修复circleToBox检测偏差问题

This commit is contained in:
yhh
2020-07-27 18:16:19 +08:00
parent 60921f703b
commit d730851d97
9 changed files with 45 additions and 38 deletions

View File

@@ -124,22 +124,21 @@ module es {
let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
if (renderable) {
let bounds = renderable.bounds;
let renderableBounds = renderable.bounds;
// 这里我们需要大小*反尺度,因为当我们自动调整碰撞器的大小时,它需要没有缩放的渲染
let width = bounds.width / this.entity.scale.x;
let height = bounds.height / this.entity.scale.y;
let width = renderableBounds.width / this.entity.scale.x;
let height = renderableBounds.height / this.entity.scale.y;
// 圆碰撞器需要特别注意原点
if (this instanceof CircleCollider) {
let circleCollider = this as CircleCollider;
circleCollider.radius = Math.max(width, height) * 0.5;
this.radius = Math.max(width, height) * 0.5;
} else {
this.width = width;
this.height = height;
}
// 获取渲染的中心将其转移到本地坐标并使用它作为碰撞器的localOffset
this.localOffset = Vector2.subtract(bounds.center, this.entity.transform.position);
this.localOffset = Vector2.subtract(renderableBounds.center, this.entity.transform.position);
} else {
console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
}
@@ -218,7 +217,7 @@ module es {
public collidesWith(collider: Collider, motion: Vector2, result: 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;
this.entity.position.add(motion);
this.entity.position = this.entity.position.add(motion);
let didCollide = this.shape.collidesWithShape(collider.shape, result);
if (didCollide)