优化spriteRenderer渲染方法
This commit is contained in:
43
source/bin/framework.d.ts
vendored
43
source/bin/framework.d.ts
vendored
@@ -176,12 +176,12 @@ declare abstract class Component extends egret.DisplayObjectContainer {
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onDisabled(): void;
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update(): void;
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debugRender(): void;
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onEntityTransformChanged(comp: TransformComponent): void;
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registerComponent(): void;
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deregisterComponent(): void;
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}
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declare class Entity extends egret.DisplayObjectContainer {
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private static _idGenerator;
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private _position;
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name: string;
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readonly id: number;
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scene: Scene;
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@@ -194,6 +194,7 @@ declare class Entity extends egret.DisplayObjectContainer {
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readonly isDestoryed: boolean;
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position: Vector2;
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scale: Vector2;
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rotation: number;
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enabled: boolean;
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setEnabled(isEnabled: boolean): this;
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tag: number;
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@@ -210,6 +211,7 @@ declare class Entity extends egret.DisplayObjectContainer {
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getOrCreateComponent<T extends Component>(type: T): T;
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getComponent<T extends Component>(type: any): T;
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getComponents(typeName: string | any, componentList?: any): any;
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private onEntityTransformChanged;
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removeComponentForType<T extends Component>(type: any): boolean;
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removeComponent(component: Component): void;
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removeAllComponents(): void;
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@@ -218,6 +220,11 @@ declare class Entity extends egret.DisplayObjectContainer {
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onRemovedFromScene(): void;
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destroy(): void;
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}
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declare enum TransformComponent {
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rotation = 0,
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scale = 1,
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position = 2
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}
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declare class Scene extends egret.DisplayObjectContainer {
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camera: Camera;
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readonly entities: EntityList;
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@@ -267,6 +274,7 @@ declare class Camera extends Component {
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private _origin;
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private _minimumZoom;
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private _maximumZoom;
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private _position;
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followLerp: number;
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deadzone: Rectangle;
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focusOffset: Vector2;
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@@ -282,6 +290,8 @@ declare class Camera extends Component {
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maximumZoom: number;
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origin: Vector2;
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position: Vector2;
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x: number;
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y: number;
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constructor();
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onSceneSizeChanged(newWidth: number, newHeight: number): void;
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setMinimumZoom(minZoom: number): Camera;
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@@ -348,11 +358,8 @@ declare class SpriteAnimation {
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constructor(sprites: Sprite[], frameRate: number);
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}
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declare class SpriteRenderer extends RenderableComponent {
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private _origin;
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private _sprite;
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protected bitmap: egret.Bitmap;
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origin: Vector2;
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setOrigin(origin: Vector2): this;
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sprite: Sprite;
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setSprite(sprite: Sprite): SpriteRenderer;
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setColor(color: number): SpriteRenderer;
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@@ -420,11 +427,9 @@ declare abstract class Collider extends Component {
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physicsLayer: number;
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isTrigger: boolean;
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registeredPhysicsBounds: Rectangle;
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shouldColliderScaleAndRotationWithTransform: boolean;
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shouldColliderScaleAndRotateWithTransform: boolean;
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collidesWithLayers: number;
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_localOffsetLength: number;
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_isPositionDirty: boolean;
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_isRotationDirty: boolean;
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protected _isParentEntityAddedToScene: any;
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protected _colliderRequiresAutoSizing: any;
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protected _localOffset: Vector2;
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@@ -440,7 +445,7 @@ declare abstract class Collider extends Component {
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onRemovedFromEntity(): void;
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onEnabled(): void;
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onDisabled(): void;
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update(): void;
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onEntityTransformChanged(comp: TransformComponent): void;
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}
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declare class BoxCollider extends Collider {
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width: number;
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@@ -516,6 +521,7 @@ declare class ComponentList {
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deregisterAllComponents(): void;
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registerAllComponents(): void;
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updateLists(): void;
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onEntityTransformChanged(comp: TransformComponent): void;
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private handleRemove;
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getComponent<T extends Component>(type: any, onlyReturnInitializedComponents: boolean): T;
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getComponents(typeName: string | any, components?: any): any;
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@@ -758,29 +764,19 @@ declare class Matrix2D {
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static multiplyTranslation(matrix: Matrix2D, x: number, y: number): Matrix2D;
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determinant(): number;
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static invert(matrix: Matrix2D, result?: Matrix2D): Matrix2D;
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static createTranslation(xPosition: number, yPosition: number, result?: Matrix2D): Matrix2D;
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static createTranslation(xPosition: number, yPosition: number): Matrix2D;
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static createTranslationVector(position: Vector2): Matrix2D;
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static createRotation(radians: number, result?: Matrix2D): Matrix2D;
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static createScale(xScale: number, yScale: number, result?: Matrix2D): Matrix2D;
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toEgretMatrix(): egret.Matrix;
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}
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declare class Rectangle {
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x: number;
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y: number;
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width: number;
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height: number;
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private _tempMat;
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private _transformMat;
