From bddae046a0aedfadf065008208c057518441bd15 Mon Sep 17 00:00:00 2001 From: yhh <359807859@qq.com> Date: Mon, 7 Dec 2020 11:48:42 +0800 Subject: [PATCH] =?UTF-8?q?=E6=96=B0=E5=A2=9EarcadeRigidbody=E7=BB=84?= =?UTF-8?q?=E4=BB=B6=EF=BC=8C=20=E5=8F=AF=E4=BB=A5=E7=94=A8=E4=BA=8E?= =?UTF-8?q?=E7=AE=80=E5=8D=95=E7=9A=84=EF=BC=8C=E8=A1=97=E6=9C=BA=E9=A3=8E?= =?UTF-8?q?=E6=A0=BC=E7=9A=84=E7=89=A9=E7=90=86=E5=AD=A6?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- source/bin/framework.d.ts | 153 ++++++- source/bin/framework.js | 378 ++++++++++++++++-- source/bin/framework.min.js | 2 +- .../ECS/Components/Physics/ArcadeRigidbody.ts | 241 +++++++++++ .../Components/Physics/Colliders/Collider.ts | 16 +- source/src/Math/Vector2.ts | 11 + source/src/Physics/Physics.ts | 12 + source/src/Utils/Emitter.ts | 35 +- source/src/Utils/Timers/ITimer.ts | 2 +- source/src/Utils/Timers/Timer.ts | 3 + source/src/Utils/Triangulator.ts | 15 +- source/src/Utils/Vector2Ext.ts | 49 ++- 12 files changed, 835 insertions(+), 82 deletions(-) create mode 100644 source/src/ECS/Components/Physics/ArcadeRigidbody.ts diff --git a/source/bin/framework.d.ts b/source/bin/framework.d.ts index 63578397..7c105016 100644 --- a/source/bin/framework.d.ts +++ b/source/bin/framework.d.ts @@ -723,6 +723,93 @@ declare module es { compare(other: SceneComponent): number; } } +declare module es { + /** + * 请注意,这不是一个完整的、多迭代的物理系统!它可以用于简单的、街机风格的物理。这可以用于简单的,街机风格的物理学 + */ + class ArcadeRigidbody extends Component implements IUpdatable { + /** 这个刚体的质量。质量为0,则是一个不可移动的物体 */ + mass: number; + /** + * 0-1范围,其中0为无反弹,1为完全反射。 + */ + readonly elasticity: number; + elasticiy: number; + /** + * 0 - 1范围。0表示没有摩擦力,1表示物体会停止在原地 + */ + friction: number; + /** + * 0-9的范围。当发生碰撞时,沿碰撞面做直线运动时,如果其平方幅度小于glue摩擦力,则将碰撞设置为上限 + */ + glue: number; + /** + * 如果为真,则每一帧都会考虑到Physics.gravity + */ + shouldUseGravity: boolean; + /** + * 该刚体的速度 + */ + velocity: Vector2; + /** + * 质量为0的刚体被认为是不可移动的。改变速度和碰撞对它们没有影响 + */ + readonly isImmovable: boolean; + _mass: number; + _elasticity: number; + _friction: number; + _glue: number; + _inverseMass: any; + _collider: Collider; + constructor(); + /** + * 这个刚体的质量。质量为0,则是一个不可移动的物体 + * @param mass + */ + setMass(mass: number): ArcadeRigidbody; + /** + * 0-1范围,其中0为无反弹,1为完全反射。 + * @param value + */ + setElasticity(value: number): ArcadeRigidbody; + /** + * 0 - 1范围。0表示没有摩擦力,1表示物体会停止在原地 + * @param value + */ + setFriction(value: number): ArcadeRigidbody; + /** + * 0-9的范围。当发生碰撞时,沿碰撞面做直线运动时,如果其平方幅度小于glue摩擦力,则将碰撞设置为上限 + * @param value + */ + setGlue(value: number): ArcadeRigidbody; + /** + * 用刚体的质量给刚体加上一个瞬间的力脉冲。力是一个加速度,单位是每秒像素每秒。将力乘以100000,使数值使用更合理 + * @param force + */ + addImpulse(force: Vector2): void; + onAddedToEntity(): void; + update(): void; + /** + * 将两个重叠的刚体分开。也处理其中一个不可移动的情况 + * @param other + * @param minimumTranslationVector + */ + processOverlap(other: ArcadeRigidbody, minimumTranslationVector: Vector2): void; + /** + * 处理两个非重叠的刚体的碰撞。新的速度将根据情况分配给每个刚体 + * @param other + * @param minimumTranslationVector + */ + processCollision(other: ArcadeRigidbody, minimumTranslationVector: Vector2): void; + /** + * 给定两个物体和MTV之间的相对速度,本方法修改相对速度,使其成为碰撞响应 + * @param relativeVelocity + * @param minimumTranslationVector + * @param responseVelocity + */ + calculateResponseVelocity(relativeVelocity: Vector2, minimumTranslationVector: Vector2, responseVelocity?: Vector2): void; + } +} declare module es { /** * 当添加到组件时,每当实体上的冲突器与另一个组件重叠/退出时,将调用这些方法。 @@ -890,7 +977,13 @@ declare module es { * @param motion * @param result */ - collidesWith(collider: Collider, motion: Vector2, result: CollisionResult): boolean; + collidesWith(collider: Collider, motion: Vector2, result?: CollisionResult): boolean; + /** + * 检查这个对撞机是否与对撞机发生碰撞。如果碰撞,则返回true,结果将被填充 + * @param collider + * @param result + */ + collidesWithNonMotion(collider: Collider, result?: CollisionResult): boolean; } } declare module es { @@ -2186,6 +2279,12 @@ declare module es { * 四舍五入X和Y值 */ round(): Vector2; + /** + * 返回以自己为中心点的左右角,单位为度 + * @param left + * @param right + */ + angleBetween(left: Vector2, right: Vector2): number; /** * 比较当前实例是否等于指定的对象 * @param other 要比较的对象 @@ -2290,6 +2389,8 @@ declare module es { declare module es { class Physics { static _spatialHash: SpatialHash; + /** 用于在全局范围内存储重力值的方便字段 */ + static gravity: Vector2; /** 调用reset并创建一个新的SpatialHash时使用的单元格大小 */ static spatialHashCellSize: number; /** 接受layerMask的所有方法的默认值 */ @@ -2332,6 +2433,12 @@ declare module es { * @param layerMask */ static boxcastBroadphaseExcludingSelf(collider: Collider, rect: Rectangle, layerMask?: number): Set; + /** + * 返回所有边界与 collider.bounds 相交的碰撞器,但不包括传入的碰撞器(self) + * @param collider + * @param layerMask + */ + static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask?: number): Set; /** * 将对撞机添加到物理系统中 * @param collider @@ -2969,16 +3076,6 @@ declare module es { } } declare module es { - /** - * 用于包装事件的一个小类 - */ - class FuncPack { - /** 函数 */ - func: Function; - /** 上下文 */ - context: any; - constructor(func: Function, context: any); - } /** * 用于事件管理 */ @@ -3398,11 +3495,11 @@ declare module es { } declare module es { /** - * 三角剖分 + * 简单的剪耳三角测量器,最终的三角形将出现在triangleIndices列表中。 */ class Triangulator { /** - * 最后一次三角调用中使用的点列表的三角形列表项的索引 + * 上次三角函数调用中使用的点列表的三角列表条目索引 */ triangleIndices: number[]; private _triPrev; @@ -3439,11 +3536,26 @@ declare module es { */ static cross(u: Vector2, v: Vector2): number; /** - * 返回与传入向量垂直的向量 + * 返回垂直于传入向量的向量 * @param first * @param second */ static perpendicular(first: Vector2, second: Vector2): Vector2; + /** + * 返回两个向量之间的角度,单位为度 + * @param from + * @param to + */ + static angle(from: Vector2, to: Vector2): number; + /** + * 给定两条直线(ab和cd),求交点 + * @param a + * @param b + * @param c + * @param d + * @param intersection + */ + static getRayIntersection(a: Vector2, b: Vector2, c: Vector2, d: Vector2, intersection?: Vector2): boolean; /** * Vector2的临时解决方案 * 标准化把向量弄乱了 @@ -3460,7 +3572,13 @@ declare module es { * @param length */ static transformA(sourceArray: Vector2[], sourceIndex: number, matrix: Matrix2D, destinationArray: Vector2[], destinationIndex: number, length: number): void; - static transformR(position: Vector2, matrix: Matrix2D, result: Vector2): void; + /** + * 创建一个新的Vector2,该Vector2包含了通过指定的Matrix进行的二维向量变换 + * @param position + * @param matrix + * @param result + */ + static transformR(position: Vector2, matrix: Matrix2D, result?: Vector2): void; /** * 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 @@ -3915,12 +4033,15 @@ declare module es { */ reset(): any; /** - * + * 返回投向T的上下文,作为方便 */ getContext(): T; } } declare module es { + /** + * 私有类隐藏ITimer的实现 + */ class Timer implements ITimer { context: any; _timeInSeconds: number; diff --git a/source/bin/framework.js b/source/bin/framework.js index 6535f168..d3b379dc 100644 --- a/source/bin/framework.js +++ b/source/bin/framework.js @@ -1590,6 +1590,249 @@ var es; es.SceneComponent = SceneComponent; })(es || (es = {})); var es; +(function (es) { + /** + * 请注意,这不是一个完整的、多迭代的物理系统!它可以用于简单的、街机风格的物理。这可以用于简单的,街机风格的物理学 + */ + var ArcadeRigidbody = /** @class */ (function (_super) { + __extends(ArcadeRigidbody, _super); + function ArcadeRigidbody() { + var _this = _super.call(this) || this; + /** + * 如果为真,则每一帧都会考虑到Physics.gravity + */ + _this.shouldUseGravity = true; + _this._mass = 10; + _this._elasticity = 0.5; + _this._friction = 0.5; + _this._glue = 0.01; + _this._inverseMass = 1 / _this._mass; + return _this; + } + Object.defineProperty(ArcadeRigidbody.prototype, "mass", { + /** 这个刚体的质量。质量为0,则是一个不可移动的物体 */ + get: function () { + return this._mass; + }, + set: function (value) { + this.setMass(value); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(ArcadeRigidbody.prototype, "elasticity", { + /** + * 0-1范围,其中0为无反弹,1为完全反射。 + */ + get: function () { + return this._elasticity; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(ArcadeRigidbody.prototype, "elasticiy", { + set: function (value) { + this.setElasticity(value); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(ArcadeRigidbody.prototype, "friction", { + /** + * 0 - 1范围。