@ -964,7 +966,7 @@ var es;
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* @param type
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*/
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Entity.prototype.getOrCreateComponent = function (type) {
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var comp = this.components.getComponent(type, true);
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var comp = this.components.getComponent(es.TypeUtils.getType(type), true);
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if (!comp) {
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comp = this.addComponent(type);
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}
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@@ -1878,6 +1880,31 @@ var es;
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es.SceneComponent = SceneComponent;
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})(es || (es = {}));
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var es;
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(function (es) {
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var TriggerListenerHelper = /** @class */ (function () {
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function TriggerListenerHelper() {
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}
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TriggerListenerHelper.getITriggerListener = function (entity, components) {
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for (var i = 0; i < entity.components._components.length; i++) {
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var component = entity.components._components.buffer[i];
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if (es.isITriggerListener(component)) {
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components.push(component);
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}
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}
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for (var i = 0; i < entity.components._componentsToAdd.length; i++) {
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var component = entity.components._componentsToAdd[i];
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if (es.isITriggerListener(component)) {
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components.push(component);
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}
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}
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return components;
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};
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return TriggerListenerHelper;
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}());
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es.TriggerListenerHelper = TriggerListenerHelper;
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es.isITriggerListener = function (props) { return typeof props['onTriggerEnter'] !== 'undefined'; };
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})(es || (es = {}));
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var es;
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(function (es) {
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/**
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* 辅助类说明了一种处理移动的方法,它考虑了包括触发器在内的所有冲突。
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@@ -1915,7 +1942,7 @@ var es;
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bounds.x += motion.x;
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bounds.y += motion.y;
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var neighbors = es.Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers.value);
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for (var j = 0; j < neighbors.length; j++) {
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for (var j = 0; j < neighbors.size; j++) {
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var neighbor = neighbors[j];
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// 不检测触发器
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if (neighbor.isTrigger)
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@@ -1989,8 +2016,8 @@ var es;
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this.entity.position.add(motion);
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// 获取任何可能在新位置发生碰撞的东西
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var neighbors = es.Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers.value);
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for (var _i = 0, neighbors_1 = neighbors; _i < neighbors_1.length; _i++) {
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var neighbor = neighbors_1[_i];
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for (var i = 0; i < neighbors.size; i++) {
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var neighbor = neighbors[i];
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if (this._collider.overlaps(neighbor) && neighbor.enabled) {
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didCollide = true;
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this.notifyTriggerListeners(this._collider, neighbor);
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@@ -2000,13 +2027,13 @@ var es;
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};
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ProjectileMover.prototype.notifyTriggerListeners = function (self, other) {
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// 通知我们重叠的碰撞器实体上的任何侦听器
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other.entity.getComponents("ITriggerListener", this._tempTriggerList);
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es.TriggerListenerHelper.getITriggerListener(other.entity, this._tempTriggerList);
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for (var i = 0; i < this._tempTriggerList.length; i++) {
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this._tempTriggerList[i].onTriggerEnter(self, other);
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}
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this._tempTriggerList.length = 0;
