优化spriteRenderer渲染方法
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@@ -8,12 +8,16 @@ class BoxCollider extends Collider {
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this.setWidth(value);
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}
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/**
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* 设置BoxCollider的宽度
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* @param width
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*/
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public setWidth(width: number): BoxCollider{
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (width != box.width){
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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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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@@ -29,17 +33,24 @@ class BoxCollider extends Collider {
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this.setHeight(value);
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}
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/**
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* 设置BoxCollider的高度
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* @param height
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*/
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public setHeight(height: number){
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (height != box.height){
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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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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}
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/**
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* 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。
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*/
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constructor(){
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super();
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@@ -52,8 +63,8 @@ class BoxCollider extends Collider {
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this._colliderRequiresAutoSizing = false;
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let box = this.shape as Box;
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if (width != box.width || height != box.height){
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// 更新框,改变边界,如果我们需要更新物理系统中的边界
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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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@@ -1,32 +1,41 @@
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abstract class Collider extends Component{
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/** 对撞机的基本形状 */
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public shape: Shape;
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/** 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。 */
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public physicsLayer = 1 << 0;
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/** 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 */
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public isTrigger: boolean;
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public registeredPhysicsBounds: Rectangle;
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public shouldColliderScaleAndRotationWithTransform = true;
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/**
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* 这个对撞机在物理系统注册时的边界。
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* 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。
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*/
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public registeredPhysicsBounds: Rectangle = new Rectangle();
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/** 如果为true,碰撞器将根据附加的变换缩放和旋转 */
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public shouldColliderScaleAndRotateWithTransform = true;
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/** 默认为所有层。 */
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public collidesWithLayers = Physics.allLayers;
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public _localOffsetLength: number;
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public _isPositionDirty = true;
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public _isRotationDirty = true;
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/** 标记来跟踪我们的实体是否被添加到场景中 */
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protected _isParentEntityAddedToScene;
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protected _colliderRequiresAutoSizing;
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protected _localOffset: Vector2 = new Vector2(0, 0);
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/** 标记来记录我们是否注册了物理系统 */
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protected _isColliderRegistered;
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public get bounds(): Rectangle {
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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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// this.shape.recalculateBounds(this);
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let 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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public get localOffset(){
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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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/**
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* 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。
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*/
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public set localOffset(value: Vector2){
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this.setLocalOffset(value);
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}
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@@ -34,20 +43,27 @@ abstract class Collider extends Component{
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public setLocalOffset(offset: Vector2){
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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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/**
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* 父实体会在不同的时间调用它(当添加到场景,启用,等等)
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*/
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public registerColliderWithPhysicsSystem(){
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// 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
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if (this._isParentEntityAddedToScene && !this._isColliderRegistered){
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Physics.addCollider(this);
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this._isColliderRegistered = true;
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}
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}
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/**
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* 父实体会在不同的时候调用它(从场景中移除,禁用,等等)
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*/
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public unregisterColliderWithPhysicsSystem(){
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if (this._isParentEntityAddedToScene && this._isColliderRegistered){
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Physics.removeCollider(this);
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@@ -55,6 +71,10 @@ abstract class Collider extends Component{
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this._isColliderRegistered = false;
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}
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/**
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* 检查这个形状是否与物理系统中的其他对撞机重叠
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* @param other
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*/
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public overlaps(other: Collider){
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return this.shape.overlaps(other.shape);
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}
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@@ -85,22 +105,20 @@ abstract class Collider extends Component{
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console.error("Only box and circle colliders can be created automatically");
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}
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let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
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if (renderable){
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let renderbaleBounds = renderable.bounds;
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let bounds = this.entity.getBounds();
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let renderbaleBounds = new Rectangle(bounds.x, bounds.y, bounds.width, bounds.height);
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// 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
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let width = renderbaleBounds.width / this.entity.scale.x;
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let height = renderbaleBounds.height / this.entity.scale.y;
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// 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
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let width = renderbaleBounds.width / this.entity.scale.x;
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let height = renderbaleBounds.height / this.entity.scale.y;
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if (this instanceof BoxCollider){
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let boxCollider = this as BoxCollider;
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boxCollider.width = width;
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boxCollider.height = height;
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if (this instanceof BoxCollider){
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let boxCollider = this as BoxCollider;
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boxCollider.width = width;
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boxCollider.height = height;
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// 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
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this.localOffset = Vector2.subtract(renderbaleBounds.center, this.entity.position);
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}
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// 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
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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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@@ -115,19 +133,14 @@ abstract class Collider extends Component{
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public onEnabled(){
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this.registerColliderWithPhysicsSystem();
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this._isPositionDirty = this._isRotationDirty = true;
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}
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public onDisabled(){
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this.unregisterColliderWithPhysicsSystem();
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}
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public update(){
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let spriteRenderer = this.entity.getComponent(SpriteRenderer);
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// 将显示目标设置为碰撞盒
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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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public onEntityTransformChanged(comp: TransformComponent){
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if (this._isColliderRegistered)
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Physics.updateCollider(this);
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}
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}
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