0表示没有摩擦力,1表示物体会停止在原地 + */ + get: function () { + return this._friction; + }, + set: function (value) { + this.setFriction(value); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(ArcadeRigidbody.prototype, "glue", { + /** + * 0-9的范围。当发生碰撞时,沿碰撞面做直线运动时,如果其平方幅度小于glue摩擦力,则将碰撞设置为上限 + */ + get: function () { + return this._glue; + }, + set: function (value) { + this.setGlue(value); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(ArcadeRigidbody.prototype, "isImmovable", { + /** + * 质量为0的刚体被认为是不可移动的。改变速度和碰撞对它们没有影响 + */ + get: function () { + return this._mass < 0.0001; + }, + enumerable: true, + configurable: true + }); + /** + * 这个刚体的质量。质量为0,则是一个不可移动的物体 + * @param mass + */ + ArcadeRigidbody.prototype.setMass = function (mass) { + this._mass = es.MathHelper.clamp(mass, 0, Number.MAX_VALUE); + if (this._mass > 0.0001) + this._inverseMass = 1 / this._mass; + else + this._inverseMass = 0; + return this; + }; + /** + * 0-1范围,其中0为无反弹,1为完全反射。 + * @param value + */ + ArcadeRigidbody.prototype.setElasticity = function (value) { + this._elasticity = es.MathHelper.clamp01(value); + return this; + }; + /** + * 0 - 1范围。0表示没有摩擦力,1表示物体会停止在原地 + * @param value + */ + ArcadeRigidbody.prototype.setFriction = function (value) { + this._friction = es.MathHelper.clamp01(value); + return this; + }; + /** + * 0-9的范围。当发生碰撞时,沿碰撞面做直线运动时,如果其平方幅度小于glue摩擦力,则将碰撞设置为上限 + * @param value + */ + ArcadeRigidbody.prototype.setGlue = function (value) { + this._glue = es.MathHelper.clamp(value, 0, 10); + return this; + }; + /** + * 用刚体的质量给刚体加上一个瞬间的力脉冲。力是一个加速度,单位是每秒像素每秒。将力乘以100000,使数值使用更合理 + * @param force + */ + ArcadeRigidbody.prototype.addImpulse = function (force) { + if (!this.isImmovable) { + this.velocity.add(new es.Vector2(force.x * 100000, force.y * 100000).multiply(new es.Vector2(this._inverseMass * es.Time.deltaTime))); + } + }; + ArcadeRigidbody.prototype.onAddedToEntity = function () { + this._collider = this.entity.getComponent(es.Collider); + if (this._collider == null) { + console.warn("ArcadeRigidbody 没有 Collider。ArcadeRigidbody需要一个Collider!"); + } + }; + ArcadeRigidbody.prototype.update = function () { + var e_1, _a; + if (this.isImmovable || this._collider == null) { + this.velocity = es.Vector2.zero; + return; + } + if (this.shouldUseGravity) + this.velocity.add(es.Vector2.multiply(es.Physics.gravity, new es.Vector2(es.Time.deltaTime))); + this.entity.transform.position.add(es.Vector2.multiply(this.velocity, new es.Vector2(es.Time.deltaTime))); + var collisionResult = new es.CollisionResult(); + // 捞取我们在新的位置上可能会碰撞到的任何东西 + var neighbors = es.Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value); + try { + for (var neighbors_1 = __values(neighbors), neighbors_1_1 = neighbors_1.next(); !neighbors_1_1.done; neighbors_1_1 = neighbors_1.next()) { + var neighbor = neighbors_1_1.value; + // 如果邻近的对撞机是同一个实体,则忽略它 + if (neighbor.entity == this.entity) { + continue; + } + if (this._collider.collidesWithNonMotion(neighbor, collisionResult)) { + // 如果附近有一个ArcadeRigidbody,我们就会处理完整的碰撞响应。如果没有,我们会根据附近是不可移动的来计算事情 + var neighborRigidbody = neighbor.entity.getComponent(ArcadeRigidbody); + if (neighborRigidbody != null) { + this.processOverlap(neighborRigidbody, collisionResult.minimumTranslationVector); + this.processCollision(neighborRigidbody, collisionResult.minimumTranslationVector); + } + else { + // 没有ArcadeRigidbody,所以我们假设它是不动的,只移动我们自己的 + this.entity.transform.position.subtract(collisionResult.minimumTranslationVector); + var relativeVelocity = this.velocity.clone(); + this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity); + this.velocity.add(relativeVelocity); + } + } + } + } + catch (e_1_1) { e_1 = { error: e_1_1 }; } + finally { + try { + if (neighbors_1_1 && !neighbors_1_1.done && (_a = neighbors_1.return)) _a.call(neighbors_1); + } + finally { if (e_1) throw e_1.error; } + } + }; + /** + * 将两个重叠的刚体分开。也处理其中一个不可移动的情况 + * @param other + * @param minimumTranslationVector + */ + ArcadeRigidbody.prototype.processOverlap = function (other, minimumTranslationVector) { + if (this.isImmovable) { + other.entity.transform.position.add(minimumTranslationVector); + } + else if (other.isImmovable) { + this.entity.transform.position.subtract(minimumTranslationVector); + } + else { + this.entity.transform.position.subtract(es.Vector2.multiply(minimumTranslationVector, es.Vector2Ext.halfVector())); + other.entity.transform.position.add(es.Vector2.multiply(minimumTranslationVector, es.Vector2Ext.halfVector())); + } + }; + /** + * 处理两个非重叠的刚体的碰撞。新的速度将根据情况分配给每个刚体 + * @param other + * @param minimumTranslationVector + */ + ArcadeRigidbody.prototype.processCollision = function (other, minimumTranslationVector) { + // 我们计算两个相撞物体的响应。 + // 计算的基础是沿碰撞表面法线反射的物体的相对速度。 + // 然后,响应的一部分会根据质量加到每个物体上 + var relativeVelocity = es.Vector2.subtract(this.velocity, other.velocity); + this.calculateResponseVelocity(relativeVelocity, minimumTranslationVector, relativeVelocity); + // 现在,我们使用质量来线性缩放两个刚体上的响应 + var totalinverseMass = this._inverseMass + other._inverseMass; + var ourResponseFraction = this._inverseMass / totalinverseMass; + var otherResponseFraction = other._inverseMass / totalinverseMass; + this.velocity.add(es.Vector2.multiply(relativeVelocity, new es.Vector2(ourResponseFraction))); + other.velocity.subtract(es.Vector2.multiply(relativeVelocity, new es.Vector2(otherResponseFraction))); + }; + /** + * 给定两个物体和MTV之间的相对速度,本方法修改相对速度,使其成为碰撞响应 + * @param relativeVelocity + * @param minimumTranslationVector + * @param responseVelocity + */ + ArcadeRigidbody.prototype.calculateResponseVelocity = function (relativeVelocity, minimumTranslationVector, responseVelocity) { + if (responseVelocity === void 0) { responseVelocity = new es.Vector2(); } + // 首先,我们得到反方向的归一化MTV:表面法线 + var inverseMTV = es.Vector2.multiply(minimumTranslationVector, new es.Vector2(-1)); + var normal = es.Vector2.normalize(inverseMTV); + // 速度是沿碰撞法线和碰撞平面分解的。 + // 弹性将影响沿法线的响应(法线速度分量),摩擦力将影响速度的切向分量(切向速度分量) + var n = es.Vector2.dot(relativeVelocity, normal); + var normalVelocityComponent = es.Vector2.multiply(normal, new es.Vector2(n)); + var tangentialVelocityComponent = es.Vector2.subtract(relativeVelocity, normalVelocityComponent); + if (n > 0) + normalVelocityComponent = es.Vector2.zero; + // 如果切向分量的平方幅度小于glue,那么我们就把摩擦力提升到最大 + var coefficientOfFriction = this._friction; + if (tangentialVelocityComponent.lengthSquared() < this._glue) + coefficientOfFriction = 1.01; + // 弹性影响速度的法向分量,摩擦力影响速度的切向分量 + responseVelocity = es.Vector2.multiply(new es.Vector2(-(1 + this._elasticity)), normalVelocityComponent).subtract(es.Vector2.multiply(new es.Vector2(coefficientOfFriction), tangentialVelocityComponent)); + }; + return ArcadeRigidbody; + }(es.Component)); + es.ArcadeRigidbody = ArcadeRigidbody; +})(es || (es = {})); +var es; (function (es) { var TriggerListenerHelper = /** @class */ (function () { function TriggerListenerHelper() { @@ -1928,6 +2171,7 @@ var es; * @param result */ Collider.prototype.collidesWith = function (collider, motion, result) { + if (result === void 0) { result = new es.CollisionResult(); } // 改变形状的位置,使它在移动后的位置,这样我们可以检查重叠 var oldPosition = this.entity.position.clone(); this.entity.position = es.Vector2.add(this.entity.position, motion); @@ -1938,6 +2182,19 @@ var es; this.entity.position = oldPosition; return didCollide; }; + /** + * 检查这个对撞机是否与对撞机发生碰撞。