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// 通知此实体上的任何侦听器
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this.entity.getComponents("ITriggerListener", this._tempTriggerList);
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es.TriggerListenerHelper.getITriggerListener(this.entity, this._tempTriggerList);
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for (var i = 0; i < this._tempTriggerList.length; i++) {
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this._tempTriggerList[i].onTriggerEnter(other, self);
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}
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@@ -2685,7 +2712,7 @@ var es;
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if (es.isIUpdatable(component))
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this._updatableComponents.remove(component);
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if (es.Core.entitySystemsEnabled) {
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this._entity.componentBits.set(es.ComponentTypeManager.getIndexFor(component["__proto__"]["constructor"]), false);
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this._entity.componentBits.set(es.ComponentTypeManager.getIndexFor(es.TypeUtils.getType(component)), false);
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this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
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}
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}
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@@ -2696,7 +2723,7 @@ var es;
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if (es.isIUpdatable(component))
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this._updatableComponents.add(component);
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if (es.Core.entitySystemsEnabled) {
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this._entity.componentBits.set(es.ComponentTypeManager.getIndexFor(component["__proto__"]["constructor"]));
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this._entity.componentBits.set(es.ComponentTypeManager.getIndexFor(es.TypeUtils.getType(component)));
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this._entity.scene.entityProcessors.onComponentAdded(this._entity);
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}
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}
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@@ -2718,7 +2745,7 @@ var es;
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if (es.isIUpdatable(component))
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this._updatableComponents.add(component);
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if (es.Core.entitySystemsEnabled) {
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this._entity.componentBits.set(es.ComponentTypeManager.getIndexFor(component["__proto__"]["constructor"]));
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this._entity.componentBits.set(es.ComponentTypeManager.getIndexFor(es.TypeUtils.getType(component)));
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this._entity.scene.entityProcessors.onComponentAdded(this._entity);
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}
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this._components.add(component);
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@@ -2749,7 +2776,7 @@ var es;
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if (es.isIUpdatable(component))
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this._updatableComponents.remove(component);
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if (es.Core.entitySystemsEnabled) {
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this._entity.componentBits.set(es.ComponentTypeManager.getIndexFor(component["__proto__"]["constructor"]), false);
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this._entity.componentBits.set(es.ComponentTypeManager.getIndexFor(es.TypeUtils.getType(component)), false);
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this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
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}
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component.onRemovedFromEntity();
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@@ -5979,74 +6006,73 @@ var es;
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*/
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var ColliderTriggerHelper = /** @class */ (function () {
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function ColliderTriggerHelper(entity) {
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/** 存储当前帧中发生的所有活动交集对 */
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this._activeTriggerIntersections = [];
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/** 存储前一帧的交叉对,以便我们可以在移动该帧后检测出口 */
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this._previousTriggerIntersections = [];
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/** 存储当前帧中发生的所有活动交点对 */
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this._activeTriggerIntersections = new Set();
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/** 存储前一帧的交点对,这样我们就可以在移动这一帧后检测到退出 */
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this._previousTriggerIntersections = new Set();
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this._tempTriggerList = [];
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this._entity = entity;
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}
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/**
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* 实体被移动后,应该调用更新。它会处理碰撞器重叠的任何itriggerlistener。
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* update应该在实体被移动后被调用,它将处理任何与Colllider重叠的ITriggerListeners。
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* 它将处理任何与Collider重叠的ITriggerListeners。
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*/
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ColliderTriggerHelper.prototype.update = function () {
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// 对所有实体.colliders进行重叠检查,这些实体.colliders是触发器,与所有宽相碰撞器,无论是否触发器。
