Merge branch 'master' of https://github.com/esengine/egret-framework
# Conflicts: # demo/libs/framework/framework.d.ts # demo/libs/framework/framework.min.js # demo/src/game/MainScene.ts # source/bin/framework.d.ts # source/bin/framework.min.js
This commit is contained in:
@@ -3,6 +3,12 @@
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* 计算路径给定的IAstarGraph和开始/目标位置
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*/
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class AStarPathfinder {
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/**
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* 尽可能从开始到目标找到一条路径。如果没有找到路径,则返回null。
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* @param graph
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* @param start
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* @param goal
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*/
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public static search<T>(graph: IAstarGraph<T>, start: T, goal: T){
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let foundPath = false;
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let cameFrom = new Map<T, T>();
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@@ -23,6 +29,7 @@ class AStarPathfinder {
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}
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graph.getNeighbors(current.data).forEach(next => {
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console.log(next);
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let newCost = costSoFar.get(current.data) + graph.cost(current.data, next);
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if (!this.hasKey(costSoFar, next) || newCost < costSoFar.get(next)){
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costSoFar.set(next, newCost);
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@@ -60,6 +67,12 @@ class AStarPathfinder {
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return null;
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}
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/**
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* 从cameFrom字典重新构造路径
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* @param cameFrom
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* @param start
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* @param goal
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*/
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public static recontructPath<T>(cameFrom: Map<T, T>, start: T, goal: T): T[]{
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let path = [];
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let current = goal;
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@@ -2,22 +2,22 @@
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* 基本静态网格图与A*一起使用
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* 将walls添加到walls HashSet,并将加权节点添加到weightedNodes
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*/
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class AstarGridGraph implements IAstarGraph<Point> {
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public dirs: Point[] = [
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new Point(1, 0),
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new Point(0, -1),
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new Point(-1, 0),
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new Point(0, 1)
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class AstarGridGraph implements IAstarGraph<Vector2> {
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public dirs: Vector2[] = [
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new Vector2(1, 0),
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new Vector2(0, -1),
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new Vector2(-1, 0),
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new Vector2(0, 1)
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];
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public walls: Point[] = [];
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public weightedNodes: Point[] = [];
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public walls: Vector2[] = [];
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public weightedNodes: Vector2[] = [];
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public defaultWeight: number = 1;
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public weightedNodeWeight = 5;
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private _width;
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private _height;
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private _neighbors: Point[] = new Array(4);
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private _neighbors: Vector2[] = new Array(4);
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constructor(width: number, height: number){
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this._width = width;
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@@ -28,27 +28,32 @@ class AstarGridGraph implements IAstarGraph<Point> {
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* 确保节点在网格图的边界内
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* @param node
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*/
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public isNodeInBounds(node: Point): boolean {