如果碰撞,则返回true,结果将被填充 + * @param collider + * @param result + */ + Collider.prototype.collidesWithNonMotion = function (collider, result) { + if (result === void 0) { result = new es.CollisionResult(); } + if (this.shape.collidesWithShape(collider.shape, result)) { + result.collider = collider; + return true; + } + return false; + }; return Collider; }(es.Component)); es.Collider = Collider; @@ -3274,19 +3531,19 @@ var es; * @param array */ FastList.prototype.addRange = function (array) { - var e_1, _a; + var e_2, _a; try { for (var array_1 = __values(array), array_1_1 = array_1.next(); !array_1_1.done; array_1_1 = array_1.next()) { var item = array_1_1.value; this.add(item); } } - catch (e_1_1) { e_1 = { error: e_1_1 }; } + catch (e_2_1) { e_2 = { error: e_2_1 }; } finally { try { if (array_1_1 && !array_1_1.done && (_a = array_1.return)) _a.call(array_1); } - finally { if (e_1) throw e_1.error; } + finally { if (e_2) throw e_2.error; } } }; /** @@ -5375,6 +5632,16 @@ var es; Vector2.prototype.round = function () { return new Vector2(Math.round(this.x), Math.round(this.y)); }; + /** + * 返回以自己为中心点的左右角,单位为度 + * @param left + * @param right + */ + Vector2.prototype.angleBetween = function (left, right) { + var one = Vector2.subtract(left, this); + var two = Vector2.subtract(right, this); + return es.Vector2Ext.angle(one, two); + }; /** * 比较当前实例是否等于指定的对象 * @param other 要比较的对象 @@ -5749,6 +6016,16 @@ var es; if (layerMask === void 0) { layerMask = this.allLayers; } return this._spatialHash.aabbBroadphase(rect, collider, layerMask); }; + /** + * 返回所有边界与 collider.bounds 相交的碰撞器,但不包括传入的碰撞器(self) + * @param collider + * @param layerMask + */ + Physics.boxcastBroadphaseExcludingSelfNonRect = function (collider, layerMask) { + if (layerMask === void 0) { layerMask = this.allLayers; } + var bounds = collider.bounds; + return this._spatialHash.aabbBroadphase(bounds, collider, layerMask); + }; /** * 将对撞机添加到物理系统中 * @param collider @@ -5798,6 +6075,8 @@ var es; } return this._spatialHash.linecast(start, end, hits, layerMask); }; + /** 用于在全局范围内存储重力值的方便字段 */ + Physics.gravity = new es.Vector2(0, 300); /** 调用reset并创建一个新的SpatialHash时使用的单元格大小 */ Physics.spatialHashCellSize = 100; /** 接受layerMask的所有方法的默认值 */ @@ -6003,7 +6282,7 @@ var es; * @param layerMask */ SpatialHash.prototype.overlapCircle = function (circleCenter, radius, results, layerMask) { - var e_2, _a; + var e_3, _a; var bounds = new es.Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2); this._overlapTestCircle.radius = radius; this._overlapTestCircle.position = circleCenter; @@ -6036,12 +6315,12 @@ var es; return resultCounter; } } - catch (e_2_1) { e_2 = { error: e_2_1 }; } + catch (e_3_1) { e_3 = { error: e_3_1 }; } finally { try { if (potentials_1_1 && !potentials_1_1.done && (_a = potentials_1.return)) _a.call(potentials_1); } - finally { if (e_2) throw e_2.error; } + finally { if (e_3) throw e_3.error; } } return resultCounter; }; @@ -7559,17 +7838,6 @@ var es; })(es || (es = {})); var es; (function (es) { - /** - * 用于包装事件的一个小类 - */ - var FuncPack = /** @class */ (function () { - function FuncPack(func, context) { - this.func = func; - this.context = context; - } - return FuncPack; - }()); - es.FuncPack = FuncPack; /** * 用于事件管理 */ @@ -7584,14 +7852,15 @@ var es; * @param context 监听上下文 */ Emitter.prototype.addObserver = function (eventType, handler, context) { + handler.bind(context); var list = this._messageTable.get(eventType); if (!list) { list = []; this._messageTable.set(eventType, list); } - if (list.findIndex(function (funcPack) { return funcPack.func == handler; }) != -1) + if (new linq.List(list).contains(handler)) console.warn("您试图添加相同的观察者两次"); - list.push(new FuncPack(handler, context)); + list.push(handler); }; /** * 移除监听项 @@ -7600,9 +7869,7 @@ var es; */ Emitter.prototype.removeObserver = function (eventType, handler) { var messageData = this._messageTable.get(eventType); - var index = messageData.findIndex(function (data) { return data.func == handler; }); - if (index != -1) - new linq.List(messageData).removeAt(index); + new linq.List(messageData).remove(handler); }; /** * 触发该事件 @@ -7613,7 +7880,7 @@ var es; var list = this._messageTable.get(eventType); if (list) { for (var i = list.length - 1; i >= 0; i--) - list[i].func.call(list[i].context, data); + list[i](data); } }; return Emitter; @@ -8364,24 +8631,28 @@ var es; var es; (function (es) { /** - * 三角剖分 + * 简单的剪耳三角测量器,最终的三角形将出现在triangleIndices列表中。 */ var Triangulator = /** @class */ (function () { function Triangulator() { /** - * 最后一次三角调用中使用的点列表的三角形列表项的索引 + * 上次三角函数调用中使用的点列表的三角列表条目索引 */ this.triangleIndices = []; this._triPrev = new Array(12); this._triNext = new Array(12); } Triangulator.testPointTriangle = function (point, a, b, c) { + // 如果点在AB的右边,那么外边的三角形是 if (es.Vector2Ext.cross(es.Vector2.subtract(point, a), es.Vector2.subtract(b, a)) < 0) return false; + // 如果点在BC的右边,则在三角形的外侧 if (es.Vector2Ext.cross(es.Vector2.subtract(point, b), es.Vector2.subtract(c, b)) < 0) return false; + // 如果点在ca的右边,则在三角形的外面 if (es.Vector2Ext.cross(es.Vector2.subtract(point, c), es.Vector2.subtract(a, c)) < 0) return false; + // 点在三角形上 return true; }; /** @@ -8443,11 +8714,11 @@ var es; this.triangleIndices.length = 0; if (this._triNext.length < count) { this._triNext.reverse(); - this._triNext = new Array(Math.max(this._triNext.length * 2, count)); + this._triNext.length = Math.max(this._triNext.length * 2, count); } if (this._triPrev.length < count) { this._triPrev.reverse(); - this._triPrev = new Array(Math.max(this._triPrev.length * 2, count)); + this._triPrev.length = Math.max(this._triPrev.length * 2, count); } for (var i = 0; i < count; i++) { this._triPrev[i] = i - 1; @@ -8498,13 +8769,48 @@ var es; return u.y * v.x - u.x * v.y; }; /** - * 返回与传入向量垂直的向量 + * 返回垂直于传入向量的向量 * @param first * @param second */ Vector2Ext.perpendicular = function (first, second) { return new es.Vector2(-1 * (second.y - first.y), second.x - first.x); }; + /** + * 返回两个向量之间的角度,单位为度 + * @param from + * @param to + */ + Vector2Ext.angle = function (from, to) { + this.normalize(from); + this.normalize(to); + return Math.acos(es.MathHelper.clamp(es.Vector2.dot(from, to), -1, 1)) * es.MathHelper.Rad2Deg; + }; + /** + * 给定两条直线(ab和cd),求交点 + * @param a + * @param b + * @param c + * @param d + * @param intersection + */ + Vector2Ext.getRayIntersection = function (a, b, c, d, intersection) { + if (intersection === void 0) { intersection = new es.Vector2(); } + var dy1 = b.y - a.y; + var dx1 = b.x - a.x; + var dy2 = d.y - c.y; + var dx2 = d.x - c.x; + if (dy1 * dx2 == dy2 * dx1) { + intersection.x = Number.NaN; + intersection.y = Number.NaN; + return false; + } + var x = ((c.y - a.y) * dx1 * dx2 + dy1 * dx2 * a.x - dy2 * dx1 * c.x) / (dy1 * dx2 - dy2 * dx1); + var y = a.y + (dy1 / dx1) * (x - a.x); + intersection.x = x; + intersection.y = y; + return true; + }; /** * Vector2的临时解决方案 * 标准化把向量弄乱了 @@ -8537,7 +8843,14 @@ var es; destinationArray[destinationIndex + i] = destination; } }; + /** + * 创建一个新的Vector2,该Vector2包含了通过指定的Matrix进行的二维向量变换 + * @param position + * @param matrix + * @param result + */ Vector2Ext.transformR = function (position, matrix, result) { + if (result === void 0) { result = new es.Vector2(); } var x = (position.x * matrix.m11) + (position.y * matrix.m21) + matrix.m31; var y = (position.x * matrix.m12) + (position.y * matrix.m22) + matrix.m32; result.x = x; @@ -9219,7 +9532,7 @@ var linq; * 创建一个Set从一个Enumerable.List< T>。 */ List.prototype.toSet = function () { - var e_3, _a; + var e_4, _a; var result = new Set(); try { for (var _b = __values(this._elements), _c = _b.next(); !_c.done; _c = _b.next()) { @@ -9227,12 +9540,12 @@ var linq; result.add(x); } } - catch (e_3_1) { e_3 = { error: e_3_1 }; } + catch (e_4_1) { e_4 = { error: e_4_1 }; } finally { try { if (_c && !_c.done && (_a = _b.return)) _a.call(_b); } - finally { if (e_3) throw e_3.error; } + finally { if (e_4) throw e_4.error; } } return result; }; @@ -9299,6 +9612,9 @@ var linq; })(linq || (linq = {})); var es; (function (es) { + /** + * 私有类隐藏ITimer的实现 + */ var Timer = /** @class */ (function () { 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Array(t.HashHelpers.expandPrime(this._collisions)),this._collisions=0;for(var l=0;l=e?t%e:t},e}();t.FasterDictionary=e;var n=function(){return function(t,e,n){void 0===n&&(n=-1),this.key=t,this.hashcode=e,this.previous=n,this.next=-1}}();t.FastNode=n}(es||(es={})),function(t){var e=function(){function e(t){void 0===t&&(t=5),this.length=0,this.buffer=new Array(t)}return e.prototype.clear=function(){this.buffer.length=0,this.length=0},e.prototype.reset=function(){this.length=0},e.prototype.add=function(t){this.length==this.buffer.length&&(this.buffer.length=Math.max(this.buffer.length<<1,10)),this.buffer[this.length++]=t},e.prototype.remove=function(e){for(var n=t.EqualityComparer.default(),i=0;i=this.length)throw new Error("index超出范围!");this.length--,new linq.List(this.buffer).removeAt(t)},e.prototype.contains=function(e){for(var n=t.EqualityComparer.default(),i=0;i=this.buffer.length&&(this.buffer.length=Math.max(this.buffer.length<<1,this.length+t))},e.prototype.addRange=function(t){var e,n;try{for(var i=__values(t),r=i.next();!r.done;r=i.next()){var o=r.value;this.add(o)}}catch(t){e={error:t}}finally{try{r&&!r.done&&(n=i.return)&&n.call(i)}finally{if(e)throw e.error}}},e.prototype.sort=function(t){this.buffer.sort(t.compare)},e}();t.FastList=e}(es||(es={})),function(t){var e=function(){function t(){}return t.isPrime=function(t){if(0!