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// 任何重叠都会导致触发事件
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var colliders = this._entity.getComponents(es.Collider);
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for (var i = 0; i < colliders.length; i++) {
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var collider = colliders[i];
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var neighbors = es.Physics.boxcastBroadphase(collider.bounds, collider.collidesWithLayers);
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var _loop_2 = function (j) {
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for (var j = 0; j < neighbors.size; j++) {
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var neighbor = neighbors[j];
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// 我们至少需要一个碰撞器作为触发器
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if (!collider.isTrigger && !neighbor.isTrigger)
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return "continue";
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continue;
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if (collider.overlaps(neighbor)) {
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var pair_1 = new es.Pair(collider, neighbor);
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var shouldReportTriggerEvent = this_1._activeTriggerIntersections.findIndex(function (value) {
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return value.first == pair_1.first && value.second == pair_1.second;
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}) == -1 && this_1._previousTriggerIntersections.findIndex(function (value) {
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return value.first == pair_1.first && value.second == pair_1.second;
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}) == -1;
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var pair = new es.Pair(collider, neighbor);
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// 如果我们的某一个集合中已经有了这个对子(前一个或当前的触发交叉点),就不要调用输入事件了
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var shouldReportTriggerEvent = !this._activeTriggerIntersections.has(pair) &&
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!this._previousTriggerIntersections.has(pair);
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if (shouldReportTriggerEvent)
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this_1.notifyTriggerListeners(pair_1, true);
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if (!this_1._activeTriggerIntersections.contains(pair_1))
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this_1._activeTriggerIntersections.push(pair_1);
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this.notifyTriggerListeners(pair, true);
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this._activeTriggerIntersections.add(pair);
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}
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};
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var this_1 = this;
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for (var j = 0; j < neighbors.length; j++) {
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_loop_2(j);
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}
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}
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es.ListPool.free(colliders);
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this.checkForExitedColliders();
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};
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ColliderTriggerHelper.prototype.checkForExitedColliders = function () {
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var _this = this;
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var _loop_3 = function (i) {
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var index = this_2._previousTriggerIntersections.findIndex(function (value) {
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if (value.first == _this._activeTriggerIntersections[i].first && value.second == _this._activeTriggerIntersections[i].second)
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return true;
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return false;
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});
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if (index != -1)
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this_2._previousTriggerIntersections.removeAt(index);
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};
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var this_2 = this;
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for (var i = 0; i < this._activeTriggerIntersections.length; i++) {
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_loop_3(i);
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}
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for (var i = 0; i < this._previousTriggerIntersections.length; i++) {
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// 删除所有与此帧交互的触发器,留下我们退出的触发器
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this.excepthWith(this._previousTriggerIntersections, this._activeTriggerIntersections);
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for (var i = 0; i < this._previousTriggerIntersections.size; i++) {
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this.notifyTriggerListeners(this._previousTriggerIntersections[i], false);
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}
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this._previousTriggerIntersections.length = 0;
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for (var i = 0; i < this._activeTriggerIntersections.length; i++) {
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if (!this._previousTriggerIntersections.contains(this._activeTriggerIntersections[i])) {
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this._previousTriggerIntersections.push(this._activeTriggerIntersections[i]);
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this._previousTriggerIntersections.clear();
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// 添加所有当前激活的触发器