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public isNodeInBounds(node: Vector2): boolean {
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return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
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}
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/**
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* 检查节点是否可以通过。墙壁是不可逾越的。
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* 检查节点是否可以通过。walls是不可逾越的。
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* @param node
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*/
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public isNodePassable(node: Point): boolean {
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public isNodePassable(node: Vector2): boolean {
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return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
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}
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public search(start: Point, goal: Point){
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/**
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* 调用AStarPathfinder.search的快捷方式
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* @param start
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* @param goal
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*/
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public search(start: Vector2, goal: Vector2){
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return AStarPathfinder.search(this, start, goal);
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}
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public getNeighbors(node: Point): Point[] {
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public getNeighbors(node: Vector2): Vector2[] {
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this._neighbors.length = 0;
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this.dirs.forEach(dir => {
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let next = new Point(node.x + dir.x, node.y + dir.y);
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let next = new Vector2(node.x + dir.x, node.y + dir.y);
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if (this.isNodeInBounds(next) && this.isNodePassable(next))
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this._neighbors.push(next);
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});
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@@ -56,11 +61,11 @@ class AstarGridGraph implements IAstarGraph<Point> {
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return this._neighbors;
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}
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public cost(from: Point, to: Point): number {
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public cost(from: Vector2, to: Vector2): number {
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return this.weightedNodes.find((p)=> JSON.stringify(p) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
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}
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public heuristic(node: Point, goal: Point) {
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public heuristic(node: Vector2, goal: Vector2) {
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return Math.abs(node.x - goal.x) + Math.abs(node.y - goal.y);
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}
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@@ -1,5 +1,22 @@
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/**
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* graph的接口,可以提供给AstarPathfinder.search方法
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*/
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interface IAstarGraph<T> {
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/**
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* getNeighbors方法应该返回从传入的节点可以到达的任何相邻节点
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* @param node
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*/
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getNeighbors(node: T): Array<T>;
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/**
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* 计算从从from到to的成本
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* @param from
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* @param to
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*/
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cost(from: T, to: T): number;
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/**
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* 计算从node到to的启发式。参见WeightedGridGraph了解常用的Manhatten方法。
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* @param node
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* @param goal
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*/
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heuristic(node: T, goal: T);
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}
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@@ -1,27 +1,74 @@
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/**
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* 使用堆实现最小优先级队列 O(1)复杂度
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* 这种查找速度比使用字典快5-10倍
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* 但是,由于IPriorityQueue.contains()是许多寻路算法中调用最多的方法,因此尽可能快地实现它对于我们的应用程序非常重要。
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*/