=(1&t)){for(var e=Math.sqrt(t),n=3;n<=e;n+=2)if(0==(t&n))return!1;return!0}return 2==t},t.getPrime=function(t){if(t<0)throw new Error("参数错误 min不能小于0");for(var e=0;e=t)return n}for(e=1|t;ethis.maxPrimeArrayLength&&this.maxPrimeArrayLength>t?this.maxPrimeArrayLength:this.getPrime(e)},t.getHashCode=function(t){var e,n=0;if(0==(e="object"==typeof t?JSON.stringify(t):t.toString()).length)return n;for(var i=0;i=0;e=this.allSet.nextSetBit(e+1))if(!t.get(e))return!1;return!(!this.exclusionSet.isEmpty()&&this.exclusionSet.intersects(t))&&!(!this.oneSet.isEmpty()&&!this.oneSet.intersects(t))},e.prototype.all=function(){for(var e=this,n=[],i=0;i=e)return t;var i=!1;"-"==t.substr(0,1)&&(i=!0,t=t.substr(1));for(var r=e-n,o=0;o1?this.reverse(t.substring(1))+t.substring(0,1):t},t.cutOff=function(t,e,n,i){void 0===i&&(i=!0),e=Math.floor(e),n=Math.floor(n);var r=t.length;e>r&&(e=r);var o,s=e,a=e+n;return i?o=t.substring(0,s)+t.substr(a,r):(a=(s=r-1-e-n)+n,o=t.substring(0,s+1)+t.substr(a+1,r)),o},t.strReplace=function(t,e){for(var n=0,i=e.length;n",">",'"',""","'","'","®","®","©","©","™","™"],t}();!function(t){var e=function(){function t(){}return t.update=function(t){var e=(t-this._lastTime)/1e3;this.totalTime+=e,this.deltaTime=e*this.timeScale,this.unscaledDeltaTime=e,this.timeSinceSceneLoad+=e,this.frameCount++,this._lastTime=t},t.sceneChanged=function(){this.timeSinceSceneLoad=0},t.checkEvery=function(t){return this.timeSinceSceneLoad/t>(this.timeSinceSceneLoad-this.deltaTime)/t},t.deltaTime=0,t.timeScale=1,t.frameCount=0,t._lastTime=0,t}();t.Time=e}(es||(es={}));var TimeUtils=function(){function t(){}return t.monthId=function(t){void 0===t&&(t=null);var e=(t=t||new Date).getFullYear(),n=t.getMonth()+1;return parseInt(e+(n<10?"0":"")+n)},t.dateId=function(t){void 0===t&&(t=null);var e=(t=t||new Date).getMonth()+1,n=e<10?"0":"",i=t.getDate(),r=i<10?"0":"";return parseInt(t.getFullYear()+n+e+r+i)},t.weekId=function(t,e){void 0===t&&(t=null),void 0===e&&(e=!0),t=t||new Date;var n=new Date;n.setTime(t.getTime()),n.setDate(1),n.setMonth(0);var i=n.getFullYear(),r=n.getDay();0==r&&(r=7);var o=!1;r<=4?(o=r>1,n.setDate(n.getDate()-(r-1))):n.setDate(n.getDate()+7-r+1);var s=this.diffDay(t,n,!1);if(s<0)return n.setDate(1),n.setMonth(0),n.setDate(n.getDate()-1),this.weekId(n,!1);var a=s/7,c=Math.floor(a)+1;if(53==c){n.setTime(t.getTime()),n.setDate(n.getDate()-1);var h=n.getDay();if(0==h&&(h=7),e&&(!o||h<4))return n.setFullYear(n.getFullYear()+1),n.setDate(1),n.setMonth(0),this.weekId(n,!1)}return parseInt(i+"00"+(c>9?"":"0")+c)},t.diffDay=function(t,e,n){void 0===n&&(n=!1);var i=(t.getTime()-e.getTime())/864e5;return n?Math.ceil(i):Math.floor(i)},t.getFirstDayOfWeek=function(t){var e=(t=t||new Date).getDay()||7;return new Date(t.getFullYear(),t.getMonth(),t.getDate()+1-e,0,0,0,0)},t.getFirstOfDay=function(t){return(t=t||new Date).setHours(0,0,0,0),t},t.getNextFirstOfDay=function(t){return new Date(this.getFirstOfDay(t).getTime()+864e5)},t.formatDate=function(t){var e=t.getFullYear(),n=t.getMonth()+1;n=n<10?"0"+n:n;var i=t.getDate();return e+"-"+n+"-"+(i=i<10?"0"+i:i)},t.formatDateTime=function(t){var e=t.getFullYear(),n=t.getMonth()+1;n=n<10?"0"+n:n;var i=t.getDate();i=i<10?"0"+i:i;var r=t.getHours(),o=t.getMinutes();o=o<10?"0"+o:o;var s=t.getSeconds();return e+"-"+n+"-"+i+" "+r+":"+o+":"+(s=s<10?"0"+s:s)},t.parseDate=function(t){var e=Date.parse(t);return isNaN(e)?new Date:new Date(Date.parse(t.replace(/-/g,"/")))},t.secondToTime=function(t,e,n){void 0===t&&(t=0),void 0===e&&(e=":"),void 0===n&&(n=!0);var i=Math.floor(t/3600),r=Math.floor(t%3600/60),o=Math.floor(t%3600%60),s=i.toString(),a=r.toString(),c=o.toString();return i<10&&(s="0"+s),r<10&&(a="0"+a),o<10&&(c="0"+c),n?s+e+a+e+c:a+e+c},t.timeToMillisecond=function(t,e){void 0===e&&(e=":");for(var n=t.split(e),i=0,r=n.length,o=0;on?n:t},e.pointOnCirlce=function(n,i,r){var o=e.toRadians(r);return new t.Vector2(Math.cos(o)*o+n.x,Math.sin(o)*o+n.y)},e.isEven=function(t){return t%2==0},e.clamp01=function(t){return t<0?0:t>1?1:t},e.angleBetweenVectors=function(t,e){return Math.atan2(e.y-t.y,e.x-t.x)},e.incrementWithWrap=function(t,e){return++t==e?0:t},e.approach=function(t,e,n){return ti&&(i=s.x),s.yr&&(r=s.y)}return this.fromMinMax(e,n,i,r)},e.prototype.getSide=function(e){switch(e){case t.Edge.top:return this.top;case t.Edge.bottom:return this.bottom;case t.Edge.left:return this.left;case t.Edge.right:return this.right;default:throw new Error("Argument Out Of Range")}},e.prototype.contains=function(t,e){return this.x<=t&&tthis.x+this.width)return!1}else{var i=1/t.direction.x,r=(this.x-t.start.x)*i,o=(this.x+this.width-t.start.x)*i;if(r>o){var s=r;r=o,o=s}if(e.value=Math.max(r,e.value),n=Math.min(o,n),e.value>n)return!1}if(Math.abs(t.direction.y)<1e-6){if(t.start.ythis.y+this.height)return!1}else{var a=1/t.direction.y,c=(this.y-t.start.y)*a,h=(this.y+this.height-t.start.y)*a;if(c>h){var u=c;c=h,h=u}if(e.value=Math.max(c,e.value),n=Math.max(h,n),e.value>n)return!1}return!0},e.prototype.containsRect=function(t){return this.x<=t.x&&t.x0?this.x:this.x+t,i.y=n>0?this.y:this.y+n,i.width=t>0?t+this.width:this.width-t,i.height=n>0?n+this.height:this.height-n,i},e.prototype.collisionCheck=function(t,e,n){e.value=n.value=0;var i=t.x-(this.x+this.width),r=t.x+t.width-this.x,o=t.y-(this.y+this.height),s=t.y+t.height-this.y;return!(i>0||r<0||o>0||s<0)&&(e.value=Math.abs(i)=l||Math.abs(u)>=p)return t.Vector2.zero;var f=h>0?l-h:-l-h,d=u>0?p-u:-p-u;return new t.Vector2(f,d)},e.prototype.equals=function(t){return this===t},e.prototype.getHashCode=function(){return this.x^this.y^this.width^this.height},e.prototype.clone=function(){return new e(this.x,this.y,this.width,this.height)},e}();t.Rectangle=e}(es||(es={})),function(t){var e=function(){function t(){this.remainder=0}return t.prototype.update=function(t){this.remainder+=t;var e=Math.floor(Math.trunc(this.remainder));return this.remainder-=e,t=e},t.prototype.reset=function(){this.remainder=0},t}();t.SubpixelFloat=e}(es||(es={})),function(t){var e=function(){function e(){this._x=new t.SubpixelFloat,this._y=new t.SubpixelFloat}return e.prototype.update=function(t){t.x=this._x.update(t.x),t.y=this._y.update(t.y)},e.prototype.reset=function(){this._x.reset(),this._y.reset()},e}();t.SubpixelVector2=e}(es||(es={})),function(t){var e=function(){function e(t,e){this.x=0,this.y=0,this.x=t||0,this.y=null!