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declare class Rectangle extends egret.Rectangle {
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readonly max: Vector2;
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readonly left: number;
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readonly right: number;
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readonly top: number;
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readonly bottom: number;
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readonly center: Vector2;
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location: Vector2;
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size: Vector2;
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constructor(x?: number, y?: number, width?: number, height?: number);
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intersects(value: Rectangle): boolean;
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contains(value: Vector2): boolean;
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intersects(value: egret.Rectangle): boolean;
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containsInVec(value: Vector2): boolean;
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containsRect(value: Rectangle): boolean;
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getHalfSize(): Vector2;
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static fromMinMax(minX: number, minY: number, maxX: number, maxY: number): Rectangle;
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@@ -789,7 +785,6 @@ declare class Rectangle {
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edgeNormal: Vector2;
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};
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getClosestPointOnBoundsToOrigin(): Vector2;
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calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2, rotation: number, width: number, height: number): void;
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static rectEncompassingPoints(points: Vector2[]): Rectangle;
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}
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declare class Vector3 {
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@@ -917,6 +917,8 @@ var Component = (function (_super) {
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};
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Component.prototype.debugRender = function () {
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};
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Component.prototype.onEntityTransformChanged = function (comp) {
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};
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Component.prototype.registerComponent = function () {
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this.entity.componentBits.set(ComponentTypeManager.getIndexFor(this), false);
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this.entity.scene.entityProcessors.onComponentAdded(this.entity);
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@@ -931,7 +933,6 @@ var Entity = (function (_super) {
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__extends(Entity, _super);
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function Entity(name) {
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var _this = _super.call(this) || this;
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_this._position = Vector2.zero;
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_this._updateOrder = 0;
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_this._enabled = true;
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_this._tag = 0;
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@@ -950,10 +951,12 @@ var Entity = (function (_super) {
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});
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Object.defineProperty(Entity.prototype, "position", {
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get: function () {
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return this._position;
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return new Vector2(this.x, this.y);
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},
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set: function (value) {
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this._position = value;
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this.$setX(value.x);
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this.$setY(value.y);
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this.onEntityTransformChanged(TransformComponent.position);
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},
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enumerable: true,
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configurable: true
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@@ -963,8 +966,17 @@ var Entity = (function (_super) {
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return new Vector2(this.scaleX, this.scaleY);
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},
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set: function (value) {
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this.scaleX = value.x;
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this.scaleY = value.y;
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this.$setScaleX(value.x);
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this.$setScaleY(value.y);
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this.onEntityTransformChanged(TransformComponent.scale);
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Entity.prototype, "rotation", {
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set: function (value) {
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this.$setRotation(value);
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this.onEntityTransformChanged(TransformComponent.rotation);
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},
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enumerable: true,
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configurable: true
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@@ -1074,6 +1086,9 @@ var Entity = (function (_super) {
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Entity.prototype.getComponents = function (typeName, componentList) {
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return this.components.getComponents(typeName, componentList);
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};
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Entity.prototype.onEntityTransformChanged = function (comp) {
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this.components.onEntityTransformChanged(comp);
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};
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Entity.prototype.removeComponentForType = function (type) {
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var comp = this.getComponent(type);
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if (comp) {
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@@ -1110,6 +1125,12 @@ var Entity = (function (_super) {
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};
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return Entity;
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}(egret.DisplayObjectContainer));
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var TransformComponent;
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(function (TransformComponent) {
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TransformComponent[TransformComponent["rotation"] = 0] = "rotation";
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TransformComponent[TransformComponent["scale"] = 1] = "scale";
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TransformComponent[TransformComponent["position"] = 2] = "position";
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})(TransformComponent || (TransformComponent = {}));
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var Scene = (function (_super) {
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__extends(Scene, _super);
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function Scene() {
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@@ -1354,6 +1375,7 @@ var Camera = (function (_super) {
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_this._origin = Vector2.zero;
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_this._minimumZoom = 0.3;
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_this._maximumZoom = 3;
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_this._position = Vector2.zero;
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_this.followLerp = 0.1;
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_this.deadzone = new Rectangle();
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_this.focusOffset = new Vector2();
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@@ -1415,10 +1437,30 @@ var Camera = (function (_super) {
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});
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Object.defineProperty(Camera.prototype, "position", {
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get: function () {
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return this.entity.position;
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return this._position;
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},
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set: function (value) {
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this.entity.position = value;
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this._position = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Camera.prototype, "x", {
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get: function () {
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return this._position.x;
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},
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set: function (value) {
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this._position.x = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Camera.prototype, "y", {
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get: function () {
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return this._position.y;
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},