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class PriorityQueue<T extends PriorityQueueNode> {
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private _numNodes: number;
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private _nodes: T[];
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private _numNodesEverEnqueued;
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/**
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* 实例化一个新的优先级队列
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* @param maxNodes 允许加入队列的最大节点(执行此操作将导致undefined的行为)
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*/
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constructor(maxNodes: number) {
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this._numNodes = 0;
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this._nodes = new Array(maxNodes + 1);
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this._numNodesEverEnqueued = 0;
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}
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/**
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* 从队列中删除每个节点。
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* O(n)复杂度 所有尽可能少调用该方法
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*/
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public clear() {
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this._nodes.splice(1, this._numNodes);
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this._numNodes = 0;
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}
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/**
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* 返回队列中的节点数。
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* O(1)复杂度
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*/
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public get count() {
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return this._numNodes;
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}
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/**
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* 返回可同时进入此队列的最大项数。一旦你达到这个数字(即。一旦Count == MaxSize),尝试加入另一个项目将导致undefined的行为
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* O(1)复杂度
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*/
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public get maxSize() {
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return this._nodes.length - 1;
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}
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/**
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* 返回(在O(1)中)给定节点是否在队列中
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* O (1)复杂度
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* @param node
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*/
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public contains(node: T): boolean {
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if (!node){
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console.error("node cannot be null");
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return false;
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}
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if (node.queueIndex < 0 || node.queueIndex >= this._nodes.length){
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console.error("node.QueueIndex has been corrupted. Did you change it manually? Or add this node to another queue?");
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return false;
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}
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return (this._nodes[node.queueIndex] == node);
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}
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/**
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* 将节点放入优先队列 较低的值放在前面 先入先出
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* 如果队列已满,则结果undefined。如果节点已经加入队列,则结果undefined。
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* O(log n)
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* @param node
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* @param priority
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*/
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public enqueue(node: T, priority: number) {
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node.priority = priority;
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this._numNodes++;
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@@ -31,12 +78,21 @@ class PriorityQueue<T extends PriorityQueueNode> {
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this.cascadeUp(this._nodes[this._numNodes]);
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}
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/**
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* 删除队列头(具有最小优先级的节点;按插入顺序断开连接),并返回它。如果队列为空,结果undefined
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* O(log n)
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*/
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public dequeue(): T {
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let returnMe = this._nodes[1];
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this.remove(returnMe);
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return returnMe;
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}
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/**