=e?e:this.x}return Object.defineProperty(e,"zero",{get:function(){return new e(0,0)},enumerable:!0,configurable:!0}),Object.defineProperty(e,"one",{get:function(){return new e(1,1)},enumerable:!0,configurable:!0}),Object.defineProperty(e,"unitX",{get:function(){return new e(1,0)},enumerable:!0,configurable:!0}),Object.defineProperty(e,"unitY",{get:function(){return new e(0,1)},enumerable:!0,configurable:!0}),e.add=function(t,n){var i=e.zero;return i.x=t.x+n.x,i.y=t.y+n.y,i},e.divide=function(t,n){var i=e.zero;return i.x=t.x/n.x,i.y=t.y/n.y,i},e.multiply=function(t,n){var i=new e(0,0);return i.x=t.x*n.x,i.y=t.y*n.y,i},e.subtract=function(t,n){var i=new e(0,0);return i.x=t.x-n.x,i.y=t.y-n.y,i},e.normalize=function(t){var n=new e(t.x,t.y),i=1/Math.sqrt(n.x*n.x+n.y*n.y);return n.x*=i,n.y*=i,n},e.dot=function(t,e){return t.x*e.x+t.y*e.y},e.distanceSquared=function(t,e){var n=t.x-e.x,i=t.y-e.y;return n*n+i*i},e.clamp=function(n,i,r){return new e(t.MathHelper.clamp(n.x,i.x,r.x),t.MathHelper.clamp(n.y,i.y,r.y))},e.lerp=function(n,i,r){return new e(t.MathHelper.lerp(n.x,i.x,r),t.MathHelper.lerp(n.y,i.y,r))},e.transform=function(t,n){return new e(t.x*n.m11+t.y*n.m21+n.m31,t.x*n.m12+t.y*n.m22+n.m32)},e.distance=function(t,e){var n=t.x-e.x,i=t.y-e.y;return Math.sqrt(n*n+i*i)},e.angle=function(n,i){return n=e.normalize(n),i=e.normalize(i),Math.acos(t.MathHelper.clamp(e.dot(n,i),-1,1))*t.MathHelper.Rad2Deg},e.negate=function(t){return t.x=-t.x,t.y=-t.y,t},e.prototype.add=function(t){return this.x+=t.x,this.y+=t.y,this},e.prototype.divide=function(t){return this.x/=t.x,this.y/=t.y,this},e.prototype.multiply=function(t){return this.x*=t.x,this.y*=t.y,this},e.prototype.subtract=function(t){return this.x-=t.x,this.y-=t.y,this},e.prototype.normalize=function(){var t=1/Math.sqrt(this.x*this.x+this.y*this.y);this.x*=t,this.y*=t},e.prototype.length=function(){return Math.sqrt(this.x*this.x+this.y*this.y)},e.prototype.lengthSquared=function(){return this.x*this.x+this.y*this.y},e.prototype.round=function(){return new e(Math.round(this.x),Math.round(this.y))},e.prototype.equals=function(t){return t instanceof e&&(t.x==this.x&&t.y==this.y)},e.prototype.clone=function(){return new e(this.x,this.y)},e}();t.Vector2=e}(es||(es={})),function(t){var e=function(){function e(e){this._activeTriggerIntersections=new t.HashSet,this._previousTriggerIntersections=new t.HashSet,this._tempTriggerList=[],this._entity=e}return e.prototype.update=function(){for(var e=this._entity.getComponents(t.Collider),n=0;n1)return!1;var u=(c.x*o.y-c.y*o.x)/a;return!(u<0||u>1)},n.lineToLineIntersection=function(e,n,i,r){var o=t.Vector2.zero,s=t.Vector2.subtract(n,e),a=t.Vector2.subtract(r,i),c=s.x*a.y-s.y*a.x;if(0==c)return o;var h=t.Vector2.subtract(i,e),u=(h.x*a.y-h.y*a.x)/c;if(u<0||u>1)return o;var l=(h.x*s.y-h.y*s.x)/c;return l<0||l>1?o:o=t.Vector2.add(e,new t.Vector2(u*s.x,u*s.y))},n.closestPointOnLine=function(e,n,i){var r=t.Vector2.subtract(n,e),o=t.Vector2.subtract(i,e),s=t.Vector2.dot(o,r)/t.Vector2.dot(r,r);return s=t.MathHelper.clamp(s,0,1),t.Vector2.add(e,new t.Vector2(r.x*s,r.y*s))},n.circleToCircle=function(e,n,i,r){return t.Vector2.distanceSquared(e,i)<(n+r)*(n+r)},n.circleToLine=function(e,n,i,r){return t.Vector2.distanceSquared(e,this.closestPointOnLine(i,r,e))=t&&r.y>=e&&r.x=t+i&&(s|=e.right),o.y=n+r&&(s|=e.bottom),s},n}();t.Collisions=n}(es||(es={})),function(t){var e=function(){function e(e,n,i,r,o){this.fraction=0,this.distance=0,this.point=t.Vector2.zero,this.normal=t.Vector2.zero,this.collider=e,this.fraction=n,this.distance=i,this.point=r,this.centroid=t.Vector2.zero}return e.prototype.setValues=function(t,e,n,i){this.collider=t,this.fraction=e,this.distance=n,this.point=i},e.prototype.setValuesNonCollider=function(t,e,n,i){this.fraction=t,this.distance=e,this.point=n,this.normal=i},e.prototype.reset=function(){this.collider=null,this.fraction=this.distance=0},e.prototype.toString=function(){return"[RaycastHit] fraction: "+this.fraction+", distance: "+this.distance+", normal: "+this.normal+", centroid: "+this.centroid+", point: "+this.point},e}();t.RaycastHit=e}(es||(es={})),function(t){var e=function(){function e(){}return e.reset=function(){this._spatialHash=new t.SpatialHash(this.spatialHashCellSize),this._hitArray[0].reset()},e.clear=function(){this._spatialHash.clear()},e.overlapCircleAll=function(t,e,n,i){if(void 0===i&&(i=-1),0!=n.length)return this._spatialHash.overlapCircle(t,e,n,i);console.error("传入了一个空的结果数组。不会返回任何结果")},e.boxcastBroadphase=function(t,e){return void 0===e&&(e=this.allLayers),this._spatialHash.aabbBroadphase(t,null,e)},e.boxcastBroadphaseExcludingSelf=function(t,e,n){return void 0===n&&(n=this.allLayers),this._spatialHash.aabbBroadphase(e,t,n)},e.addCollider=function(t){e._spatialHash.register(t)},e.removeCollider=function(t){e._spatialHash.remove(t)},e.updateCollider=function(t){this._spatialHash.remove(t),this._spatialHash.register(t)},e.linecast=function(t,n,i){return void 0===i&&(i=e.allLayers),this._hitArray[0].reset(),this.linecastAll(t,n,this._hitArray,i),this._hitArray[0]},e.linecastAll=function(t,n,i,r){return void 0===r&&(r=e.allLayers),0==i.length?(console.warn("传入了一个空的hits数组。没有点击会被返回"),0):this._spatialHash.linecast(t,n,i,r)},e.spatialHashCellSize=100,e.allLayers=-1,e.raycastsHitTriggers=!1,e.raycastsStartInColliders=!1,e._hitArray=[new t.RaycastHit],e}();t.Physics=e}(es||(es={})),function(t){var e=function(){return function(e,n){this.start=e,this.end=n,this.direction=t.Vector2.subtract(this.end,this.start)}}();t.Ray2D=e}(es||(es={})),function(t){var e=function(){function e(e){void 0===e&&(e=100),this.gridBounds=new t.Rectangle,this._overlapTestCircle=new t.Circle(0),this._cellDict=new n,this._tempHashSet=new Set,this._cellSize=e,this._inverseCellSize=1/this._cellSize,this._raycastParser=new i}return e.prototype.register=function(e){var n=e.bounds.clone();e.registeredPhysicsBounds=n;var i=this.cellCoords(n.x,n.y),r=this.cellCoords(n.right,n.bottom);this.gridBounds.contains(i.x,i.y)||(this.gridBounds=t.RectangleExt.union(this.gridBounds,i)),this.gridBounds.contains(r.x,r.y)||(this.gridBounds=t.RectangleExt.union(this.gridBounds,r));for(var o=i.x;o<=r.x;o++)for(var s=i.y;s<=r.y;s++){this.cellAtPosition(o,s,!0).push(e)}},e.prototype.remove=function(t){for(var e=t.registeredPhysicsBounds.clone(),n=this.cellCoords(e.x,e.y),i=this.cellCoords(e.right,e.bottom),r=n.x;r<=i.x;r++)for(var 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h=this._friction;c.lengthSquared()>6;0!=(e&t.LONG_MASK)&&n++,this._bits=new Array(n),this._bits.fill(0)}return t.prototype.and=function(t){for(var e,n=Math.min(this._bits.length,t._bits.length),i=0;i=0;)this._bits[e]&=~t._bits[e]},t.prototype.cardinality=function(){for(var t=0,e=this._bits.length-1;e>=0;e--){var n=this._bits[e];if(0!=n)if(-1!=n){var i=((n=((n=(n>>1&0x5555555555555400)+(0x5555555555555400&n))>>2&0x3333333333333400)+(0x3333333333333400&n))>>32)+n>>>0;t+=((i=((i=(i>>4&252645135)+(252645135&i))>>8&16711935)+(16711935&i))>>16&65535)+(65535&i)}else t+=64}return t},t.prototype.clear=function(t){if(null!=t){var e=t>>6;this.ensure(e),this._bits[e]&=~(1<>6;return!(e>=this._bits.length)&&0!=(this._bits[e]&1<=0;)if(0!=(this._bits[e]&t._bits[e]))return!0;return!1},t.prototype.isEmpty=function(){for(var t=this._bits.length-1;t>=0;t--)if(this._bits[t])return!1;return!0},t.prototype.nextSetBit=function(t){for(var e=t>>6,n=1<>6;this.ensure(n),this._bits[n]|=1<=this._bits.length){var e=this._bits.length;this._bits.length=t+1,this._bits.fill(0,e,t+1)}},t.LONG_MASK=63,t}();t.BitSet=e}(es||(es={})),function(t){var e=function(){function e(e){this._components=new t.FastList,this._updatableComponents=new t.FastList,this._componentsToAdd=[],this._componentsToRemove=[],this._tempBufferList=[],this._entity=e}return Object.defineProperty(e.prototype,"count",{get:function(){return this._components.length},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"buffer",{get:function(){return this._components.buffer},enumerable:!0,configurable:!0}),e.prototype.markEntityListUnsorted=function(){this._isComponentListUnsorted=!0},e.prototype.add=function(t){this._componentsToAdd.push(t)},e.prototype.remove=function(t){var e=new linq.List(this._componentsToRemove),n=new linq.List(this._componentsToAdd);e.contains(t)&&console.warn("您正在尝试删除一个您已经删除的组件("+t+")"),n.contains(t)?n.remove(t):e.add(t)},e.prototype.removeAllComponents=function(){for(var t=0;t0){for(var n=0;n0){n=0;for(var i=this._componentsToAdd.length;n0&&(this._entitiesToRemove.toArray().forEach(function(n){e.removeFromTagList(n),e._entities.remove(n),n.onRemovedFromScene(),n.scene=null,t.Core.entitySystemsEnabled&&e.scene.entityProcessors.onEntityRemoved(n)}),this._entitiesToRemove.clear()),this._entitiesToAdded.getCount()>0&&(this._entitiesToAdded.toArray().forEach(function(n){e._entities.add(n),n.scene=e.scene,e.addToTagList(n),t.Core.entitySystemsEnabled&&e.scene.entityProcessors.onEntityAdded(n)}),this._entitiesToAdded.toArray().forEach(function(t){t.onAddedToScene()}),this._entitiesToAdded.clear(),this._isEntityListUnsorted=!0),this._isEntityListUnsorted&&(this._entities.sort(t.Entity.entityComparer),this._isEntityListUnsorted=!1),this._unsortedTags.size>0&&(this._unsortedTags.forEach(function(t){return