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set: function (value) {
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this._position.y = value;
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},
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enumerable: true,
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configurable: true
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@@ -1681,22 +1723,6 @@ var SpriteRenderer = (function (_super) {
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function SpriteRenderer() {
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return _super !== null && _super.apply(this, arguments) || this;
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}
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Object.defineProperty(SpriteRenderer.prototype, "origin", {
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get: function () {
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return this._origin;
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},
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set: function (value) {
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this.setOrigin(value);
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},
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enumerable: true,
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configurable: true
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});
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SpriteRenderer.prototype.setOrigin = function (origin) {
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if (this._origin != origin) {
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this._origin = origin;
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}
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return this;
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};
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Object.defineProperty(SpriteRenderer.prototype, "sprite", {
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get: function () {
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return this._sprite;
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@@ -1710,8 +1736,10 @@ var SpriteRenderer = (function (_super) {
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SpriteRenderer.prototype.setSprite = function (sprite) {
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this.removeChildren();
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this._sprite = sprite;
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if (this._sprite)
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this._origin = this._sprite.origin;
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if (this._sprite) {
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this.anchorOffsetX = this._sprite.origin.x / this._sprite.sourceRect.width;
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this.anchorOffsetY = this._sprite.origin.y / this._sprite.sourceRect.height;
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}
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this.bitmap = new egret.Bitmap(sprite.texture2D);
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this.addChild(this.bitmap);
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return this;
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@@ -1736,8 +1764,8 @@ var SpriteRenderer = (function (_super) {
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return this.isVisible;
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};
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SpriteRenderer.prototype.render = function (camera) {
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this.x = this.entity.position.x - this.origin.x - camera.position.x + camera.origin.x;
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this.y = this.entity.position.y - this.origin.y - camera.position.y + camera.origin.y;
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this.x = -camera.position.x + camera.origin.x;
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this.y = -camera.position.y + camera.origin.y;
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};
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SpriteRenderer.prototype.onRemovedFromEntity = function () {
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if (this.parent)
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@@ -1940,27 +1968,23 @@ var Collider = (function (_super) {
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function Collider() {
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var _this = _super !== null && _super.apply(this, arguments) || this;
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_this.physicsLayer = 1 << 0;
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_this.shouldColliderScaleAndRotationWithTransform = true;
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_this.registeredPhysicsBounds = new Rectangle();
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_this.shouldColliderScaleAndRotateWithTransform = true;
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_this.collidesWithLayers = Physics.allLayers;
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_this._isPositionDirty = true;
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_this._isRotationDirty = true;
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_this._localOffset = new Vector2(0, 0);
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return _this;
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}
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Object.defineProperty(Collider.prototype, "bounds", {
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get: function () {
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if (this._isPositionDirty || this._isRotationDirty) {
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this.shape.recalculateBounds(this);
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this._isPositionDirty = this._isRotationDirty = false;
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}
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return this.shape.bounds;
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var bds = this.entity.getBounds();
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return new Rectangle(bds.x, bds.y, bds.width, bds.height);
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Collider.prototype, "localOffset", {
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get: function () {
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return this._localOffset;
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return new Vector2(this.x, this.y);
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},
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set: function (value) {
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this.setLocalOffset(value);
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@@ -1971,9 +1995,9 @@ var Collider = (function (_super) {
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Collider.prototype.setLocalOffset = function (offset) {
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if (this._localOffset != offset) {
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this.unregisterColliderWithPhysicsSystem();
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this._localOffset = offset;
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this.$setX(offset.x);
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this.$setY(offset.y);
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this._localOffsetLength = this._localOffset.length();
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this._isPositionDirty = true;
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this.registerColliderWithPhysicsSystem();
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}
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};
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@@ -2006,17 +2030,15 @@ var Collider = (function (_super) {
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if (!(this instanceof BoxCollider)) {
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console.error("Only box and circle colliders can be created automatically");
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}
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var renderable = this.entity.getComponent(RenderableComponent);
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if (renderable) {
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var renderbaleBounds = renderable.bounds;
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var width = renderbaleBounds.width / this.entity.scale.x;
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var height = renderbaleBounds.height / this.entity.scale.y;
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if (this instanceof BoxCollider) {
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var boxCollider = this;
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boxCollider.width = width;
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boxCollider.height = height;
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this.localOffset = Vector2.subtract(renderbaleBounds.center, this.entity.position);
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}
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var bounds = this.entity.getBounds();
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var renderbaleBounds = new Rectangle(bounds.x, bounds.y, bounds.width, bounds.height);
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var width = renderbaleBounds.width / this.entity.scale.x;
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var height = renderbaleBounds.height / this.entity.scale.y;
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if (this instanceof BoxCollider) {
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var boxCollider = this;
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boxCollider.width = width;
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boxCollider.height = height;
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this.localOffset = Vector2.subtract(renderbaleBounds.center, this.entity.position);
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}
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}
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this._isParentEntityAddedToScene = true;