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* 从队列中删除一个节点。节点不需要是队列的头。如果节点不在队列中,则结果未定义。如果不确定,首先检查Contains()
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* O(log n)
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* @param node
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*/
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public remove(node: T) {
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if (node.queueIndex == this._numNodes) {
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this._nodes[this._numNodes] = null;
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@@ -52,6 +108,9 @@ class PriorityQueue<T extends PriorityQueueNode> {
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this.onNodeUpdated(formerLastNode);
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}
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/**
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* 检查以确保队列仍然处于有效状态。用于测试/调试队列。
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*/
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public isValidQueue(): boolean {
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for (let i = 1; i < this._nodes.length; i++) {
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if (this._nodes[i]) {
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@@ -71,24 +130,29 @@ class PriorityQueue<T extends PriorityQueueNode> {
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}
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private onNodeUpdated(node: T) {
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// 将更新后的节点按适当的方式向上或向下冒泡
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let parentIndex = Math.floor(node.queueIndex / 2);
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let parentNode = this._nodes[parentIndex];
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if (parentIndex > 0 && this.hasHigherPriority(node, parentNode)) {
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this.cascadeUp(node);
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} else {
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// 注意,如果parentNode == node(即节点是根),则将调用CascadeDown。
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this.cascadeDown(node);
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}
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}
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private cascadeDown(node: T) {
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// 又名Heapify-down
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let newParent: T;
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let finalQueueIndex = node.queueIndex;
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while (true) {
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newParent = node;
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let childLeftIndex = 2 * finalQueueIndex;
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// 检查左子节点的优先级是否高于当前节点
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if (childLeftIndex > this._numNodes) {
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// 这可以放在循环之外,但是我们必须检查newParent != node两次
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node.queueIndex = finalQueueIndex;
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this._nodes[finalQueueIndex] = node;
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break;
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@@ -99,6 +163,7 @@ class PriorityQueue<T extends PriorityQueueNode> {
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newParent = childLeft;
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}
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// 检查右子节点的优先级是否高于当前节点或左子节点
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let childRightIndex = childLeftIndex + 1;
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if (childRightIndex <= this._numNodes) {
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let childRight = this._nodes[childRightIndex];
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@@ -107,13 +172,17 @@ class PriorityQueue<T extends PriorityQueueNode> {
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}
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}
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// 如果其中一个子节点具有更高(更小)的优先级,则交换并继续级联
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if (newParent != node) {
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// 将新的父节点移动到它的新索引
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// 节点将被移动一次,这样做比调用Swap()少一个赋值操作。
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this._nodes[finalQueueIndex] = newParent;
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let temp = newParent.queueIndex;
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newParent.queueIndex = finalQueueIndex;
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finalQueueIndex = temp;
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} else {
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// 参见上面的笔记
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node.queueIndex = finalQueueIndex;
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this._nodes[finalQueueIndex] = node;
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break;
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@@ -121,13 +190,20 @@ class PriorityQueue<T extends PriorityQueueNode> {
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}