e._entityDict.get(t).sort(function(t,e){return t.compareTo(e)})}),this._unsortedTags.clear())},e.prototype.findEntity=function(t){for(var e=0;ethis._buckets.length){this._buckets=new Array(t.HashHelpers.expandPrime(this._collisions)),this._collisions=0;for(var l=0;l=e?t%e:t},e}();t.FasterDictionary=e;var n=function(){return function(t,e,n){void 0===n&&(n=-1),this.key=t,this.hashcode=e,this.previous=n,this.next=-1}}();t.FastNode=n}(es||(es={})),function(t){var e=function(){function e(t){void 0===t&&(t=5),this.length=0,this.buffer=new Array(t)}return e.prototype.clear=function(){this.buffer.length=0,this.length=0},e.prototype.reset=function(){this.length=0},e.prototype.add=function(t){this.length==this.buffer.length&&(this.buffer.length=Math.max(this.buffer.length<<1,10)),this.buffer[this.length++]=t},e.prototype.remove=function(e){for(var n=t.EqualityComparer.default(),i=0;i=this.length)throw new Error("index超出范围!");this.length--,new linq.List(this.buffer).removeAt(t)},e.prototype.contains=function(e){for(var n=t.EqualityComparer.default(),i=0;i=this.buffer.length&&(this.buffer.length=Math.max(this.buffer.length<<1,this.length+t))},e.prototype.addRange=function(t){var e,n;try{for(var i=__values(t),r=i.next();!r.done;r=i.next()){var o=r.value;this.add(o)}}catch(t){e={error:t}}finally{try{r&&!r.done&&(n=i.return)&&n.call(i)}finally{if(e)throw e.error}}},e.prototype.sort=function(t){this.buffer.sort(t.compare)},e}();t.FastList=e}(es||(es={})),function(t){var e=function(){function t(){}return t.isPrime=function(t){if(0!=(1&t)){for(var e=Math.sqrt(t),n=3;n<=e;n+=2)if(0==(t&n))return!1;return!0}return 2==t},t.getPrime=function(t){if(t<0)throw new Error("参数错误 min不能小于0");for(var e=0;e=t)return n}for(e=1|t;ethis.maxPrimeArrayLength&&this.maxPrimeArrayLength>t?this.maxPrimeArrayLength:this.getPrime(e)},t.getHashCode=function(t){var e,n=0;if(0==(e="object"==typeof t?JSON.stringify(t):t.toString()).length)return n;for(var i=0;i=0;e=this.allSet.nextSetBit(e+1))if(!t.get(e))return!1;return!(!this.exclusionSet.isEmpty()&&this.exclusionSet.intersects(t))&&!(!this.oneSet.isEmpty()&&!this.oneSet.intersects(t))},e.prototype.all=function(){for(var e=this,n=[],i=0;i=e)return t;var i=!1;"-"==t.substr(0,1)&&(i=!0,t=t.substr(1));for(var r=e-n,o=0;o1?this.reverse(t.substring(1))+t.substring(0,1):t},t.cutOff=function(t,e,n,i){void 0===i&&(i=!0),e=Math.floor(e),n=Math.floor(n);var r=t.length;e>r&&(e=r);var o,s=e,a=e+n;return i?o=t.substring(0,s)+t.substr(a,r):(a=(s=r-1-e-n)+n,o=t.substring(0,s+1)+t.substr(a+1,r)),o},t.strReplace=function(t,e){for(var n=0,i=e.length;n",">",'"',""","'","'","®","®","©","©","™","™"],t}();!function(t){var e=function(){function t(){}return t.update=function(t){var e=(t-this._lastTime)/1e3;this.totalTime+=e,this.deltaTime=e*this.timeScale,this.unscaledDeltaTime=e,this.timeSinceSceneLoad+=e,this.frameCount++,this._lastTime=t},t.sceneChanged=function(){this.timeSinceSceneLoad=0},t.checkEvery=function(t){return this.timeSinceSceneLoad/t>(this.timeSinceSceneLoad-this.deltaTime)/t},t.deltaTime=0,t.timeScale=1,t.frameCount=0,t._lastTime=0,t}();t.Time=e}(es||(es={}));var TimeUtils=function(){function t(){}return t.monthId=function(t){void 0===t&&(t=null);var e=(t=t||new Date).getFullYear(),n=t.getMonth()+1;return parseInt(e+(n<10?"0":"")+n)},t.dateId=function(t){void 0===t&&(t=null);var e=(t=t||new Date).getMonth()+1,n=e<10?"0":"",i=t.getDate(),r=i<10?"0":"";return parseInt(t.getFullYear()+n+e+r+i)},t.weekId=function(t,e){void 0===t&&(t=null),void 0===e&&(e=!0),t=t||new Date;var n=new Date;n.setTime(t.getTime()),n.setDate(1),n.setMonth(0);var i=n.getFullYear(),r=n.getDay();0==r&&(r=7);var o=!1;r<=4?(o=r>1,n.setDate(n.getDate()-(r-1))):n.setDate(n.getDate()+7-r+1);var s=this.diffDay(t,n,!1);if(s<0)return n.setDate(1),n.setMonth(0),n.setDate(n.getDate()-1),this.weekId(n,!1);var a=s/7,c=Math.floor(a)+1;if(53==c){n.setTime(t.getTime()),n.setDate(n.getDate()-1);var h=n.getDay();if(0==h&&(h=7),e&&(!o||h<4))return n.setFullYear(n.getFullYear()+1),n.setDate(1),n.setMonth(0),this.weekId(n,!1)}return parseInt(i+"00"+(c>9?"":"0")+c)},t.diffDay=function(t,e,n){void 0===n&&(n=!1);var i=(t.getTime()-e.getTime())/864e5;return n?Math.ceil(i):Math.floor(i)},t.getFirstDayOfWeek=function(t){var e=(t=t||new Date).getDay()||7;return new Date(t.getFullYear(),t.getMonth(),t.getDate()+1-e,0,0,0,0)},t.getFirstOfDay=function(t){return(t=t||new Date).setHours(0,0,0,0),t},t.getNextFirstOfDay=function(t){return new Date(this.getFirstOfDay(t).getTime()+864e5)},t.formatDate=function(t){var e=t.getFullYear(),n=t.getMonth()+1;n=n<10?"0"+n:n;var i=t.getDate();return e+"-"+n+"-"+(i=i<10?"0"+i:i)},t.formatDateTime=function(t){var e=t.getFullYear(),n=t.getMonth()+1;n=n<10?"0"+n:n;var i=t.getDate();i=i<10?"0"+i:i;var r=t.getHours(),o=t.getMinutes();o=o<10?"0"+o:o;var s=t.getSeconds();return e+"-"+n+"-"+i+" "+r+":"+o+":"+(s=s<10?"0"+s:s)},t.parseDate=function(t){var e=Date.parse(t);return isNaN(e)?new Date:new Date(Date.parse(t.replace(/-/g,"/")))},t.secondToTime=function(t,e,n){void 0===t&&(t=0),void 0===e&&(e=":"),void 0===n&&(n=!0);var i=Math.floor(t/3600),r=Math.floor(t%3600/60),o=Math.floor(t%3600%60),s=i.toString(),a=r.toString(),c=o.toString();return i<10&&(s="0"+s),r<10&&(a="0"+a),o<10&&(c="0"+c),n?s+e+a+e+c:a+e+c},t.timeToMillisecond=function(t,e){void 0===e&&(e=":");for(var n=t.split(e),i=0,r=n.length,o=0;on?n:t},e.pointOnCirlce=function(n,i,r){var o=e.toRadians(r);return new t.Vector2(Math.cos(o)*o+n.x,Math.sin(o)*o+n.y)},e.isEven=function(t){return t%2==0},e.clamp01=function(t){return t<0?0:t>1?1:t},e.angleBetweenVectors=function(t,e){return Math.atan2(e.y-t.y,e.x-t.x)},e.incrementWithWrap=function(t,e){return++t==e?0:t},e.approach=function(t,e,n){return ti&&(i=s.x),s.yr&&(r=s.y)}return this.fromMinMax(e,n,i,r)},e.prototype.getSide=function(e){switch(e){case t.Edge.top:return this.top;case t.Edge.bottom:return this.bottom;case t.Edge.left:return this.left;case t.Edge.right:return this.right;default:throw new Error("Argument Out Of Range")}},e.prototype.contains=function(t,e){return this.x<=t&&tthis.x+this.width)return!1}else{var i=1/t.direction.x,r=(this.x-t.start.x)*i,o=(this.x+this.width-t.start.x)*i;if(r>o){var s=r;r=o,o=s}if(e.value=Math.max(r,e.value),n=Math.min(o,n),e.value>n)return!1}if(Math.abs(t.direction.y)<1e-6){if(t.start.ythis.y+this.height)return!1}else{var a=1/t.direction.y,c=(this.y-t.start.y)*a,h=(this.y+this.height-t.start.y)*a;if(c>h){var u=c;c=h,h=u}if(e.value=Math.max(c,e.value),n=Math.max(h,n),e.value>n)return!1}return!0},e.prototype.containsRect=function(t){return this.x<=t.x&&t.x0?this.x:this.x+t,i.y=n>0?this.y:this.y+n,i.width=t>0?t+this.width:this.width-t,i.height=n>0?n+this.height:this.height-n,i},e.prototype.collisionCheck=function(t,e,n){e.value=n.value=0;var i=t.x-(this.x+this.width),r=t.x+t.width-this.x,o=t.y-(this.y+this.height),s=t.y+t.height-this.y;return!