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@@ -2028,17 +2050,13 @@ var Collider = (function (_super) {
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};
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Collider.prototype.onEnabled = function () {
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this.registerColliderWithPhysicsSystem();
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this._isPositionDirty = this._isRotationDirty = true;
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};
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Collider.prototype.onDisabled = function () {
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this.unregisterColliderWithPhysicsSystem();
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};
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Collider.prototype.update = function () {
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var spriteRenderer = this.entity.getComponent(SpriteRenderer);
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if (spriteRenderer) {
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this.bounds.x = spriteRenderer.x;
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this.bounds.y = spriteRenderer.y;
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}
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Collider.prototype.onEntityTransformChanged = function (comp) {
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if (this._isColliderRegistered)
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Physics.updateCollider(this);
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};
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return Collider;
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}(Component));
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@@ -2065,7 +2083,6 @@ var BoxCollider = (function (_super) {
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var box = this.shape;
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if (width != box.width) {
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box.updateBox(width, box.height);
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this._isPositionDirty = true;
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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@@ -2086,7 +2103,6 @@ var BoxCollider = (function (_super) {
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var box = this.shape;
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if (height != box.height) {
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box.updateBox(box.width, height);
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this._isPositionDirty = true;
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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@@ -2096,7 +2112,6 @@ var BoxCollider = (function (_super) {
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var box = this.shape;
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if (width != box.width || height != box.height) {
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box.updateBox(width, height);
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this._isPositionDirty = true;
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if (this.entity && this._isParentEntityAddedToScene)
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Physics.updateCollider(this);
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}
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@@ -2407,6 +2422,16 @@ var ComponentList = (function () {
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this._tempBufferList.length = 0;
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}
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};
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ComponentList.prototype.onEntityTransformChanged = function (comp) {
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for (var i = 0; i < this._components.length; i++) {
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if (this._components[i].enabled)
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this._components[i].onEntityTransformChanged(comp);
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}
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for (var i = 0; i < this._componentsToAdd.length; i++) {
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if (this._componentsToAdd[i].enabled)
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this._componentsToAdd[i].onEntityTransformChanged(comp);
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}
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};
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ComponentList.prototype.handleRemove = function (component) {
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if (component instanceof RenderableComponent)
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this._entity.scene.renderableComponents.remove(component);
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@@ -3413,8 +3438,8 @@ var Matrix2D = (function () {
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result.m32 = -(matrix.m32 * matrix.m11 - matrix.m31 * matrix.m12) * det;
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||||
return result;
|
||||
};
|
||||
Matrix2D.createTranslation = function (xPosition, yPosition, result) {
|
||||
result = result ? result : new Matrix2D();
|
||||
Matrix2D.createTranslation = function (xPosition, yPosition) {
|
||||
var result = new Matrix2D();
|
||||
result.m11 = 1;
|
||||
result.m12 = 0;
|
||||
result.m21 = 0;
|
||||
@@ -3423,6 +3448,9 @@ var Matrix2D = (function () {
|
||||
result.m32 = yPosition;
|
||||
return result;
|
||||
};
|
||||
Matrix2D.createTranslationVector = function (position) {
|
||||
return this.createTranslation(position.x, position.y);
|
||||
};
|
||||
Matrix2D.createRotation = function (radians, result) {
|
||||
result = new Matrix2D();
|
||||
var val1 = Math.cos(radians);
|
||||
@@ -3450,12 +3478,10 @@ var Matrix2D = (function () {
|
||||
Matrix2D._identity = new Matrix2D(1, 0, 0, 1, 0, 0);
|
||||
return Matrix2D;
|
||||
}());
|
||||
var Rectangle = (function () {
|
||||
function Rectangle(x, y, width, height) {
|
||||
this.x = x ? x : 0;
|
||||
this.y = y ? y : 0;
|
||||
this.width = width ? width : 0;
|
||||
this.height = height ? height : 0;
|
||||
var Rectangle = (function (_super) {
|
||||
__extends(Rectangle, _super);
|
||||
function Rectangle() {
|
||||
return _super !== null && _super.apply(this, arguments) || this;
|
||||
}
|
||||
Object.defineProperty(Rectangle.prototype, "max", {
|
||||
get: function () {
|
||||
@@ -3464,34 +3490,6 @@ var Rectangle = (function () {
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Rectangle.prototype, "left", {
|
||||
get: function () {
|
||||
return this.x;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Rectangle.prototype, "right", {
|
||||
get: function () {
|
||||
return this.x + this.width;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Rectangle.prototype, "top", {
|
||||
get: function () {
|
||||
return this.y;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Rectangle.prototype, "bottom", {
|
||||
get: function () {
|
||||
return this.y + this.height;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Object.defineProperty(Rectangle.prototype, "center", {
|
||||
get: function () {
|
||||
return new Vector2(this.x + (this.width / 2), this.y + (this.height / 2));
|
||||
@@ -3527,7 +3525,7 @@ var Rectangle = (function () {
|
||||
value.top < this.bottom &&
|
||||
this.top < value.bottom;
|
||||
};
|
||||
Rectangle.prototype.contains = function (value) {
|
||||
Rectangle.prototype.containsInVec = function (value) {
|
||||
return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
|
||||
(this.y <= value.y)) &&
|
||||
(value.y < (this.y + this.height)));
|
||||
@@ -3544,11 +3542,11 @@ var Rectangle = (function () {
|
||||
return new Rectangle(minX, minY, maxX - minX, maxY - minY);
|
||||
};
|
||||
Rectangle.prototype.getClosestPointOnRectangleBorderToPoint = function (point) {
|
||||
var edgeNormal = new Vector2(0, 0);
|
||||
var res = new Vector2(0, 0);
|
||||
var edgeNormal = Vector2.zero;
|
||||
var res = new Vector2();
|
||||
res.x = MathHelper.clamp(point.x, this.left, this.right);
|
||||
res.y = MathHelper.clamp(point.y, this.top, this.bottom);
|
||||
if (this.contains(res)) {
|
||||
if (this.containsInVec(res)) {
|
||||
var dl = res.x - this.left;
|
||||
var dr = this.right - res.x;
|
||||
var dt = res.y - this.top;
|
||||
@@ -3572,18 +3570,14 @@ var Rectangle = (function () {
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (res.x == this.left) {
|
||||
if (res.x == this.left)
|
||||
edgeNormal.x = -1;
|
||||
}
|
||||
if (res.x == this.right) {
|
||||
if (res.x == this.right)
|
||||
edgeNormal.x = 1;
|
||||
}
|
||||
if (res.y == this.top) {
|
||||
if (res.y == this.top)
|
||||
edgeNormal.y = -1;
|
||||
}
|
||||
if (res.y == this.bottom) {
|
||||
if (res.y == this.bottom)
|
||||
edgeNormal.y = 1;
|
||||
}
|
||||
}
|
||||
return { res: res, edgeNormal: edgeNormal };
|
||||
};
|
||||
@@ -3608,40 +3602,6 @@ var Rectangle = (function () {
|
||||
}
|
||||
return boundsPoint;
|
||||
};
|
||||
Rectangle.prototype.calculateBounds = function (parentPosition, position, origin, scale, rotation, width, height) {
|
||||
if (rotation == 0) {
|
||||
this.x = parentPosition.x + position.x - origin.x * scale.x;
|
||||
this.y = parentPosition.y + position.y - origin.y * scale.y;
|
||||
this.width = width * scale.x;
|
||||
this.height = height * scale.y;
|
||||
}
|
||||
else {
|
||||
var worldPosX = parentPosition.x + position.x;
|
||||
var worldPosY = parentPosition.y + position.y;
|
||||
this._transformMat = Matrix2D.createTranslation(-worldPosX - origin.x, -worldPosY - origin.y);
|
||||
this._tempMat = Matrix2D.createScale(scale.x, scale.y);
|
||||
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
|
||||
this._tempMat = Matrix2D.createRotation(rotation);
|
||||
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
|
||||
this._tempMat = Matrix2D.createTranslation(worldPosX, worldPosY);
|
||||
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
|
||||
var topLeft = new Vector2(worldPosX, worldPosY);
|
||||
var topRight = new Vector2(worldPosX + width, worldPosY);
|
||||
var bottomLeft = new Vector2(worldPosX, worldPosY + height);
|
||||
var bottomRight = new Vector2(worldPosX + width, worldPosY + height);
|
||||