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this.unionWith(this._previousTriggerIntersections, this._activeTriggerIntersections);
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// 清空活动集,为下一帧做准备
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this._activeTriggerIntersections.clear();
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};
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ColliderTriggerHelper.prototype.excepthWith = function (previous, active) {
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for (var i = 0; i < previous.size; i++) {
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var previousDATA = previous[i];
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for (var j = 0; j < active.size; j++) {
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var activeDATA = active[j];
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if (activeDATA.equals(previousDATA))
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previous.delete(previousDATA);
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}
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}
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this._activeTriggerIntersections.length = 0;
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};
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ColliderTriggerHelper.prototype.unionWith = function (previous, active) {
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for (var i = 0; i < this._activeTriggerIntersections.size; i++) {
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if (!this._previousTriggerIntersections.has(this._activeTriggerIntersections[i]))
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this._previousTriggerIntersections.add(this._activeTriggerIntersections[i]);
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}
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};
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ColliderTriggerHelper.prototype.notifyTriggerListeners = function (collisionPair, isEntering) {
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collisionPair.first.entity.getComponents("ITriggerListener", this._tempTriggerList);
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es.TriggerListenerHelper.getITriggerListener(collisionPair.first.entity, this._tempTriggerList);
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for (var i = 0; i < this._tempTriggerList.length; i++) {
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if (isEntering) {
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this._tempTriggerList[i].onTriggerEnter(collisionPair.second, collisionPair.first);
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@@ -6056,7 +6082,7 @@ var es;
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}
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this._tempTriggerList.length = 0;
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if (collisionPair.second.entity) {
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collisionPair.second.entity.getComponents("ITriggerListener", this._tempTriggerList);
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es.TriggerListenerHelper.getITriggerListener(collisionPair.second.entity, this._tempTriggerList);
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for (var i_2 = 0; i_2 < this._tempTriggerList.length; i_2++) {
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if (isEntering) {
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this._tempTriggerList[i_2].onTriggerEnter(collisionPair.first, collisionPair.second);
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@@ -6388,13 +6414,6 @@ 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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* debug绘制空间散列的内容
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* @param secondsToDisplay
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*/
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Physics.debugDraw = function (secondsToDisplay) {
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this._spatialHash.debugDraw(secondsToDisplay, 2);
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};
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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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Physics.spatialHashCellSize = 100;
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/** 接受layerMask的所有方法的默认值 */
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@@ -6449,7 +6468,7 @@ var es;
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/**
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* 用于返回冲突信息的共享HashSet
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*/
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this._tempHashSet = [];
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this._tempHashSet = new Set();
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this._cellSize = cellSize;
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this._inverseCellSize = 1 / this._cellSize;
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this._raycastParser = new RaycastResultParser();
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@@ -6474,8 +6493,7 @@ var es;
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for (var y = p1.y; y <= p2.y; y++) {
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// 如果没有单元格,我们需要创建它
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var c = this.cellAtPosition(x, y, true);
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if (!c.firstOrDefault(function (c) { return c == collider; }))
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c.push(collider);
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c.push(collider);
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}
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}
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};
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@@ -6508,21 +6526,6 @@ var es;
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SpatialHash.prototype.clear = function () {
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this._cellDict.clear();
