优化spriteRenderer渲染方法
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@@ -2,10 +2,15 @@ class SpatialHash {
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public gridBounds: Rectangle = new Rectangle();
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private _raycastParser: RaycastResultParser;
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/** 散列中每个单元格的大小 */
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private _cellSize: number;
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/** 1除以单元格大小。缓存结果,因为它被大量使用。 */
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private _inverseCellSize: number;
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private _overlapTestCircle: Circle;
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/** 缓存的循环用于重叠检查 */
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private _overlapTestCircle: Circle = new Circle(0);
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/** 用于返回冲突信息的共享HashSet */
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private _tempHashSet: Collider[] = [];
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/** 保存所有数据的字典 */
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private _cellDict: NumberDictionary = new NumberDictionary();
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constructor(cellSize: number = 100) {
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@@ -14,6 +19,10 @@ class SpatialHash {
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this._raycastParser = new RaycastResultParser();
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}
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/**
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* 从SpatialHash中删除对象
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* @param collider
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*/
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public remove(collider: Collider) {
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let bounds = collider.registeredPhysicsBounds;
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let p1 = this.cellCoords(bounds.x, bounds.y);
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@@ -21,6 +30,7 @@ class SpatialHash {
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for (let x = p1.x; x <= p2.x; x++) {
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for (let y = p1.y; y <= p2.y; y++) {
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// 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
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let cell = this.cellAtPosition(x, y);
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if (!cell)
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console.error(`removing Collider [${collider}] from a cell that it is not present in`);
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@@ -30,22 +40,28 @@ class SpatialHash {
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}
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}
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/**
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* 将对象添加到SpatialHash
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* @param collider
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*/
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public register(collider: Collider) {
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let bounds = collider.bounds;
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collider.registeredPhysicsBounds = bounds;
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let p1 = this.cellCoords(bounds.x, bounds.y);
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let p2 = this.cellCoords(bounds.right, bounds.bottom);
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if (!this.gridBounds.contains(new Vector2(p1.x, p1.y))) {
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// 更新边界以跟踪网格大小
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if (!this.gridBounds.containsInVec(new Vector2(p1.x, p1.y))) {
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this.gridBounds = RectangleExt.union(this.gridBounds, p1);
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}
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if (!this.gridBounds.contains(new Vector2(p2.x, p2.y))) {
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if (!this.gridBounds.containsInVec(new Vector2(p2.x, p2.y))) {
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this.gridBounds = RectangleExt.union(this.gridBounds, p2);
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}
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for (let x = p1.x; x <= p2.x; x++) {
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for (let y = p1.y; y <= p2.y; y++) {
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// 如果没有单元格,我们需要创建它
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let c = this.cellAtPosition(x, y, true);
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c.push(collider);
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}
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@@ -56,6 +72,13 @@ class SpatialHash {
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this._cellDict.clear();
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}
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/**
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* 获取位于指定圆内的所有碰撞器
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* @param circleCenter
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* @param radius
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* @param results
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* @param layerMask
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*/
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public overlapCircle(circleCenter: Vector2, radius: number, results: Collider[], layerMask) {
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let bounds = new Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
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@@ -82,6 +105,12 @@ class SpatialHash {
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return resultCounter;
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}
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/**
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* 返回边框与单元格相交的所有对象
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* @param bounds
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* @param excludeCollider
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* @param layerMask
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*/
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public aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number) {
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this._tempHashSet.length = 0;
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@@ -94,9 +123,11 @@ class SpatialHash {
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if (!cell)
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continue;
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// 当cell不为空。循环并取回所有碰撞器
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for (let i = 0; i < cell.length; i++) {
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let collider = cell[i];
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// 如果它是自身或者如果它不匹配我们的层掩码 跳过这个碰撞器
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if (collider == excludeCollider || !Flags.isFlagSet(layerMask, collider.physicsLayer))
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continue;
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@@ -111,6 +142,13 @@ class SpatialHash {
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return {tempHashSet: this._tempHashSet, bounds: bounds};
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}
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/**
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* 获取世界空间x,y值的单元格。
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* 如果单元格为空且createCellIfEmpty为true,则会创建一个新的单元格
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* @param x
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* @param y
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* @param createCellIfEmpty
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*/
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private cellAtPosition(x: number, y: number, createCellIfEmpty: boolean = false) {
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let cell: Collider[] = this._cellDict.tryGetValue(x, y);
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if (!cell) {
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@@ -122,6 +160,11 @@ class SpatialHash {
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return cell;
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}
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/**
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* 获取单元格的x,y值作为世界空间的x,y值
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* @param x
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* @param y
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*/
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private cellCoords(x: number, y: number): Vector2 {
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return new Vector2(Math.floor(x * this._inverseCellSize), Math.floor(y * this._inverseCellSize));
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}
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@@ -131,6 +174,10 @@ class RaycastResultParser {
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}
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/**
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* 包装一个Unit32,列表碰撞器字典
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* 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。
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*/
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class NumberDictionary {
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private _store: Map<number, Collider[]> = new Map<number, Collider[]>();
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@@ -154,6 +201,10 @@ class NumberDictionary {
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this._store.set(this.getKey(x, y), list);
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}
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/**
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* 使用蛮力方法从字典存储列表中移除碰撞器
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* @param obj
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*/
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public remove(obj: Collider) {
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this._store.forEach(list => {
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if (list.contains(obj))
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@@ -165,6 +216,9 @@ class NumberDictionary {
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return this._store.get(this.getKey(x, y));
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}
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/**
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* 清除字典数据
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*/
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public clear() {
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this._store.clear();
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}
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