(i>0||r<0||o>0||s<0)&&(e.value=Math.abs(i)=l||Math.abs(u)>=p)return t.Vector2.zero;var f=h>0?l-h:-l-h,d=u>0?p-u:-p-u;return new t.Vector2(f,d)},e.prototype.equals=function(t){return this===t},e.prototype.getHashCode=function(){return this.x^this.y^this.width^this.height},e.prototype.clone=function(){return new e(this.x,this.y,this.width,this.height)},e}();t.Rectangle=e}(es||(es={})),function(t){var e=function(){function t(){this.remainder=0}return t.prototype.update=function(t){this.remainder+=t;var e=Math.floor(Math.trunc(this.remainder));return 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i=e.zero;return i.x=t.x/n.x,i.y=t.y/n.y,i},e.multiply=function(t,n){var i=new e(0,0);return i.x=t.x*n.x,i.y=t.y*n.y,i},e.subtract=function(t,n){var i=new e(0,0);return i.x=t.x-n.x,i.y=t.y-n.y,i},e.normalize=function(t){var n=new e(t.x,t.y),i=1/Math.sqrt(n.x*n.x+n.y*n.y);return n.x*=i,n.y*=i,n},e.dot=function(t,e){return t.x*e.x+t.y*e.y},e.distanceSquared=function(t,e){var n=t.x-e.x,i=t.y-e.y;return n*n+i*i},e.clamp=function(n,i,r){return new e(t.MathHelper.clamp(n.x,i.x,r.x),t.MathHelper.clamp(n.y,i.y,r.y))},e.lerp=function(n,i,r){return new e(t.MathHelper.lerp(n.x,i.x,r),t.MathHelper.lerp(n.y,i.y,r))},e.transform=function(t,n){return new e(t.x*n.m11+t.y*n.m21+n.m31,t.x*n.m12+t.y*n.m22+n.m32)},e.distance=function(t,e){var n=t.x-e.x,i=t.y-e.y;return Math.sqrt(n*n+i*i)},e.angle=function(n,i){return n=e.normalize(n),i=e.normalize(i),Math.acos(t.MathHelper.clamp(e.dot(n,i),-1,1))*t.MathHelper.Rad2Deg},e.negate=function(t){return t.x=-t.x,t.y=-t.y,t},e.prototype.add=function(t){return 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t.Vector2.distanceSquared(e,this.closestPointOnLine(i,r,e))=t&&r.y>=e&&r.x=t+i&&(s|=e.right),o.y=n+r&&(s|=e.bottom),s},n}();t.Collisions=n}(es||(es={})),function(t){var e=function(){function e(e,n,i,r,o){this.fraction=0,this.distance=0,this.point=t.Vector2.zero,this.normal=t.Vector2.zero,this.collider=e,this.fraction=n,this.distance=i,this.point=r,this.centroid=t.Vector2.zero}return e.prototype.setValues=function(t,e,n,i){this.collider=t,this.fraction=e,this.distance=n,this.point=i},e.prototype.setValuesNonCollider=function(t,e,n,i){this.fraction=t,this.distance=e,this.point=n,this.normal=i},e.prototype.reset=function(){this.collider=null,this.fraction=this.distance=0},e.prototype.toString=function(){return"[RaycastHit] fraction: "+this.fraction+", distance: "+this.distance+", normal: "+this.normal+", centroid: "+this.centroid+", point: "+this.point},e}();t.RaycastHit=e}(es||(es={})),function(t){var e=function(){function e(){}return e.reset=function(){this._spatialHash=new 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number){ + this.setFriction(value); + } + + /** + * 0-9的范围。当发生碰撞时,沿碰撞面做直线运动时,如果其平方幅度小于glue摩擦力,则将碰撞设置为上限 + */ + public get glue() { + return this._glue; + } + + public set glue(value: number){ + this.setGlue(value); + } + + /** + * 如果为真,则每一帧都会考虑到Physics.gravity + */ + public shouldUseGravity: boolean = true; + + /** + * 该刚体的速度 + */ + public velocity: Vector2; + + /** + * 质量为0的刚体被认为是不可移动的。改变速度和碰撞对它们没有影响 + */ + public get isImmovable(){ + return this._mass < 0.0001; + } + + public _mass = 10; + public _elasticity = 0.5; + public _friction = 0.5; + public _glue = 0.01; + public _inverseMass; + public _collider: Collider; + + constructor(){ + super(); + this._inverseMass = 1 / this._mass; + } + + /** + * 这个刚体的质量。质量为0,则是一个不可移动的物体 + * @param mass + */ + public setMass(mass: number): ArcadeRigidbody { + this._mass = MathHelper.clamp(mass, 0, Number.MAX_VALUE); + + if (this._mass > 0.0001) + this._inverseMass = 1 / this._mass; + else + this._inverseMass = 0; + return this; + } + + /** + * 0-1范围,其中0为无反弹,1为完全反射。 + * @param value + */ + public setElasticity(value: number): ArcadeRigidbody { + this._elasticity = MathHelper.clamp01(value); + return this; + } + + /** + * 0 - 1范围。0表示没有摩擦力,1表示物体会停止在原地 + * @param value + */ + public setFriction(value: number): ArcadeRigidbody { + this._friction = MathHelper.clamp01(value); + return this; + } + + /** + * 0-9的范围。当发生碰撞时,沿碰撞面做直线运动时,如果其平方幅度小于glue摩擦力,则将碰撞设置为上限 + * @param value + */ + public setGlue(value: number): ArcadeRigidbody { + this._glue = MathHelper.clamp(value, 0, 10); + return this; + } + + /** + * 用刚体的质量给刚体加上一个瞬间的力脉冲。力是一个加速度,单位是每秒像素每秒。将力乘以100000,使数值使用更合理 + * @param force + */ + public addImpulse(force: Vector2) { + if (!this.isImmovable) { + this.velocity.add(new Vector2(force.x * 100000, force.y * 100000).multiply(new Vector2(this._inverseMass * Time.deltaTime))); + } + } + + public onAddedToEntity(){ + this._collider = this.entity.getComponent(es.Collider); + if (this._collider == null) { + console.warn("ArcadeRigidbody 没有 Collider。ArcadeRigidbody需要一个Collider!"); + } + } + + public update(){ + if (this.isImmovable || this._collider == null) { + this.velocity = Vector2.zero; + return; + } + + if (this.shouldUseGravity) + this.velocity.add(Vector2.multiply(Physics.gravity, new Vector2(Time.deltaTime))); + + this.entity.transform.position.add(Vector2.multiply(this.velocity, new Vector2(Time.deltaTime))); + let collisionResult = new CollisionResult(); + + // 捞取我们在新的位置上可能会碰撞到的任何东西 + let neighbors = Physics.boxcastBroadphaseExcludingSelfNonRect(this._collider, this._collider.collidesWithLayers.value); + for (let neighbor of neighbors) { + // 如果邻近的对撞机是同一个实体,则忽略它 + if (neighbor.entity == this.entity) { + continue; + } + + if (this._collider.collidesWithNonMotion(neighbor, collisionResult)) { + // 如果附近有一个ArcadeRigidbody,我们就会处理完整的碰撞响应。如果没有,我们会根据附近是不可移动的来计算事情 + let neighborRigidbody = neighbor.entity.getComponent(ArcadeRigidbody); + if (neighborRigidbody != null) { + this.processOverlap(neighborRigidbody, collisionResult.minimumTranslationVector); + this.processCollision(neighborRigidbody, collisionResult.minimumTranslationVector); + } else { + // 没有ArcadeRigidbody,所以我们假设它是不动的,只移动我们自己的 + this.entity.transform.position.subtract(collisionResult.minimumTranslationVector); + let relativeVelocity = this.velocity.clone(); + this.calculateResponseVelocity(relativeVelocity, collisionResult.minimumTranslationVector, relativeVelocity); + this.velocity.add(relativeVelocity); + } + } + } + } + + /** + * 将两个重叠的刚体分开。也处理其中一个不可移动的情况 + * @param other + * @param minimumTranslationVector + */ + public processOverlap(other: ArcadeRigidbody, minimumTranslationVector: Vector2) { + if (this.isImmovable) { + other.entity.transform.position.add(minimumTranslationVector); + }else if(other.isImmovable) { + this.entity.transform.position.subtract(minimumTranslationVector); + } else { + this.entity.transform.position.subtract(Vector2.multiply(minimumTranslationVector, Vector2Ext.halfVector())); + other.entity.transform.position.add(Vector2.multiply(minimumTranslationVector, Vector2Ext.halfVector())); + } + } + + /** + * 处理两个非重叠的刚体的碰撞。新的速度将根据情况分配给每个刚体 + * @param other + * @param minimumTranslationVector + */ + public processCollision(other: ArcadeRigidbody, minimumTranslationVector: Vector2) { + // 我们计算两个相撞物体的响应。 + // 计算的基础是沿碰撞表面法线反射的物体的相对速度。 + // 然后,响应的一部分会根据质量加到每个物体上 + let relativeVelocity = Vector2.subtract(this.velocity, other.velocity); + + this.calculateResponseVelocity(relativeVelocity, minimumTranslationVector, relativeVelocity); + + // 现在,我们使用质量来线性缩放两个刚体上的响应 + let totalinverseMass = this._inverseMass + other._inverseMass; + let ourResponseFraction = this._inverseMass / totalinverseMass; + let otherResponseFraction = other._inverseMass / totalinverseMass; + + this.velocity.add(Vector2.multiply(relativeVelocity, new Vector2(ourResponseFraction))); + other.velocity.subtract(Vector2.multiply(relativeVelocity, new Vector2(otherResponseFraction))); + } + + /** + * 给定两个物体和MTV之间的相对速度,本方法修改相对速度,使其成为碰撞响应 + * @param relativeVelocity + * @param minimumTranslationVector + * @param responseVelocity + */ + public calculateResponseVelocity(relativeVelocity: Vector2, minimumTranslationVector: Vector2, responseVelocity: Vector2 = new Vector2()){ + // 首先,我们得到反方向的归一化MTV:表面法线 + let inverseMTV = Vector2.multiply(minimumTranslationVector, new Vector2(-1)); + let normal = Vector2.normalize(inverseMTV); + + // 速度是沿碰撞法线和碰撞平面分解的。 + // 弹性将影响沿法线的响应(法线速度分量),摩擦力将影响速度的切向分量(切向速度分量) + let n = Vector2.dot(relativeVelocity, normal); + + let normalVelocityComponent = Vector2.multiply(normal, new Vector2(n)); + let tangentialVelocityComponent = Vector2.subtract(relativeVelocity, normalVelocityComponent); + + if (n > 0) + normalVelocityComponent = Vector2.zero; + + // 如果切向分量的平方幅度小于glue,那么我们就把摩擦力提升到最大 + let coefficientOfFriction = this._friction; + if (tangentialVelocityComponent.lengthSquared() < this._glue) + coefficientOfFriction = 1.01; + + // 弹性影响速度的法向分量,摩擦力影响速度的切向分量 + responseVelocity = Vector2.multiply(new Vector2(-(1 + this._elasticity)), normalVelocityComponent).subtract(Vector2.multiply(new Vector2(coefficientOfFriction), tangentialVelocityComponent)); + } + } +} \ No newline at end of file diff --git a/source/src/ECS/Components/Physics/Colliders/Collider.ts b/source/src/ECS/Components/Physics/Colliders/Collider.ts index 4865263e..8d846d2c 100644 --- a/source/src/ECS/Components/Physics/Colliders/Collider.ts +++ b/source/src/ECS/Components/Physics/Colliders/Collider.ts @@ -182,7 +182,7 @@ module es { * @param motion * @param result */ - public collidesWith(collider: Collider, motion: Vector2, result: CollisionResult): boolean { + public collidesWith(collider: Collider, motion: Vector2, result: CollisionResult = new CollisionResult()): boolean { // 改变形状的位置,使它在移动后的位置,这样我们可以检查重叠 let oldPosition = this.entity.position.clone(); this.entity.position = Vector2.add(this.entity.position, motion); @@ -196,5 +196,19 @@ module es { return didCollide; } + + /** + * 检查这个对撞机是否与对撞机发生碰撞。