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};
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/**
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* debug绘制空间散列的内容
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* @param secondsToDisplay
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* @param textScale
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*/
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SpatialHash.prototype.debugDraw = function (secondsToDisplay, textScale) {
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if (textScale === void 0) { textScale = 1; }
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for (var x = this.gridBounds.x; x <= this.gridBounds.right; x++) {
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for (var y = this.gridBounds.y; y <= this.gridBounds.bottom; y++) {
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var cell = this.cellAtPosition(x, y);
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if (cell && cell.length > 0)
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this.debugDrawCellDetails(x, y, cell.length, secondsToDisplay, textScale);
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}
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}
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};
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/**
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* 返回边框与单元格相交的所有对象
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* @param bounds
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@@ -6530,7 +6533,7 @@ var es;
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* @param layerMask
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*/
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SpatialHash.prototype.aabbBroadphase = function (bounds, excludeCollider, layerMask) {
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this._tempHashSet.length = 0;
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this._tempHashSet.clear();
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var p1 = this.cellCoords(bounds.x, bounds.y);
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var p2 = this.cellCoords(bounds.right, bounds.bottom);
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for (var x = p1.x; x <= p2.x; x++) {
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@@ -6538,20 +6541,15 @@ var es;
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var cell = this.cellAtPosition(x, y);
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if (!cell)
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continue;
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var _loop_4 = function (i) {
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// 当cell不为空。循环并取回所有碰撞器
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for (var i = 0; i < cell.length; i++) {
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var collider = cell[i];
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// 如果它是自身或者如果它不匹配我们的层掩码 跳过这个碰撞器
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if (collider == excludeCollider || !es.Flags.isFlagSet(layerMask, collider.physicsLayer.value))
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return "continue";
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continue;
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if (bounds.intersects(collider.bounds)) {
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if (!this_3._tempHashSet.firstOrDefault(function (c) { return c == collider; }))
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this_3._tempHashSet.push(collider);
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this._tempHashSet.add(collider);
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}
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};
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var this_3 = this;
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// 当cell不为空。循环并取回所有碰撞器
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for (var i = 0; i < cell.length; i++) {
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_loop_4(i);
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}
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}
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}
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@@ -6626,7 +6624,7 @@ var es;
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this._overlapTestCircle.position = circleCenter;
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var resultCounter = 0;
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var potentials = this.aabbBroadphase(bounds, null, layerMask);
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for (var i = 0; i < potentials.length; i++) {
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for (var i = 0; i < potentials.size; i++) {
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var collider = potentials[i];
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if (collider instanceof es.BoxCollider) {
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results[resultCounter] = collider;
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@@ -6679,10 +6677,6 @@ var es;
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}
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return cell;
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};
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SpatialHash.prototype.debugDrawCellDetails = function (x, y, cellCount, secondsToDisplay, textScale) {
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if (secondsToDisplay === void 0) { secondsToDisplay = 0.5; }
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if (textScale === void 0) { textScale = 1; }
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};
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return SpatialHash;
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}());
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es.SpatialHash = SpatialHash;
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@@ -7719,7 +7713,7 @@ var ArrayUtils = /** @class */ (function () {