topLeft = Vector2Ext.transformR(topLeft, this._transformMat);
|
||||
topRight = Vector2Ext.transformR(topRight, this._transformMat);
|
||||
bottomLeft = Vector2Ext.transformR(bottomLeft, this._transformMat);
|
||||
bottomRight = Vector2Ext.transformR(bottomRight, this._transformMat);
|
||||
var minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
||||
var maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
||||
var minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
||||
var maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
||||
this.location = new Vector2(minX, minY);
|
||||
this.width = maxX - minX;
|
||||
this.height = maxY - minY;
|
||||
}
|
||||
};
|
||||
Rectangle.rectEncompassingPoints = function (points) {
|
||||
var minX = Number.POSITIVE_INFINITY;
|
||||
var minY = Number.POSITIVE_INFINITY;
|
||||
@@ -3649,23 +3609,19 @@ var Rectangle = (function () {
|
||||
var maxY = Number.NEGATIVE_INFINITY;
|
||||
for (var i = 0; i < points.length; i++) {
|
||||
var pt = points[i];
|
||||
if (pt.x < minX) {
|
||||
if (pt.x < minX)
|
||||
minX = pt.x;
|
||||
}
|
||||
if (pt.x > maxX) {
|
||||
if (pt.x > maxX)
|
||||
maxX = pt.x;
|
||||
}
|
||||
if (pt.y < minY) {
|
||||
if (pt.y < minY)
|
||||
minY = pt.y;
|
||||
}
|
||||
if (pt.y > maxY) {
|
||||
if (pt.y > maxY)
|
||||
maxY = pt.y;
|
||||
}
|
||||
}
|
||||
return this.fromMinMax(minX, minY, maxX, maxY);
|
||||
};
|
||||
return Rectangle;
|
||||
}());
|
||||
}(egret.Rectangle));
|
||||
var Vector3 = (function () {
|
||||
function Vector3(x, y, z) {
|
||||
this.x = x;
|
||||
@@ -4064,7 +4020,7 @@ var Polygon = (function (_super) {
|
||||
};
|
||||
Polygon.prototype.recalculateBounds = function (collider) {
|
||||
this.center = collider.localOffset;
|
||||
if (collider.shouldColliderScaleAndRotationWithTransform) {
|
||||
if (collider.shouldColliderScaleAndRotateWithTransform) {
|
||||
var hasUnitScale = true;
|
||||
var tempMat = void 0;
|
||||
var combinedMatrix = Matrix2D.createTranslation(-this._polygonCenter.x, -this._polygonCenter.y);
|
||||
@@ -4076,7 +4032,7 @@ var Polygon = (function (_super) {
|
||||
this.center = scaledOffset;
|
||||
}
|
||||
if (collider.entity.rotation != 0) {
|
||||
tempMat = Matrix2D.createRotation(collider.entity.rotation);
|
||||
tempMat = Matrix2D.createRotation(collider.entity.rotation, tempMat);
|
||||
combinedMatrix = Matrix2D.multiply(combinedMatrix, tempMat);
|
||||
var offsetAngle = Math.atan2(collider.localOffset.y, collider.localOffset.x) * MathHelper.Rad2Deg;
|
||||
var offsetLength = hasUnitScale ? collider._localOffsetLength : (Vector2.multiply(collider.localOffset, collider.entity.scale)).length();
|
||||
@@ -4086,8 +4042,6 @@ var Polygon = (function (_super) {
|
||||
combinedMatrix = Matrix2D.multiply(combinedMatrix, tempMat);
|
||||
Vector2Ext.transform(this._originalPoints, combinedMatrix, this.points);
|
||||
this.isUnrotated = collider.entity.rotation == 0;
|
||||
if (collider._isRotationDirty)
|
||||
this._areEdgeNormalsDirty = true;
|
||||
}
|
||||
this.position = Vector2.add(collider.entity.position, this.center);
|
||||
this.bounds = Rectangle.rectEncompassingPoints(this.points);
|
||||
@@ -4142,7 +4096,7 @@ var Box = (function (_super) {
|
||||
};
|
||||
Box.prototype.containsPoint = function (point) {
|
||||
if (this.isUnrotated)
|
||||
return this.bounds.contains(point);
|
||||
return this.bounds.containsInVec(point);
|
||||
return _super.prototype.containsPoint.call(this, point);
|
||||
};
|
||||
return Box;
|
||||
@@ -4172,7 +4126,7 @@ var Circle = (function (_super) {
|
||||
};
|
||||
Circle.prototype.recalculateBounds = function (collider) {
|
||||
this.center = collider.localOffset;
|
||||
if (collider.shouldColliderScaleAndRotationWithTransform) {
|
||||
if (collider.shouldColliderScaleAndRotateWithTransform) {
|
||||
var scale = collider.entity.scale;
|
||||
var hasUnitScale = scale.x == 1 && scale.y == 1;
|
||||
var maxScale = Math.max(scale.x, scale.y);
|
||||
@@ -4379,7 +4333,7 @@ var ShapeCollisions = (function () {
|
||||
ShapeCollisions.boxToBox = function (first, second) {
|
||||
var result = new CollisionResult();
|
||||
var minkowskiDiff = this.minkowskiDifference(first, second);
|
||||
if (minkowskiDiff.contains(new Vector2(0, 0))) {
|
||||
if (minkowskiDiff.containsInVec(new Vector2(0, 0))) {
|
||||
result.minimumTranslationVector = minkowskiDiff.getClosestPointOnBoundsToOrigin();
|
||||
if (result.minimumTranslationVector.x == 0 && result.minimumTranslationVector.y == 0)
|
||||
return null;
|
||||
@@ -4401,6 +4355,7 @@ var SpatialHash = (function () {
|
||||
function SpatialHash(cellSize) {
|
||||
if (cellSize === void 0) { cellSize = 100; }
|
||||
this.gridBounds = new Rectangle();
|
||||
this._overlapTestCircle = new Circle(0);
|
||||
this._tempHashSet = [];
|
||||
this._cellDict = new NumberDictionary();
|
||||
this._cellSize = cellSize;
|
||||
@@ -4426,10 +4381,10 @@ var SpatialHash = (function () {
|
||||
collider.registeredPhysicsBounds = bounds;
|
||||
var p1 = this.cellCoords(bounds.x, bounds.y);
|
||||
var p2 = this.cellCoords(bounds.right, bounds.bottom);
|
||||
if (!this.gridBounds.contains(new Vector2(p1.x, p1.y))) {
|
||||
if (!this.gridBounds.containsInVec(new Vector2(p1.x, p1.y))) {
|
||||
this.gridBounds = RectangleExt.union(this.gridBounds, p1);
|
||||
}
|
||||
if (!this.gridBounds.contains(new Vector2(p2.x, p2.y))) {
|
||||
if (!this.gridBounds.containsInVec(new Vector2(p2.x, p2.y))) {
|
||||
this.gridBounds = RectangleExt.union(this.gridBounds, p2);
|
||||
}
|
||||
for (var x = p1.x; x <= p2.x; x++) {
|
||||
|
||||
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
@@ -28,7 +28,6 @@ abstract class Component extends egret.DisplayObjectContainer {
|
||||
}
|
||||
|
||||
public initialize(){
|
||||
|
||||
}
|
||||
|
||||
public onAddedToEntity(){
|
||||
@@ -55,6 +54,14 @@ abstract class Component extends egret.DisplayObjectContainer {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 当实体的位置改变时调用。这允许组件知道它们由于父实体的移动而移动了。
|
||||
* @param comp
|
||||
*/
|
||||
public onEntityTransformChanged(comp: TransformComponent){
|
||||
|
||||
}
|
||||
|
||||
/** 内部使用 运行时不应该调用 */
|
||||
public registerComponent(){
|
||||
this.entity.componentBits.set(ComponentTypeManager.getIndexFor(this), false);
|
||||
|
||||
@@ -6,6 +6,7 @@ class Camera extends Component {
|
||||
private _minimumZoom = 0.3;
|
||||
private _maximumZoom = 3;
|
||||
|
||||
private _position: Vector2 = Vector2.zero;
|
||||
/**
|
||||
* 如果相机模式为cameraWindow 则会进行缓动移动
|
||||
* 该值为移动速度
|
||||
@@ -67,11 +68,24 @@ class Camera extends Component {
|
||||
}
|
||||
|
||||
public get position(){
|
||||
return this.entity.position;
|
||||
return this._position;
|
||||
}
|
||||
|
||||
public set position(value: Vector2){
|
||||
this.entity.position = value;
|
||||
this._position = value;
|
||||
}
|
||||
|
||||
public get x(){
|
||||
return this._position.x;
|
||||
}
|
||||
public set x(value: number){
|
||||
this._position.x = value;
|
||||
}
|
||||
public get y(){
|
||||
return this._position.y;
|
||||
}
|
||||
public set y(value: number){
|
||||
this._position.y = value;
|
||||
}
|
||||
|
||||
constructor() {
|
||||
|
||||
@@ -8,12 +8,16 @@ class BoxCollider extends Collider {
|
||||
this.setWidth(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置BoxCollider的宽度
|
||||
* @param width
|
||||
*/
|
||||
public setWidth(width: number): BoxCollider{
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (width != box.width){
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(width, box.height);
|
||||
this._isPositionDirty = true;
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
@@ -29,17 +33,24 @@ class BoxCollider extends Collider {
|
||||
this.setHeight(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置BoxCollider的高度
|
||||
* @param height
|
||||
*/
|
||||
public setHeight(height: number){
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (height != box.height){
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(box.width, height);
|
||||
this._isPositionDirty = true;
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 零参数构造函数要求RenderableComponent在实体上,这样碰撞器可以在实体被添加到场景时调整自身的大小。
|
||||
*/
|
||||
constructor(){
|
||||
super();
|
||||
|
||||
@@ -52,8 +63,8 @@ class BoxCollider extends Collider {
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (width != box.width || height != box.height){
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(width, height);
|
||||
this._isPositionDirty = true;
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
|
||||
@@ -1,32 +1,41 @@
|
||||
abstract class Collider extends Component{
|
||||
/** 对撞机的基本形状 */
|
||||
public shape: Shape;
|
||||
/** 在处理冲突时,physicsLayer可以用作过滤器。Flags类有帮助位掩码的方法。 */
|
||||
public physicsLayer = 1 << 0;
|
||||
/** 如果这个碰撞器是一个触发器,它将不会引起碰撞,但它仍然会触发事件 */
|
||||
public isTrigger: boolean;
|
||||
public registeredPhysicsBounds: Rectangle;
|
||||
public shouldColliderScaleAndRotationWithTransform = true;
|
||||
/**
|
||||
* 这个对撞机在物理系统注册时的边界。
|
||||
* 存储这个允许我们始终能够安全地从物理系统中移除对撞机,即使它在试图移除它之前已经被移动了。
|
||||
*/
|
||||
public registeredPhysicsBounds: Rectangle = new Rectangle();
|
||||
/** 如果为true,碰撞器将根据附加的变换缩放和旋转 */
|
||||
public shouldColliderScaleAndRotateWithTransform = true;
|
||||
/** 默认为所有层。 */
|
||||
public collidesWithLayers = Physics.allLayers;
|
||||
|
||||
public _localOffsetLength: number;
|
||||
public _isPositionDirty = true;
|
||||
public _isRotationDirty = true;
|
||||
/** 标记来跟踪我们的实体是否被添加到场景中 */
|
||||
protected _isParentEntityAddedToScene;
|
||||
protected _colliderRequiresAutoSizing;
|
||||
protected _localOffset: Vector2 = new Vector2(0, 0);
|
||||
/** 标记来记录我们是否注册了物理系统 */
|
||||
protected _isColliderRegistered;
|
||||
|
||||
public get bounds(): Rectangle {
|
||||
if (this._isPositionDirty || this._isRotationDirty){
|
||||
this.shape.recalculateBounds(this);
|
||||
this._isPositionDirty = this._isRotationDirty = false;
|
||||
}
|
||||
|
||||
return this.shape.bounds;
|
||||
// this.shape.recalculateBounds(this);
|
||||
let bds = this.entity.getBounds();
|
||||
return new Rectangle(bds.x, bds.y, bds.width, bds.height);
|
||||
}
|
||||
|
||||
public get localOffset(){
|
||||
return this._localOffset;
|
||||
return new Vector2(this.x, this.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* 将localOffset添加到实体。获取碰撞器的最终位置。这允许您向一个实体添加多个碰撞器并分别定位它们。
|
||||
*/
|
||||
public set localOffset(value: Vector2){
|
||||
this.setLocalOffset(value);
|
||||
}
|
||||
@@ -34,20 +43,27 @@ abstract class Collider extends Component{
|
||||
public setLocalOffset(offset: Vector2){