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}
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/**
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* 当没有内联时,性能会稍微好一些
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* @param node
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*/
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private cascadeUp(node: T) {
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// 又名Heapify-up
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let parent = Math.floor(node.queueIndex / 2);
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while (parent >= 1) {
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let parentNode = this._nodes[parent];
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if (this.hasHigherPriority(parentNode, node))
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break;
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||||
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// 节点具有较低的优先级值,因此将其向上移动到堆中
|
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// 出于某种原因,使用Swap()比使用单独的操作更快,如CascadeDown()
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this.swap(node, parentNode);
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parent = Math.floor(node.queueIndex / 2);
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@@ -135,14 +211,22 @@ class PriorityQueue<T extends PriorityQueueNode> {
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||||
}
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private swap(node1: T, node2: T) {
|
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// 交换节点
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this._nodes[node1.queueIndex] = node2;
|
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this._nodes[node2.queueIndex] = node1;
|
||||
|
||||
// 交换他们的indicies
|
||||
let temp = node1.queueIndex;
|
||||
node1.queueIndex = node2.queueIndex;
|
||||
node2.queueIndex = temp;
|
||||
}
|
||||
|
||||
/**
|
||||
* 如果higher的优先级高于lower,则返回true,否则返回false。
|
||||
* 注意,调用HasHigherPriority(节点,节点)(即。两个参数为同一个节点)将返回false
|
||||
* @param higher
|
||||
* @param lower
|
||||
*/
|
||||
private hasHigherPriority(higher: T, lower: T) {
|
||||
return (higher.priority < lower.priority ||
|
||||
(higher.priority == lower.priority && higher.insertionIndex < lower.insertionIndex));
|
||||
|
||||
@@ -1,33 +1,33 @@
|
||||
///<reference path="../../../Math/Point.ts" />
|
||||
///<reference path="../../../Math/Vector2.ts" />
|
||||
/**
|
||||
* 基本的未加权网格图形用于BreadthFirstPathfinder
|
||||
*/
|
||||
class UnweightedGridGraph implements IUnweightedGraph<Point> {
|
||||
private static readonly CARDINAL_DIRS: Point[] = [
|
||||
new Point(1, 0),
|
||||
new Point(0, -1),
|
||||
new Point(-1, 0),
|
||||
new Point(0, -1)
|
||||
class UnweightedGridGraph implements IUnweightedGraph<Vector2> {
|
||||
private static readonly CARDINAL_DIRS: Vector2[] = [
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, -1)
|
||||
];
|
||||
|
||||
private static readonly COMPASS_DIRS = [
|
||||
new Point(1, 0),
|
||||
new Point(1, -1),
|
||||
new Point(0, -1),
|
||||
new Point(-1, -1),
|
||||
new Point(-1, 0),
|
||||
new Point(-1, 1),
|
||||
new Point(0, 1),
|
||||
new Point(1, 1),
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, -1),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(-1, 1),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
];
|
||||
|
||||
public walls: Point[] = [];
|
||||
public walls: Vector2[] = [];
|
||||
|
||||
private _width: number;
|
||||
private _hegiht: number;
|
||||
|
||||
private _dirs: Point[];
|
||||
private _neighbors: Point[] = new Array(4);
|
||||
private _dirs: Vector2[];
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
|
||||
constructor(width: number, height: number, allowDiagonalSearch: boolean = false) {
|
||||
this._width = width;
|
||||
@@ -35,19 +35,19 @@ class UnweightedGridGraph implements IUnweightedGraph<Point> {
|
||||
this._dirs = allowDiagonalSearch ? UnweightedGridGraph.COMPASS_DIRS : UnweightedGridGraph.CARDINAL_DIRS;
|
||||
}
|
||||
|
||||
public isNodeInBounds(node: Point): boolean {
|
||||
public isNodeInBounds(node: Vector2): boolean {
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._hegiht;
|
||||
}
|
||||
|
||||
public isNodePassable(node: Point): boolean {
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public getNeighbors(node: Point) {
|
||||
public getNeighbors(node: Vector2) {
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this._dirs.forEach(dir => {
|
||||
let next = new Point(node.x + dir.x, node.y + dir.y);
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
@@ -55,7 +55,7 @@ class UnweightedGridGraph implements IUnweightedGraph<Point> {
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public search(start: Point, goal: Point): Point[] {
|
||||
public search(start: Vector2, goal: Vector2): Vector2[] {
|
||||
return BreadthFirstPathfinder.search(this, start, goal);
|
||||
}
|
||||
}
|
||||
@@ -1,35 +1,35 @@
|
||||
///<reference path="../../../Math/Point.ts" />
|
||||
///<reference path="../../../Math/Vector2.ts" />
|
||||
/**
|
||||
* 支持一种加权节点的基本网格图
|
||||
*/
|
||||
class WeightedGridGraph implements IWeightedGraph<Point> {
|
||||
class WeightedGridGraph implements IWeightedGraph<Vector2> {
|
||||
public static readonly CARDINAL_DIRS = [
|
||||
new Point(1, 0),
|
||||
new Point(0, -1),
|
||||
new Point(-1, 0),
|
||||
new Point(0, 1)
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(0, 1)
|
||||
];
|
||||