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};
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/**
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* 执行插入排序
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* @param ary
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* @param ary
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*/
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ArrayUtils.insertionSort = function (ary) {
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var len = ary.length;
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@@ -7733,9 +7727,9 @@ var ArrayUtils = /** @class */ (function () {
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};
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/**
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* 执行二分搜索
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* @param ary 搜索的数组(必须排序过)
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* @param value 需要搜索的值
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* @return 返回匹配结果的数组索引
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* @param ary 搜索的数组(必须排序过)
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* @param value 需要搜索的值
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* @returns 返回匹配结果的数组索引
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*/
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ArrayUtils.binarySearch = function (ary, value) {
|
||||
var startIndex = 0;
|
||||
@@ -7754,9 +7748,8 @@ var ArrayUtils = /** @class */ (function () {
|
||||
};
|
||||
/**
|
||||
* 返回匹配项的索引
|
||||
* @param ary
|
||||
* @param num
|
||||
* @return 返回匹配项的索引
|
||||
* @param ary
|
||||
* @param num
|
||||
*/
|
||||
ArrayUtils.findElementIndex = function (ary, num) {
|
||||
var len = ary.length;
|
||||
@@ -7768,8 +7761,7 @@ var ArrayUtils = /** @class */ (function () {
|
||||
};
|
||||
/**
|
||||
* 返回数组中最大值的索引
|
||||
* @param ary
|
||||
* @return 返回数组中最大值的索引
|
||||
* @param ary
|
||||
*/
|
||||
ArrayUtils.getMaxElementIndex = function (ary) {
|
||||
var matchIndex = 0;
|
||||
@@ -7782,8 +7774,7 @@ var ArrayUtils = /** @class */ (function () {
|
||||
};
|
||||
/**
|
||||
* 返回数组中最小值的索引
|
||||
* @param ary
|
||||
* @return 返回数组中最小值的索引
|
||||
* @param ary
|
||||
*/
|
||||
ArrayUtils.getMinElementIndex = function (ary) {
|
||||
var matchIndex = 0;
|
||||
@@ -7796,8 +7787,10 @@ var ArrayUtils = /** @class */ (function () {
|
||||
};
|
||||
/**
|
||||
* 返回一个"唯一性"数组
|
||||
* @param ary 需要唯一性的数组
|
||||
* @return 唯一性的数组
|
||||
* @param ary 需要唯一性的数组
|
||||
* @returns 唯一性的数组
|
||||
*
|
||||
* @tutorial
|
||||
* 比如: [1, 2, 2, 3, 4]
|
||||
* 返回: [1, 2, 3, 4]
|
||||
*/
|
||||
@@ -7865,7 +7858,7 @@ var ArrayUtils = /** @class */ (function () {
|
||||
};
|
||||
/**
|
||||
* 清除列表
|
||||
* @param ary 列表
|
||||
* @param ary
|
||||
*/
|
||||
ArrayUtils.clearList = function (ary) {
|
||||
if (!ary)
|
||||
@@ -7887,9 +7880,8 @@ var ArrayUtils = /** @class */ (function () {
|
||||
};
|
||||
/**
|
||||
* 判断2个数组是否相同
|
||||
* @param ary1 数组1
|
||||
* @param ary2 数组2
|
||||
* @return 是否相同
|
||||
* @param ary1 数组1
|
||||
* @param ary2 数组2
|
||||
*/
|
||||
ArrayUtils.equals = function (ary1, ary2) {
|
||||
if (ary1 == ary2)
|
||||
@@ -7905,9 +7897,10 @@ var ArrayUtils = /** @class */ (function () {
|
||||
};
|
||||
/**
|
||||
* 根据索引插入元素,索引和索引后的元素都向后移动一位
|
||||
* @param index 插入索引
|
||||
* @param value 插入的元素
|
||||
* @return 插入的元素 未插入则返回空
|
||||
* @param ary
|
||||
* @param index 插入索引
|
||||
* @param value 插入的元素
|
||||
* @returns 插入的元素 未插入则返回空
|
||||
*/
|
||||
ArrayUtils.insert = function (ary, index, value) {
|
||||
if (!ary)
|
||||
@@ -7929,6 +7922,61 @@ var ArrayUtils = /** @class */ (function () {
|
||||
}
|
||||
return value;
|
||||
};
|
||||
/**
|
||||
* 打乱数组 Fisher–Yates shuffle
|
||||
* @param list
|
||||
*/
|
||||
ArrayUtils.shuffle = function (list) {
|
||||
var n = list.length;
|
||||
while (n > 1) {
|
||||
n--;
|
||||
var k = RandomUtils.randint(0, n + 1);
|
||||
var value = list[k];
|
||||
list[k] = list[n];
|
||||
list[n] = value;
|
||||
}
|
||||
};
|
||||
/**
|
||||
* 如果项目已经在列表中,返回false,如果成功添加,返回true
|
||||
* @param list
|
||||
* @param item
|
||||
*/
|
||||
ArrayUtils.addIfNotPresent = function (list, item) {
|
||||
if (list.contains(item))
|
||||
return false;
|
||||
list.push(item);
|
||||
return true;
|
||||
};
|
||||
/**
|
||||
* 返回列表中的最后一项。列表中至少应该有一个项目
|
||||
* @param list
|
||||
*/
|
||||
ArrayUtils.lastItem = function (list) {
|
||||
return list[list.length - 1];
|
||||
};
|
||||
/**
|
||||
* 从列表中随机获取一个项目。不清空检查列表!
|
||||
* @param list
|
||||
*/
|
||||
ArrayUtils.randomItem = function (list) {
|
||||
return list[RandomUtils.randint(0, list.length)];
|
||||
};
|
||||
/**
|
||||
* 从列表中随机获取物品。不清空检查列表,也不验证列表数是否大于项目数。返回的List可以通过ListPool.free放回池中
|
||||
* @param list
|
||||
* @param itemCount 从列表中返回的随机项目的数量
|
||||
*/
|
||||
ArrayUtils.randomItems = function (list, itemCount) {
|
||||
var set = new Set();
|
||||
while (set.size != itemCount) {
|
||||
var item = this.randomItem(list);
|
||||
if (!set.has(item))
|
||||
set.add(item);
|
||||
}
|
||||
var items = es.ListPool.obtain();
|
||||
set.forEach(function (value) { return items.push(value); });
|
||||
return items;
|
||||
};
|
||||
return ArrayUtils;
|
||||
}());
|
||||
var es;
|
||||
@@ -8640,7 +8688,6 @@ var es;
|
||||
*/
|
||||
RectangleExt.union = function (first, point) {
|
||||
var rect = new es.Rectangle(point.x, point.y, 0, 0);
|
||||
// let rectResult = first.union(rect);
|
||||
var result = new es.Rectangle();
|
||||
result.x = Math.min(first.x, rect.x);
|
||||
result.y = Math.min(first.y, rect.y);
|
||||
@@ -8850,6 +8897,18 @@ var es;
|
||||
es.Triangulator = Triangulator;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
var TypeUtils = /** @class */ (function () {
|
||||
function TypeUtils() {
|
||||
}
|
||||
TypeUtils.getType = function (obj) {
|
||||
return obj["__proto__"]["constructor"];
|
||||
};
|
||||
return TypeUtils;
|
||||
}());
|
||||
es.TypeUtils = TypeUtils;
|
||||
})(es || (es = {}));
|
||||
var es;
|
||||
(function (es) {
|
||||
var Vector2Ext = /** @class */ (function () {
|
||||
function Vector2Ext() {
|
||||
|
||||
Reference in New Issue
Block a user