优化spriteRenderer渲染方法

This commit is contained in:
yhh
2020-07-08 18:12:17 +08:00
parent 299c1b8e7d
commit aea50926a9
25 changed files with 607 additions and 567 deletions

View File

@@ -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);