|
||||
private static readonly COMPASS_DIRS = [
|
||||
new Point(1, 0),
|
||||
new Point(1, -1),
|
||||
new Point(0, -1),
|
||||
new Point(-1, -1),
|
||||
new Point(-1, 0),
|
||||
new Point(-1, 1),
|
||||
new Point(0, 1),
|
||||
new Point(1, 1),
|
||||
new Vector2(1, 0),
|
||||
new Vector2(1, -1),
|
||||
new Vector2(0, -1),
|
||||
new Vector2(-1, -1),
|
||||
new Vector2(-1, 0),
|
||||
new Vector2(-1, 1),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1),
|
||||
];
|
||||
|
||||
public walls: Point[] = [];
|
||||
public weightedNodes: Point[] = [];
|
||||
public walls: Vector2[] = [];
|
||||
public weightedNodes: Vector2[] = [];
|
||||
public defaultWeight = 1;
|
||||
public weightedNodeWeight = 5;
|
||||
|
||||
private _width: number;
|
||||
private _height: number;
|
||||
private _dirs: Point[];
|
||||
private _neighbors: Point[] = new Array(4);
|
||||
private _dirs: Vector2[];
|
||||
private _neighbors: Vector2[] = new Array(4);
|
||||
|
||||
constructor(width: number, height: number, allowDiagonalSearch: boolean = false){
|
||||
this._width = width;
|
||||
@@ -37,23 +37,23 @@ class WeightedGridGraph implements IWeightedGraph<Point> {
|
||||
this._dirs = allowDiagonalSearch ? WeightedGridGraph.COMPASS_DIRS : WeightedGridGraph.CARDINAL_DIRS;
|
||||
}
|
||||
|
||||
public isNodeInBounds(node: Point){
|
||||
public isNodeInBounds(node: Vector2){
|
||||
return 0 <= node.x && node.x < this._width && 0 <= node.y && node.y < this._height;
|
||||
}
|
||||
|
||||
public isNodePassable(node: Point): boolean {
|
||||
public isNodePassable(node: Vector2): boolean {
|
||||
return !this.walls.firstOrDefault(wall => JSON.stringify(wall) == JSON.stringify(node));
|
||||
}
|
||||
|
||||
public search(start: Point, goal: Point){
|
||||
public search(start: Vector2, goal: Vector2){
|
||||
return WeightedPathfinder.search(this, start, goal);
|
||||
}
|
||||
|
||||
public getNeighbors(node: Point): Point[]{
|
||||
public getNeighbors(node: Vector2): Vector2[]{
|
||||
this._neighbors.length = 0;
|
||||
|
||||
this._dirs.forEach(dir => {
|
||||
let next = new Point(node.x + dir.x, node.y + dir.y);
|
||||
let next = new Vector2(node.x + dir.x, node.y + dir.y);
|
||||
if (this.isNodeInBounds(next) && this.isNodePassable(next))
|
||||
this._neighbors.push(next);
|
||||
});
|
||||
@@ -61,7 +61,7 @@ class WeightedGridGraph implements IWeightedGraph<Point> {
|
||||
return this._neighbors;
|
||||
}
|
||||
|
||||
public cost(from: Point, to: Point): number{
|
||||
public cost(from: Vector2, to: Vector2): number{
|
||||
return this.weightedNodes.find(t => JSON.stringify(t) == JSON.stringify(to)) ? this.weightedNodeWeight : this.defaultWeight;
|
||||
}
|
||||
}
|
||||
22
source/src/Debug/Debug.ts
Normal file
22
source/src/Debug/Debug.ts
Normal file
@@ -0,0 +1,22 @@
|
||||
class Debug {
|
||||
private static _debugDrawItems: DebugDrawItem[] = [];
|
||||
|
||||
public static drawHollowRect(rectanle: Rectangle, color: number, duration = 0){
|
||||
this._debugDrawItems.push(new DebugDrawItem(rectanle, color, duration));
|
||||
}
|
||||
|
||||
public static render(){
|
||||
if (this._debugDrawItems.length > 0){
|
||||
let debugShape = new egret.Shape();
|
||||
if (SceneManager.scene){
|
||||
SceneManager.scene.addChild(debugShape);
|
||||
}
|
||||
|
||||
for (let i = this._debugDrawItems.length - 1; i >= 0; i --){
|
||||
let item = this._debugDrawItems[i];
|
||||
if (item.draw(debugShape))
|
||||
this._debugDrawItems.removeAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
46
source/src/Debug/DebugDrawItem.ts
Normal file
46
source/src/Debug/DebugDrawItem.ts
Normal file
@@ -0,0 +1,46 @@
|
||||
enum DebugDrawType {
|
||||
line,
|
||||
hollowRectangle,
|
||||
pixel,
|
||||
text
|
||||
}
|
||||
|
||||
class DebugDrawItem {
|
||||
public rectangle: Rectangle;
|
||||
public color: number;
|
||||
public duration: number;
|
||||
public drawType: DebugDrawType;
|
||||
public text: string;
|
||||
public start: Vector2;
|
||||
public end: Vector2;
|
||||
public x: number;
|
||||
public y: number;
|
||||
public size: number;
|
||||
|
||||
constructor(rectangle: Rectangle, color: number, duration: number){
|
||||
this.rectangle = rectangle;
|
||||
this.color = color;
|
||||
this.duration = duration;
|
||||
this.drawType = DebugDrawType.hollowRectangle;
|
||||
}
|
||||
|
||||
public draw(shape: egret.Shape): boolean{
|
||||
switch (this.drawType){
|
||||
case DebugDrawType.line:
|
||||
DrawUtils.drawLine(shape, this.start, this.end, this.color);
|
||||
break;
|
||||
case DebugDrawType.hollowRectangle:
|
||||
DrawUtils.drawHollowRect(shape, this.rectangle, this.color);
|
||||
break;
|
||||
case DebugDrawType.pixel:
|
||||
DrawUtils.drawPixel(shape, new Vector2(this.x, this.y), this.color, this.size);
|
||||
break;
|
||||
case DebugDrawType.text:
|
||||
break;
|
||||
}
|
||||
|
||||
this.duration -= Time.deltaTime;
|
||||
return this.duration < 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,6 +4,7 @@ abstract class Component extends egret.DisplayObjectContainer {
|
||||
public updateInterval: number = 1;
|
||||
/** 允许用户为实体存入信息 */
|
||||
public userData: any;
|
||||
private _updateOrder = 0;
|
||||
|
||||
public get enabled(){
|
||||
return this.entity ? this.entity.enabled && this._enabled : this._enabled;
|
||||
@@ -13,6 +14,10 @@ abstract class Component extends egret.DisplayObjectContainer {
|
||||
this.setEnabled(value);
|
||||
}
|
||||
|
||||
public get localPosition(){
|
||||
return new Vector2(this.entity.x + this.x, this.entity.y + this.y);