|
||||
if (this._localOffset != offset){
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
this._localOffset = offset;
|
||||
this.$setX(offset.x);
|
||||
this.$setY(offset.y);
|
||||
this._localOffsetLength = this._localOffset.length();
|
||||
this._isPositionDirty = true;
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 父实体会在不同的时间调用它(当添加到场景,启用,等等)
|
||||
*/
|
||||
public registerColliderWithPhysicsSystem(){
|
||||
// 如果在将我们添加到实体之前更改了origin等属性,则实体可以为null
|
||||
if (this._isParentEntityAddedToScene && !this._isColliderRegistered){
|
||||
Physics.addCollider(this);
|
||||
this._isColliderRegistered = true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 父实体会在不同的时候调用它(从场景中移除,禁用,等等)
|
||||
*/
|
||||
public unregisterColliderWithPhysicsSystem(){
|
||||
if (this._isParentEntityAddedToScene && this._isColliderRegistered){
|
||||
Physics.removeCollider(this);
|
||||
@@ -55,6 +71,10 @@ abstract class Collider extends Component{
|
||||
this._isColliderRegistered = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查这个形状是否与物理系统中的其他对撞机重叠
|
||||
* @param other
|
||||
*/
|
||||
public overlaps(other: Collider){
|
||||
return this.shape.overlaps(other.shape);
|
||||
}
|
||||
@@ -85,22 +105,20 @@ abstract class Collider extends Component{
|
||||
console.error("Only box and circle colliders can be created automatically");
|
||||
}
|
||||
|
||||
let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
|
||||
if (renderable){
|
||||
let renderbaleBounds = renderable.bounds;
|
||||
let bounds = this.entity.getBounds();
|
||||
let renderbaleBounds = new Rectangle(bounds.x, bounds.y, bounds.width, bounds.height);
|
||||
|
||||
// 这里我们需要大小*反尺度,因为当我们自动调整碰撞器的大小时,它需要没有缩放的渲染
|
||||
let width = renderbaleBounds.width / this.entity.scale.x;
|
||||
let height = renderbaleBounds.height / this.entity.scale.y;
|
||||
// 这里我们需要大小*反尺度,因为当我们自动调整碰撞器的大小时,它需要没有缩放的渲染
|
||||
let width = renderbaleBounds.width / this.entity.scale.x;
|
||||
let height = renderbaleBounds.height / this.entity.scale.y;
|
||||
|
||||
if (this instanceof BoxCollider){
|
||||
let boxCollider = this as BoxCollider;
|
||||
boxCollider.width = width;
|
||||
boxCollider.height = height;
|
||||
if (this instanceof BoxCollider){
|
||||
let boxCollider = this as BoxCollider;
|
||||
boxCollider.width = width;
|
||||
boxCollider.height = height;
|
||||
|
||||
// 获取渲染的中心,将其转移到本地坐标,并使用它作为碰撞器的localOffset
|
||||
this.localOffset = Vector2.subtract(renderbaleBounds.center, this.entity.position);
|
||||
}
|
||||
// 获取渲染的中心,将其转移到本地坐标,并使用它作为碰撞器的localOffset
|
||||
this.localOffset = Vector2.subtract(renderbaleBounds.center, this.entity.position);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -115,19 +133,14 @@ abstract class Collider extends Component{
|
||||
|
||||
public onEnabled(){
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
this._isPositionDirty = this._isRotationDirty = true;
|
||||
}
|
||||
|
||||
public onDisabled(){
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
}
|
||||
|
||||
public update(){
|
||||
let spriteRenderer = this.entity.getComponent(SpriteRenderer);
|
||||
// 将显示目标设置为碰撞盒
|
||||
if (spriteRenderer){
|
||||
this.bounds.x = spriteRenderer.x;
|
||||
this.bounds.y = spriteRenderer.y;
|
||||
}
|
||||
public onEntityTransformChanged(comp: TransformComponent){
|
||||
if (this._isColliderRegistered)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,10 @@
|
||||
/**
|
||||
* 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。
|
||||
* ITriggerListener接口用于管理对移动过程中违反的任何触发器的回调。
|
||||
* 一个物体只能通过移动器移动。要正确报告触发器的move方法。
|
||||
*
|
||||
* 请注意,多个移动者相互交互将多次调用ITriggerListener。
|
||||
*/
|
||||
class Mover extends Component {
|
||||
private _triggerHelper: ColliderTriggerHelper;
|
||||
|
||||
@@ -5,6 +12,10 @@ class Mover extends Component {
|
||||
this._triggerHelper = new ColliderTriggerHelper(this.entity);
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算修改运动矢量的运动,以考虑移动时可能发生的碰撞
|
||||
* @param motion
|
||||
*/
|
||||
public calculateMovement(motion: Vector2){
|
||||
let collisionResult = new CollisionResult();
|
||||
|
||||
@@ -16,9 +27,11 @@ class Mover extends Component {
|
||||
for (let i = 0; i < colliders.length; i ++){
|
||||
let collider = colliders[i];
|
||||
|
||||
// 不检测触发器
|
||||
if (collider.isTrigger)
|
||||
continue;
|
||||
|
||||
// 获取我们在新位置可能发生碰撞的任何东西
|
||||
let bounds = collider.bounds;
|
||||
bounds.x += motion.x;
|
||||
bounds.y += motion.y;
|
||||
@@ -28,13 +41,16 @@ class Mover extends Component {
|
||||
|
||||
for (let j = 0; j < neighbors.length; j ++){
|
||||
let neighbor = neighbors[j];
|
||||
// 不检测触发器
|
||||
if (neighbor.isTrigger)
|
||||
continue;
|
||||
|
||||
let _internalcollisionResult = collider.collidesWith(neighbor, motion);
|
||||
if (_internalcollisionResult){
|
||||
// 如果碰撞 则退回之前的移动量
|
||||
motion = Vector2.subtract(motion, _internalcollisionResult.minimumTranslationVector);
|
||||
|
||||
// 如果我们碰到多个对象,为了简单起见,只取第一个。
|
||||
if (_internalcollisionResult.collider){
|
||||
collisionResult = _internalcollisionResult;
|
||||
}
|
||||
|
||||
@@ -1,25 +1,12 @@
|
||||
class SpriteRenderer extends RenderableComponent {
|
||||
private _origin: Vector2;
|
||||
private _sprite: Sprite;
|
||||
protected bitmap: egret.Bitmap;
|
||||
|
||||
public get origin(){
|
||||
return this._origin;
|
||||
}
|
||||
public set origin(value: Vector2){
|
||||
this.setOrigin(value);
|
||||
}
|
||||
public setOrigin(origin: Vector2){
|
||||
if (this._origin != origin){
|
||||
this._origin = origin;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
/** 应该由这个精灵显示的精灵。当设置时,精灵的原点也被设置为匹配精灵.origin。 */
|
||||
/** 应该由这个精灵显示的精灵 */
|
||||
public get sprite(): Sprite{
|
||||
return this._sprite;
|
||||
}
|
||||
/** 应该由这个精灵显示的精灵。当设置时,精灵的原点也被设置为匹配精灵.origin。 */
|
||||
/** 应该由这个精灵显示的精灵 */
|
||||
public set sprite(value: Sprite){
|
||||
this.setSprite(value);
|
||||
}
|
||||
@@ -27,7 +14,10 @@ class SpriteRenderer extends RenderableComponent {
|
||||
public setSprite(sprite: Sprite): SpriteRenderer{
|
||||
this.removeChildren();
|
||||
this._sprite = sprite;
|
||||
if (this._sprite) this._origin = this._sprite.origin;
|
||||
if (this._sprite) {
|
||||
this.anchorOffsetX = this._sprite.origin.x / this._sprite.sourceRect.width;
|
||||
this.anchorOffsetY = this._sprite.origin.y / this._sprite.sourceRect.height;
|
||||
}
|
||||
this.bitmap = new egret.Bitmap(sprite.texture2D);
|
||||
this.addChild(this.bitmap);
|
||||
|
||||
@@ -58,8 +48,8 @@ class SpriteRenderer extends RenderableComponent {
|
||||
|
||||
/** 渲染处理 在每个模块中处理各自的渲染逻辑 */
|
||||
public render(camera: Camera){
|
||||
this.x = this.entity.position.x - this.origin.x - camera.position.x + camera.origin.x;
|
||||
this.y = this.entity.position.y - this.origin.y - camera.position.y + camera.origin.y;
|
||||
this.x = -camera.position.x + camera.origin.x;
|
||||
this.y = -camera.position.y + camera.origin.y;
|
||||
}
|
||||
|
||||
public onRemovedFromEntity(){
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
class Entity extends egret.DisplayObjectContainer {
|
||||
private static _idGenerator: number;
|
||||
|
||||
private _position: Vector2 = Vector2.zero;
|
||||
public name: string;
|
||||
public readonly id: number;
|
||||
/** 当前实体所属的场景 */
|
||||
@@ -20,11 +19,13 @@ class Entity extends egret.DisplayObjectContainer {
|
||||
}
|
||||
|
||||
public get position(){
|
||||
return this._position;
|
||||
return new Vector2(this.x, this.y);
|
||||
}
|
||||
|
||||
public set position(value: Vector2){
|
||||
this._position = value;
|
||||
this.$setX(value.x);
|
||||
this.$setY(value.y);
|
||||
this.onEntityTransformChanged(TransformComponent.position);
|
||||
}
|
||||
|
||||
public get scale(){
|
||||
@@ -32,8 +33,14 @@ class Entity extends egret.DisplayObjectContainer {
|
||||
}
|
||||
|
||||
public set scale(value: Vector2){
|
||||
this.scaleX = value.x;
|
||||
this.scaleY = value.y;
|
||||
this.$setScaleX(value.x);
|
||||
this.$setScaleY(value.y);
|
||||
this.onEntityTransformChanged(TransformComponent.scale);
|
||||
}
|
||||
|
||||
public set rotation(value: number){
|
||||
this.$setRotation(value);
|
||||
this.onEntityTransformChanged(TransformComponent.rotation);
|
||||
}
|
||||
|
||||
public get enabled(){
|
||||
@@ -160,6 +167,10 @@ class Entity extends egret.DisplayObjectContainer {
|
||||
return this.components.getComponents(typeName, componentList);
|
||||
}
|
||||
|
||||
private onEntityTransformChanged(comp: TransformComponent){
|
||||
this.components.onEntityTransformChanged(comp);
|
||||
}
|
||||
|
||||
public removeComponentForType<T extends Component>(type){
|
||||
let comp = this.getComponent<T>(type);
|
||||
if (comp){
|
||||
@@ -203,4 +214,10 @@ class Entity extends egret.DisplayObjectContainer {
|
||||
(child as Component).entity.destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum TransformComponent {
|
||||
rotation,
|
||||
scale,
|
||||
position
|
||||
}
|
||||
@@ -101,6 +101,18 @@ class ComponentList {
|
||||
}
|
||||
}
|
||||
|
||||
public onEntityTransformChanged(comp: TransformComponent){
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
if (this._components[i].enabled)
|
||||
this._components[i].onEntityTransformChanged(comp);
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._componentsToAdd.length; i ++){
|
||||
if (this._componentsToAdd[i].enabled)
|
||||
this._componentsToAdd[i].onEntityTransformChanged(comp);
|
||||
}
|
||||
}
|
||||
|
||||
private handleRemove(component: Component){
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.remove(component);
|
||||
|
||||
@@ -155,8 +155,13 @@ class Matrix2D {
|
||||
return result;
|
||||
}
|
||||
|
||||
public static createTranslation(xPosition: number, yPosition: number, result?: Matrix2D){
|
||||
result = result ? result : new Matrix2D();
|
||||
/**
|
||||
* 创建一个新的tranlation
|
||||
* @param xPosition
|
||||
* @param yPosition
|
||||
*/
|
||||
public static createTranslation(xPosition: number, yPosition: number){
|
||||
let result = new Matrix2D();
|
||||
|
||||
result.m11 = 1;
|
||||
result.m12 = 0;
|
||||
@@ -170,6 +175,14 @@ class Matrix2D {
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据position 创建一个translation
|
||||
* @param position
|
||||
*/
|
||||
public static createTranslationVector(position: Vector2){
|
||||
return this.createTranslation(position.x, position.y);
|
||||
}
|
||||
|
||||
public static createRotation(radians: number, result?: Matrix2D){
|
||||
result = new Matrix2D();
|
||||
|
||||
|
||||
@@ -1,43 +1,21 @@
|
||||
class Rectangle {
|
||||
public x: number;
|
||||
public y: number;
|
||||