如果碰撞,则返回true,结果将被填充 + * @param collider + * @param result + */ + public collidesWithNonMotion(collider: Collider, result: CollisionResult = new CollisionResult()): boolean { + if (this.shape.collidesWithShape(collider.shape, result)) { + result.collider = collider; + return true; + } + + return false; + } } } diff --git a/source/src/Math/Vector2.ts b/source/src/Math/Vector2.ts index fd3e6305..c27217e5 100644 --- a/source/src/Math/Vector2.ts +++ b/source/src/Math/Vector2.ts @@ -246,6 +246,17 @@ module es { return new Vector2(Math.round(this.x), Math.round(this.y)); } + /** + * 返回以自己为中心点的左右角,单位为度 + * @param left + * @param right + */ + public angleBetween(left: Vector2, right: Vector2) { + let one = Vector2.subtract(left, this); + let two = Vector2.subtract(right, this); + return Vector2Ext.angle(one, two); + } + /** * 比较当前实例是否等于指定的对象 * @param other 要比较的对象 diff --git a/source/src/Physics/Physics.ts b/source/src/Physics/Physics.ts index 926c6022..b8e81504 100644 --- a/source/src/Physics/Physics.ts +++ b/source/src/Physics/Physics.ts @@ -2,6 +2,8 @@ module es { export class Physics { public static _spatialHash: SpatialHash; + /** 用于在全局范围内存储重力值的方便字段 */ + public static gravity = new Vector2(0, 300); /** 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 */ @@ -68,6 +70,16 @@ module es { return this._spatialHash.aabbBroadphase(rect, collider, layerMask); } + /** + * 返回所有边界与 collider.bounds 相交的碰撞器,但不包括传入的碰撞器(self) + * @param collider + * @param layerMask + */ + public static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask = this.allLayers) { + let bounds = collider.bounds; + return this._spatialHash.aabbBroadphase(bounds, collider, layerMask); + } + /** * 将对撞机添加到物理系统中 * @param collider diff --git a/source/src/Utils/Emitter.ts b/source/src/Utils/Emitter.ts index dffa05dd..0ce618d4 100644 --- a/source/src/Utils/Emitter.ts +++ b/source/src/Utils/Emitter.ts @@ -1,27 +1,12 @@ module es { - /** - * 用于包装事件的一个小类 - */ - export class FuncPack { - /** 函数 */ - public func: Function; - /** 上下文 */ - public context: any; - - constructor(func: Function, context: any) { - this.func = func; - this.context = context; - } - } - /** * 用于事件管理 */ export class Emitter { - private _messageTable: Map; + private _messageTable: Map; constructor() { - this._messageTable = new Map(); + this._messageTable = new Map(); } /** @@ -31,15 +16,17 @@ module es { * @param context 监听上下文 */ public addObserver(eventType: T, handler: Function, context: any) { - let list: FuncPack[] = this._messageTable.get(eventType); + handler.bind(context); + + let list: Function[] = this._messageTable.get(eventType); if (!list) { list = []; this._messageTable.set(eventType, list); } - if (list.findIndex(funcPack => funcPack.func == handler) != -1) + if (new linq.List(list).contains(handler)) console.warn("您试图添加相同的观察者两次"); - list.push(new FuncPack(handler, context)); + list.push(handler); } /** @@ -49,9 +36,7 @@ module es { */ public removeObserver(eventType: T, handler: Function) { let messageData = this._messageTable.get(eventType); - let index = messageData.findIndex(data => data.func == handler); - if (index != -1) - new linq.List(messageData).removeAt(index); + new linq.List(messageData).remove(handler); } /** @@ -60,10 +45,10 @@ module es { * @param data 事件数据 */ public emit(eventType: T, data?: any) { - let list: FuncPack[] = this._messageTable.get(eventType); + let list: Function[] = this._messageTable.get(eventType); if (list) { for (let i = list.length - 1; i >= 0; i--) - list[i].func.call(list[i].context, data); + list[i](data); } } } diff --git a/source/src/Utils/Timers/ITimer.ts b/source/src/Utils/Timers/ITimer.ts index 29fbbee4..c00d4e7b 100644 --- a/source/src/Utils/Timers/ITimer.ts +++ b/source/src/Utils/Timers/ITimer.ts @@ -13,7 +13,7 @@ module es { reset(); /** - * + * 返回投向T的上下文,作为方便 */ getContext(): T; } diff --git a/source/src/Utils/Timers/Timer.ts b/source/src/Utils/Timers/Timer.ts index 56e90628..ddbdf5c9 100644 --- a/source/src/Utils/Timers/Timer.ts +++ b/source/src/Utils/Timers/Timer.ts @@ -1,4 +1,7 @@ module es { + /** + * 私有类隐藏ITimer的实现 + */ export class Timer implements ITimer{ public context: any; public _timeInSeconds: number = 0; diff --git a/source/src/Utils/Triangulator.ts b/source/src/Utils/Triangulator.ts index 5ef8b370..6994d05d 100644 --- a/source/src/Utils/Triangulator.ts +++ b/source/src/Utils/Triangulator.ts @@ -1,10 +1,10 @@ module es { /** - * 三角剖分 + * 简单的剪耳三角测量器,最终的三角形将出现在triangleIndices列表中。 */ export class Triangulator { /** - * 最后一次三角调用中使用的点列表的三角形列表项的索引 + * 上次三角函数调用中使用的点列表的三角列表条目索引 */ public triangleIndices: number[] = []; @@ -12,15 +12,19 @@ module es { private _triNext: number[] = new Array(12); public static testPointTriangle(point: Vector2, a: Vector2, b: Vector2, c: Vector2): boolean { + // 如果点在AB的右边,那么外边的三角形是 if (Vector2Ext.cross(Vector2.subtract(point, a), Vector2.subtract(b, a)) < 0) return false; + // 如果点在BC的右边,则在三角形的外侧 if (Vector2Ext.cross(Vector2.subtract(point, b), Vector2.subtract(c, b)) < 0) return false; + // 如果点在ca的右边,则在三角形的外面 if (Vector2Ext.cross(Vector2.subtract(point, c), Vector2.subtract(a, c)) < 0) return false; + // 点在三角形上 return true; } @@ -44,8 +48,9 @@ module es { // 继续移除所有的三角形,直到只剩下一个三角形 while (count > 3 && iterations < 500) { iterations++; - + let isEar = true; + let a = points[this._triPrev[index]]; let b = points[index]; let c = points[this._triNext[index]]; @@ -94,11 +99,11 @@ module es { if (this._triNext.length < count) { this._triNext.reverse(); - this._triNext = new Array(Math.max(this._triNext.length * 2, count)); + this._triNext.length = Math.max(this._triNext.length * 2, count); } if (this._triPrev.length < count) { this._triPrev.reverse(); - this._triPrev = new Array(Math.max(this._triPrev.length * 2, count)); + this._triPrev.length = Math.max(this._triPrev.length * 2, count); } for (let i = 0; i < count; i++) { diff --git a/source/src/Utils/Vector2Ext.ts b/source/src/Utils/Vector2Ext.ts index 90ca0a67..b95f4e69 100644 --- a/source/src/Utils/Vector2Ext.ts +++ b/source/src/Utils/Vector2Ext.ts @@ -24,7 +24,7 @@ module es { } /** - * 返回与传入向量垂直的向量 + * 返回垂直于传入向量的向量 * @param first * @param second */ @@ -32,6 +32,45 @@ module es { return new Vector2(-1 * (second.y - first.y), second.x - first.x); } + /** + * 返回两个向量之间的角度,单位为度 + * @param from + * @param to + */ + public static angle(from: Vector2, to: Vector2) { + this.normalize(from); + this.normalize(to); + return Math.acos(MathHelper.clamp(Vector2.dot(from, to), -1, 1)) * MathHelper.Rad2Deg; + } + + /** + * 给定两条直线(ab和cd),求交点 + * @param a + * @param b + * @param c + * @param d + * @param intersection + */ + public static getRayIntersection(a: Vector2, b: Vector2, c: Vector2, d: Vector2, intersection: Vector2 = new Vector2()) { + let dy1 = b.y - a.y; + let dx1 = b.x - a.x; + let dy2 = d.y - c.y; + let dx2 = d.x - c.x; + + if (dy1 * dx2 == dy2 * dx1) { + intersection.x = Number.NaN; + intersection.y = Number.NaN; + return false; + } + + let x = ((c.y - a.y) * dx1 * dx2 + dy1 * dx2 * a.x - dy2 * dx1 * c.x) / (dy1 * dx2 - dy2 * dx1); + let y = a.y + (dy1 / dx1) * (x - a.x); + + intersection.x = x; + intersection.y = y; + return true; + } + /** * Vector2的临时解决方案 * 标准化把向量弄乱了 @@ -66,7 +105,13 @@ module es { } } - public static transformR(position: Vector2, matrix: Matrix2D, result: Vector2) { + /** + * 创建一个新的Vector2,该Vector2包含了通过指定的Matrix进行的二维向量变换 + * @param position + * @param matrix + * @param result + */ + public static transformR(position: Vector2, matrix: Matrix2D, result: Vector2 = new Vector2()) { let x = (position.x * matrix.m11) + (position.y * matrix.m21) + matrix.m31; let y = (position.x * matrix.m12) + (position.y * matrix.m22) + matrix.m32; result.x = x;