public width: number;
|
||||
public height: number;
|
||||
|
||||
private _tempMat: Matrix2D;
|
||||
private _transformMat: Matrix2D;
|
||||
|
||||
class Rectangle extends egret.Rectangle {
|
||||
/**
|
||||
* 获取矩形的最大点,即右下角
|
||||
*/
|
||||
public get max(){
|
||||
public get max() {
|
||||
return new Vector2(this.right, this.bottom);
|
||||
}
|
||||
|
||||
public get left() {
|
||||
return this.x;
|
||||
}
|
||||
|
||||
public get right() {
|
||||
return this.x + this.width;
|
||||
}
|
||||
|
||||
public get top() {
|
||||
return this.y;
|
||||
}
|
||||
|
||||
public get bottom() {
|
||||
return this.y + this.height;
|
||||
}
|
||||
|
||||
/** 中心点坐标 */
|
||||
public get center() {
|
||||
return new Vector2(this.x + (this.width / 2), this.y + (this.height / 2));
|
||||
}
|
||||
|
||||
/** 左上角的坐标 */
|
||||
public get location() {
|
||||
return new Vector2(this.x, this.y);
|
||||
}
|
||||
|
||||
/** 左上角的坐标 */
|
||||
public set location(value: Vector2) {
|
||||
this.x = value.x;
|
||||
this.y = value.y;
|
||||
@@ -52,48 +30,66 @@ class Rectangle {
|
||||
this.height = value.y;
|
||||
}
|
||||
|
||||
constructor(x?: number, y?: number, width?: number, height?: number) {
|
||||
this.x = x ? x : 0;
|
||||
this.y = y ? y : 0;
|
||||
this.width = width ? width : 0;
|
||||
this.height = height ? height : 0;
|
||||
}
|
||||
|
||||
public intersects(value: Rectangle) {
|
||||
/**
|
||||
* 是否与另一个矩形相交
|
||||
* @param value
|
||||
*/
|
||||
public intersects(value: egret.Rectangle) {
|
||||
return value.left < this.right &&
|
||||
this.left < value.right &&
|
||||
value.top < this.bottom &&
|
||||
this.top < value.bottom;
|
||||
}
|
||||
|
||||
public contains(value: Vector2) {
|
||||
/**
|
||||
* 判断点是否在矩形内
|
||||
* @param value
|
||||
*/
|
||||
public containsInVec(value: Vector2) {
|
||||
return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
|
||||
(this.y <= value.y)) &&
|
||||
(value.y < (this.y + this.height)));
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所提供的矩形是否在此矩形的边界内
|
||||
* @param value
|
||||
*/
|
||||
public containsRect(value: Rectangle) {
|
||||
return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
|
||||
(this.y <= value.y)) &&
|
||||
(value.y < (this.y + this.height)));
|
||||
}
|
||||
|
||||
public getHalfSize(){
|
||||
public getHalfSize() {
|
||||
return new Vector2(this.width * 0.5, this.height * 0.5);
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建一个矩形的最小/最大点(左上角,右下角的点)
|
||||
* @param minX
|
||||
* @param minY
|
||||
* @param maxX
|
||||
* @param maxY
|
||||
*/
|
||||
public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number) {
|
||||
return new Rectangle(minX, minY, maxX - minX, maxY - minY);
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取矩形边界上与给定点最近的点
|
||||
* @param point
|
||||
*/
|
||||
public getClosestPointOnRectangleBorderToPoint(point: Vector2): { res: Vector2, edgeNormal: Vector2 } {
|
||||
let edgeNormal = new Vector2(0, 0);
|
||||
let edgeNormal = Vector2.zero;
|
||||
|
||||
let res = new Vector2(0, 0);
|
||||
// 对于每个轴,如果点在盒子外面
|
||||
let res = new Vector2();
|
||||
res.x = MathHelper.clamp(point.x, this.left, this.right);
|
||||
res.y = MathHelper.clamp(point.y, this.top, this.bottom);
|
||||
|
||||
if (this.contains(res)) {
|
||||
// 如果点在矩形内,我们需要推res到边界,因为它将在矩形内
|
||||
if (this.containsInVec(res)) {
|
||||
let dl = res.x - this.left;
|
||||
let dr = this.right - res.x;
|
||||
let dt = res.y - this.top;
|
||||
@@ -114,41 +110,36 @@ class Rectangle {
|
||||
edgeNormal.x = 1;
|
||||
}
|
||||
} else {
|
||||
if (res.x == this.left) {
|
||||
edgeNormal.x = -1;
|
||||
}
|
||||
if (res.x == this.right) {
|
||||
edgeNormal.x = 1;
|
||||
}
|
||||
if (res.y == this.top) {
|
||||
edgeNormal.y = -1;
|
||||
}
|
||||
if (res.y == this.bottom) {
|
||||
edgeNormal.y = 1;
|
||||
}
|
||||
if (res.x == this.left) edgeNormal.x = -1;
|
||||
if (res.x == this.right) edgeNormal.x = 1;
|
||||
if (res.y == this.top) edgeNormal.y = -1;
|
||||
if (res.y == this.bottom) edgeNormal.y = 1;
|
||||
}
|
||||
|
||||
return { res: res, edgeNormal: edgeNormal };
|
||||
}
|
||||
|
||||
public getClosestPointOnBoundsToOrigin(){
|
||||
/**
|
||||
*
|
||||
*/
|
||||
public getClosestPointOnBoundsToOrigin() {
|
||||
let max = this.max;
|
||||
let minDist = Math.abs(this.location.x);
|
||||
let boundsPoint = new Vector2(this.location.x, 0);
|
||||
|
||||
if (Math.abs(max.x) < minDist){
|
||||
if (Math.abs(max.x) < minDist) {
|
||||
minDist = Math.abs(max.x);
|
||||
boundsPoint.x = max.x;
|
||||
boundsPoint.y = 0;
|
||||
}
|
||||
|
||||
if (Math.abs(max.y) < minDist){
|
||||
|
||||
if (Math.abs(max.y) < minDist) {
|
||||
minDist = Math.abs(max.y);
|
||||
boundsPoint.x = 0;
|
||||
boundsPoint.y = max.y;
|
||||
}
|
||||
|
||||
if (Math.abs(this.location.y) < minDist){
|
||||
if (Math.abs(this.location.y) < minDist) {
|
||||
minDist = Math.abs(this.location.y);
|
||||
boundsPoint.x = 0;
|
||||
boundsPoint.y = this.location.y;
|
||||
@@ -156,52 +147,13 @@ class Rectangle {
|
||||
|
||||
return boundsPoint;
|
||||
}
|
||||
|
||||
public calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2,
|
||||
rotation: number, width: number, height: number) {
|
||||
if (rotation == 0) {
|
||||
this.x = parentPosition.x + position.x - origin.x * scale.x;
|
||||
this.y = parentPosition.y + position.y - origin.y * scale.y;
|
||||
this.width = width * scale.x;
|
||||
this.height = height * scale.y;
|
||||
} else {
|
||||
let worldPosX = parentPosition.x + position.x;
|
||||
let worldPosY = parentPosition.y + position.y;
|
||||
|
||||
this._transformMat = Matrix2D.createTranslation(-worldPosX - origin.x, -worldPosY - origin.y);
|
||||
this._tempMat = Matrix2D.createScale(scale.x, scale.y);
|
||||
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
|
||||
this._tempMat = Matrix2D.createRotation(rotation);
|
||||
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
|
||||
this._tempMat = Matrix2D.createTranslation(worldPosX, worldPosY);
|
||||
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
|
||||
|
||||
let topLeft = new Vector2(worldPosX, worldPosY);
|
||||
let topRight = new Vector2(worldPosX + width, worldPosY);
|
||||
let bottomLeft = new Vector2(worldPosX, worldPosY + height);
|
||||
let bottomRight = new Vector2(worldPosX + width, worldPosY + height);
|
||||
|
||||
topLeft = Vector2Ext.transformR(topLeft, this._transformMat);
|
||||
topRight = Vector2Ext.transformR(topRight, this._transformMat);
|
||||
bottomLeft = Vector2Ext.transformR(bottomLeft, this._transformMat);
|
||||
bottomRight = Vector2Ext.transformR(bottomRight, this._transformMat);
|
||||
|
||||
let minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
||||
let maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
||||
let minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
||||
let maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
||||
|
||||
this.location = new Vector2(minX, minY);
|
||||
this.width = maxX - minX;
|
||||
this.height = maxY - minY;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 给定多边形的点,计算边界
|
||||
* @param points
|
||||
*/
|
||||
public static rectEncompassingPoints(points: Vector2[]) {
|
||||
// 我们需要求出x/y的最小值/最大值
|
||||
let minX = Number.POSITIVE_INFINITY;
|
||||
let minY = Number.POSITIVE_INFINITY;
|
||||
let maxX = Number.NEGATIVE_INFINITY;
|
||||
@@ -210,19 +162,11 @@ class Rectangle {
|
||||
for (let i = 0; i < points.length; i++) {
|
||||
let pt = points[i];
|
||||
|
||||
if (pt.x < minX) {
|
||||
minX = pt.x;
|
||||
}
|
||||
if (pt.x > maxX) {
|
||||
maxX = pt.x;
|
||||
}
|
||||
if (pt.x < minX) minX = pt.x;
|
||||
if (pt.x > maxX) maxX = pt.x;
|
||||
|
||||
if (pt.y < minY) {
|
||||
minY = pt.y;
|
||||
}
|
||||
if (pt.y > maxY) {
|
||||
maxY = pt.y;
|
||||
}
|
||||
if (pt.y < minY) minY = pt.y;
|
||||
if (pt.y > maxY) maxY = pt.y;
|
||||
}
|
||||
|
||||
return this.fromMinMax(minX, minY, maxX, maxY);
|
||||
|
||||
@@ -2,13 +2,16 @@ class Physics {
|
||||
private static _spatialHash: SpatialHash;
|
||||
/** 调用reset并创建一个新的SpatialHash时使用的单元格大小 */
|
||||
public static spatialHashCellSize = 100;
|
||||
|
||||
/** 接受layerMask的所有方法的默认值 */
|
||||
public static readonly allLayers: number = -1;
|
||||
|
||||
public static reset(){
|
||||
this._spatialHash = new SpatialHash(this.spatialHashCellSize);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从SpatialHash中移除所有碰撞器
|
||||
*/
|
||||
public static clear(){
|
||||
this._spatialHash.clear();
|
||||
}
|
||||
@@ -26,14 +29,26 @@ class Physics {
|
||||
return this._spatialHash.aabbBroadphase(rect, collider, layerMask);
|
||||
}
|
||||
|
||||
/**
|
||||
* 将对撞机添加到物理系统中
|
||||
* @param collider
|
||||
*/
|
||||
public static addCollider(collider: Collider){
|
||||
Physics._spatialHash.register(collider);
|
||||
}
|
||||
|
||||
/**
|
||||
* 从物理系统中移除对撞机
|
||||
* @param collider
|
||||
*/
|
||||
public static removeCollider(collider: Collider){
|
||||
Physics._spatialHash.remove(collider);
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新物理系统中对撞机的位置。这实际上只是移除然后重新添加带有新边界的碰撞器
|
||||
* @param collider
|
||||
*/
|
||||
public static updateCollider(collider: Collider){
|
||||
this._spatialHash.remove(collider);
|
||||
this._spatialHash.register(collider);
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
///<reference path="./Polygon.ts" />
|
||||
/**
|
||||
* 多边形的特殊情况。在进行SAT碰撞检查时,我们只需要检查2个轴而不是8个轴
|
||||
*/
|
||||
class Box extends Polygon {
|
||||
public width: number;
|
||||
public height: number;
|
||||
@@ -9,7 +12,13 @@ class Box extends Polygon {
|
||||
this.height = height;
|
||||
}
|
||||
|
||||
/**
|
||||
* 在一个盒子的形状中建立多边形需要的点的帮助方法
|
||||
* @param width
|
||||
* @param height
|
||||
*/
|
||||
private static buildBox(width: number, height: number): Vector2[]{
|
||||
// 我们在(0,0)的中心周围创建点
|
||||
let halfWidth = width / 2;
|
||||
let halfHeight = height / 2;
|
||||
let verts = new Array(4);
|
||||
@@ -21,11 +30,8 @@ class Box extends Polygon {
|
||||
return verts;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param other
|
||||
*/
|
||||
public overlaps(other: Shape){
|
||||
// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
|
||||
if (this.isUnrotated){
|
||||
if (other instanceof Box && other.isUnrotated)
|
||||
return this.bounds.intersects(other.bounds);
|
||||
@@ -37,11 +43,8 @@ class Box extends Polygon {
|
||||
return super.overlaps(other);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param other
|
||||
*/
|
||||
public collidesWithShape(other: Shape){
|
||||
// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
|
||||
if (this.isUnrotated && other instanceof Box && other.isUnrotated){
|
||||
return ShapeCollisions.boxToBox(this, other);
|
||||
}
|
||||
@@ -51,10 +54,16 @@ class Box extends Polygon {
|
||||
return super.collidesWithShape(other);
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新框点,重新计算中心,设置宽度/高度
|
||||
* @param width
|
||||
* @param height
|
||||
*/
|
||||
public updateBox(width: number, height: number){
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
// 我们在(0,0)的中心周围创建点
|
||||
let halfWidth = width / 2;
|
||||
let halfHeight = height / 2;
|
||||
|
||||
@@ -69,7 +78,7 @@ class Box extends Polygon {
|
||||
|
||||
public containsPoint(point: Vector2){
|
||||
if (this.isUnrotated)
|
||||
return this.bounds.contains(point);
|
||||
return this.bounds.containsInVec(point);
|
||||
|
||||
return super.containsPoint(point);
|
||||
}
|
||||
|
||||
@@ -32,7 +32,7 @@ class Circle extends Shape {
|
||||
public recalculateBounds(collider: Collider) {
|
||||
this.center = collider.localOffset;
|
||||
|
||||
if (collider.shouldColliderScaleAndRotationWithTransform) {
|
||||
if (collider.shouldColliderScaleAndRotateWithTransform) {
|
||||
let scale = collider.entity.scale;
|
||||
let hasUnitScale = scale.x == 1 && scale.y == 1;
|
||||
let maxScale = Math.max(scale.x, scale.y);
|
||||
|
||||
@@ -103,6 +103,13 @@ class Polygon extends Shape {
|
||||
return new Vector2(x / points.length, y / points.length);
|
||||
}
|
||||
|
||||
/**
|
||||
* 迭代多边形的所有边,并得到任意边上离点最近的点。
|
||||
* 通过最近点的平方距离和它所在的边的法线返回。
|
||||
* 点应该在多边形的空间中(点-多边形.位置)
|
||||
* @param points
|
||||
* @param point
|
||||
*/
|
||||
public static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): { closestPoint, distanceSquared, edgeNormal } {
|
||||
let distanceSquared = Number.MAX_VALUE;
|
||||
let edgeNormal = new Vector2(0, 0);
|
||||
@@ -121,6 +128,7 @@ class Polygon extends Shape {
|
||||
distanceSquared = tempDistanceSquared;
|
||||
closestPoint = closest;
|
||||
|
||||
// 求直线的法线
|
||||
let line = Vector2.subtract(points[j], points[i]);
|
||||
edgeNormal.x = -line.y;
|
||||
edgeNormal.y = line.x;
|
||||
@@ -136,7 +144,13 @@ class Polygon extends Shape {
|
||||
return ShapeCollisions.pointToPoly(point, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* 本质上,这个算法所做的就是从一个点发射一条射线。
|
||||
* 如果它与奇数条多边形边相交,我们就知道它在多边形内部。
|
||||
* @param point
|
||||
*/
|
||||
public containsPoint(point: Vector2) {
|
||||
// 将点归一化到多边形坐标空间中
|
||||
point = Vector2.subtract(point, this.position);
|
||||
|
||||
let isInside = false;
|
||||
@@ -171,7 +185,7 @@ class Polygon extends Shape {
|
||||
// 如果我们没有旋转或不关心TRS我们使用localOffset作为中心,我们会从那开始
|
||||
this.center = collider.localOffset;
|
||||
|
||||
if (collider.shouldColliderScaleAndRotationWithTransform){
|
||||
if (collider.shouldColliderScaleAndRotateWithTransform){
|
||||
let hasUnitScale = true;
|
||||
let tempMat: Matrix2D;
|
||||
let combinedMatrix = Matrix2D.createTranslation(-this._polygonCenter.x, -this._polygonCenter.y);
|
||||
@@ -188,7 +202,7 @@ class Polygon extends Shape {
|
||||
}
|
||||
|
||||
if (collider.entity.rotation != 0){
|
||||
tempMat = Matrix2D.createRotation(collider.entity.rotation);
|
||||
tempMat = Matrix2D.createRotation(collider.entity.rotation, tempMat);
|
||||
combinedMatrix = Matrix2D.multiply(combinedMatrix, tempMat);
|
||||
|
||||
// 为了处理偏移原点的旋转我们只需要将圆心在(0,0)附近移动我们的偏移使角度为0
|
||||
@@ -204,10 +218,6 @@ class Polygon extends Shape {
|
||||
// 最后变换原始点
|
||||
Vector2Ext.transform(this._originalPoints, combinedMatrix, this.points);
|
||||
this.isUnrotated = collider.entity.rotation == 0;
|
||||
|
||||
// 如果旋转的话,我们只需要重建边的法线
|
||||
if (collider._isRotationDirty)
|
||||
this._areEdgeNormalsDirty = true;
|
||||
}
|
||||
|
||||
this.position = Vector2.add(collider.entity.position, this.center);
|
||||
|
||||
@@ -274,7 +274,7 @@ class ShapeCollisions {
|
||||
let result = new CollisionResult();
|
||||
|
||||
let minkowskiDiff = this.minkowskiDifference(first, second);
|
||||
if (minkowskiDiff.contains(new Vector2(0, 0))){
|
||||
if (minkowskiDiff.containsInVec(new Vector2(0, 0))){
|
||||
// 计算MTV。如果它是零,我们就可以称它为非碰撞
|
||||
result.minimumTranslationVector = minkowskiDiff.getClosestPointOnBoundsToOrigin();
|
||||
|
||||
|
||||
@@ -2,10 +2,15 @@ class SpatialHash {
|
||||
public gridBounds: Rectangle = new Rectangle();
|
||||
|
||||
private _raycastParser: RaycastResultParser;
|
||||
/** 散列中每个单元格的大小 */
|
||||
private _cellSize: number;
|
||||
/** 1除以单元格大小。缓存结果,因为它被大量使用。 */
|
||||
private _inverseCellSize: number;
|
||||
private _overlapTestCircle: Circle;
|
||||
/** 缓存的循环用于重叠检查 */
|
||||
private _overlapTestCircle: Circle = new Circle(0);
|
||||
/** 用于返回冲突信息的共享HashSet */
|
||||
private _tempHashSet: Collider[] = [];
|
||||
/** 保存所有数据的字典 */
|
||||
private _cellDict: NumberDictionary = new NumberDictionary();
|
||||
|
||||
constructor(cellSize: number = 100) {
|
||||
@@ -14,6 +19,10 @@ class SpatialHash {
|
||||
this._raycastParser = new RaycastResultParser();
|
||||
}
|
||||
|
||||
/**
|
||||
* 从SpatialHash中删除对象
|
||||
* @param collider
|
||||
*/
|
||||
public remove(collider: Collider) {
|
||||
let bounds = collider.registeredPhysicsBounds;
|
||||
let p1 = this.cellCoords(bounds.x, bounds.y);
|
||||
@@ -21,6 +30,7 @@ class SpatialHash {
|
||||
|
||||
for (let x = p1.x; x <= p2.x; x++) {
|
||||
for (let y = p1.y; y <= p2.y; y++) {
|
||||
// 单元格应该始终存在,因为这个碰撞器应该在所有查询的单元格中
|
||||
let cell = this.cellAtPosition(x, y);
|
||||
if (!cell)
|
||||
console.error(`removing Collider [${collider}] from a cell that it is not present in`);
|
||||
@@ -30,22 +40,28 @@ class SpatialHash {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将对象添加到SpatialHash
|
||||
* @param collider
|
||||
*/
|
||||
public register(collider: Collider) {
|
||||
let bounds = collider.bounds;
|
||||
collider.registeredPhysicsBounds = bounds;
|
||||
let p1 = this.cellCoords(bounds.x, bounds.y);
|
||||
let p2 = this.cellCoords(bounds.right, bounds.bottom);
|
||||
|
||||
if (!this.gridBounds.contains(new Vector2(p1.x, p1.y))) {
|
||||
// 更新边界以跟踪网格大小
|
||||
if (!this.gridBounds.containsInVec(new Vector2(p1.x, p1.y))) {
|
||||
this.gridBounds = RectangleExt.union(this.gridBounds, p1);
|
||||
}
|
||||
|
||||
if (!this.gridBounds.contains(new Vector2(p2.x, p2.y))) {
|
||||
if (!this.gridBounds.containsInVec(new Vector2(p2.x, p2.y))) {
|
||||
this.gridBounds = RectangleExt.union(this.gridBounds, p2);
|
||||
}
|
||||
|
||||
for (let x = p1.x; x <= p2.x; x++) {
|
||||
for (let y = p1.y; y <= p2.y; y++) {
|
||||
// 如果没有单元格,我们需要创建它
|
||||
let c = this.cellAtPosition(x, y, true);
|
||||
c.push(collider);
|
||||
}
|
||||
@@ -56,6 +72,13 @@ class SpatialHash {
|
||||
this._cellDict.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取位于指定圆内的所有碰撞器
|
||||
* @param circleCenter
|
||||
* @param radius
|
||||
* @param results
|
||||
* @param layerMask
|
||||
*/
|
||||
public overlapCircle(circleCenter: Vector2, radius: number, results: Collider[], layerMask) {
|
||||
let bounds = new Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
|
||||
|
||||
@@ -82,6 +105,12 @@ class SpatialHash {
|
||||
return resultCounter;
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回边框与单元格相交的所有对象
|
||||
* @param bounds
|
||||
* @param excludeCollider
|
||||
* @param layerMask
|
||||
*/
|
||||
public aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number) {
|
||||
this._tempHashSet.length = 0;
|
||||
|
||||
@@ -94,9 +123,11 @@ class SpatialHash {
|
||||
if (!cell)
|
||||
continue;
|
||||
|
||||
// 当cell不为空。循环并取回所有碰撞器
|
||||
for (let i = 0; i < cell.length; i++) {
|
||||
let collider = cell[i];
|
||||
|
||||
// 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
|
||||
if (collider == excludeCollider || !Flags.isFlagSet(layerMask, collider.physicsLayer))
|
||||
continue;
|
||||
|
||||
@@ -111,6 +142,13 @@ class SpatialHash {
|
||||
return {tempHashSet: this._tempHashSet, bounds: bounds};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取世界空间x,y值的单元格。
|
||||
* 如果单元格为空且createCellIfEmpty为true,则会创建一个新的单元格
|
||||
* @param x
|
||||
* @param y
|
||||
* @param createCellIfEmpty
|
||||
*/
|
||||
private cellAtPosition(x: number, y: number, createCellIfEmpty: boolean = false) {
|
||||
let cell: Collider[] = this._cellDict.tryGetValue(x, y);
|
||||
if (!cell) {
|
||||
@@ -122,6 +160,11 @@ class SpatialHash {
|
||||
return cell;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取单元格的x,y值作为世界空间的x,y值
|
||||
* @param x
|
||||
* @param y
|
||||
*/
|
||||
private cellCoords(x: number, y: number): Vector2 {
|
||||
return new Vector2(Math.floor(x * this._inverseCellSize), Math.floor(y * this._inverseCellSize));
|
||||
}
|
||||
@@ -131,6 +174,10 @@ class RaycastResultParser {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 包装一个Unit32,列表碰撞器字典
|
||||
* 它的主要目的是将int、int x、y坐标散列到单个Uint32键中,使用O(1)查找。
|
||||
*/
|
||||
class NumberDictionary {
|
||||
private _store: Map<number, Collider[]> = new Map<number, Collider[]>();
|
||||
|
||||
@@ -154,6 +201,10 @@ class NumberDictionary {
|
||||
this._store.set(this.getKey(x, y), list);
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用蛮力方法从字典存储列表中移除碰撞器
|
||||
* @param obj
|
||||
*/
|
||||
public remove(obj: Collider) {
|
||||
this._store.forEach(list => {
|
||||
if (list.contains(obj))
|
||||
@@ -165,6 +216,9 @@ class NumberDictionary {
|
||||
return this._store.get(this.getKey(x, y));
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除字典数据
|
||||
*/
|
||||
public clear() {
|
||||
this._store.clear();
|
||||
}
|
||||
|
||||
@@ -43,6 +43,15 @@ class Vector2Ext {
|
||||
return vec;
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过指定的矩阵对Vector2的数组中的向量应用变换,并将结果放置在另一个数组中。
|
||||
* @param sourceArray
|
||||
* @param sourceIndex
|
||||
* @param matrix
|
||||
* @param destinationArray
|
||||
* @param destinationIndex
|
||||
* @param length
|
||||
*/
|
||||
public static transformA(sourceArray: Vector2[], sourceIndex: number, matrix: Matrix2D,
|
||||
destinationArray: Vector2[], destinationIndex: number, length: number) {
|
||||
for (let i = 0; i < length; i ++){
|
||||
@@ -60,6 +69,12 @@ class Vector2Ext {
|
||||
return new Vector2(x, y);
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过指定的矩阵对Vector2的数组中的所有向量应用变换,并将结果放到另一个数组中。
|
||||
* @param sourceArray
|
||||
* @param matrix
|
||||
* @param destinationArray
|
||||
*/
|
||||
public static transform(sourceArray: Vector2[], matrix: Matrix2D, destinationArray: Vector2[]) {
|
||||
this.transformA(sourceArray, 0, matrix, destinationArray, 0, sourceArray.length);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user