|
||||
}
|
||||
|
||||
public setEnabled(isEnabled: boolean){
|
||||
if (this._enabled != isEnabled){
|
||||
this._enabled = isEnabled;
|
||||
@@ -27,8 +32,23 @@ abstract class Component extends egret.DisplayObjectContainer {
|
||||
return this;
|
||||
}
|
||||
|
||||
public initialize(){
|
||||
/** 更新此实体上组件的顺序 */
|
||||
public get updateOrder(){
|
||||
return this._updateOrder;
|
||||
}
|
||||
/** 更新此实体上组件的顺序 */
|
||||
public set updateOrder(value: number){
|
||||
this.setUpdateOrder(value);
|
||||
}
|
||||
public setUpdateOrder(updateOrder: number){
|
||||
if (this._updateOrder != updateOrder){
|
||||
this._updateOrder = updateOrder;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public initialize(){
|
||||
}
|
||||
|
||||
public onAddedToEntity(){
|
||||
@@ -47,14 +67,18 @@ abstract class Component extends egret.DisplayObjectContainer {
|
||||
|
||||
}
|
||||
|
||||
public update(){
|
||||
|
||||
}
|
||||
|
||||
public debugRender(){
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 当实体的位置改变时调用。这允许组件知道它们由于父实体的移动而移动了。
|
||||
* @param comp
|
||||
*/
|
||||
public onEntityTransformChanged(comp: TransformComponent){
|
||||
|
||||
}
|
||||
|
||||
/** 内部使用 运行时不应该调用 */
|
||||
public registerComponent(){
|
||||
this.entity.componentBits.set(ComponentTypeManager.getIndexFor(this), false);
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
///<reference path="../Component.ts"/>
|
||||
class Camera extends Component {
|
||||
class Camera extends Component implements IUpdatable {
|
||||
private _zoom;
|
||||
private _origin: Vector2 = Vector2.zero;
|
||||
|
||||
private _minimumZoom = 0.3;
|
||||
private _maximumZoom = 3;
|
||||
|
||||
private _position: Vector2 = Vector2.zero;
|
||||
/**
|
||||
* 如果相机模式为cameraWindow 则会进行缓动移动
|
||||
* 该值为移动速度
|
||||
@@ -67,11 +68,24 @@ class Camera extends Component {
|
||||
}
|
||||
|
||||
public get position(){
|
||||
return this.entity.position;
|
||||
return this._position;
|
||||
}
|
||||
|
||||
public set position(value: Vector2){
|
||||
this.entity.position = value;
|
||||
this._position = value;
|
||||
}
|
||||
|
||||
public get x(){
|
||||
return this._position.x;
|
||||
}
|
||||
public set x(value: number){
|
||||
this._position.x = value;
|
||||
}
|
||||
public get y(){
|
||||
return this._position.y;
|
||||
}
|
||||
public set y(value: number){
|
||||
this._position.y = value;
|
||||
}
|
||||
|
||||
constructor() {
|
||||
|
||||
@@ -8,12 +8,16 @@ class BoxCollider extends Collider {
|
||||
this.setWidth(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置BoxCollider的宽度
|
||||
* @param width
|
||||
*/
|
||||
public setWidth(width: number): BoxCollider{
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (width != box.width){
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(width, box.height);
|
||||
this._isPositionDirty = true;
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
@@ -29,20 +33,28 @@ class BoxCollider extends Collider {
|
||||
this.setHeight(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置BoxCollider的高度
|
||||
* @param height
|
||||
*/
|
||||
public setHeight(height: number){
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (height != box.height){
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(box.width, height);
|
||||
this._isPositionDirty = true;
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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。
|
||||
*/
|
||||
constructor(){
|
||||
super();
|
||||
|
||||
// 我们在这里插入一个1x1框作为占位符,直到碰撞器在下一阵被添加到实体并可以获得更精确的自动调整大小数据
|
||||
this.shape = new Box(1, 1);
|
||||
this._colliderRequiresAutoSizing = true;
|
||||
}
|
||||
@@ -51,8 +63,8 @@ class BoxCollider extends Collider {
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let box = this.shape as Box;
|
||||
if (width != box.width || height != box.height){
|
||||
// 更新框,改变边界,如果我们需要更新物理系统中的边界
|
||||
box.updateBox(width, height);
|
||||
this._isPositionDirty = true;
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
class CircleCollider extends Collider {
|
||||
public get radius(): number{
|
||||
return (this.shape as Circle).radius;
|
||||
}
|
||||
public set radius(value: number){
|
||||
this.setRadius(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建一个有半径的圆
|
||||
*
|
||||
* @param radius
|
||||
*/
|
||||
constructor(radius?: number){
|
||||
super();
|
||||
|
||||
if (radius)
|
||||
this._colliderRequiresAutoSizing = true;
|
||||
// 我们在这里插入一个1px的圆圈作为占位符
|
||||
// 直到碰撞器被添加到实体并可以获得更精确的自动调整大小数据的下一帧
|
||||
this.shape = new Circle(radius ? radius : 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置圆的半径
|
||||
* @param radius
|
||||
*/
|
||||
public setRadius(radius: number): CircleCollider{
|
||||
this._colliderRequiresAutoSizing = false;
|
||||
let circle = this.shape as Circle;
|
||||
if (radius != circle.radius){
|
||||
circle.radius = radius;
|
||||
circle._originalRadius = radius;
|
||||
|
||||
if (this.entity && this._isParentEntityAddedToScene)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
}
|
||||
@@ -1,65 +1,89 @@
|
||||
abstract class Collider extends Component{
|
||||
abstract class Collider extends Component implements IUpdatable {
|
||||
/** 对撞机的基本形状 */
|
||||
public shape: Shape;
|
||||
/** 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。 */
|
||||
public physicsLayer = 1 << 0;
|
||||
/** 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 */
|
||||
public isTrigger: boolean;
|
||||
public registeredPhysicsBounds: Rectangle;
|
||||
public shouldColliderScaleAndRotationWithTransform = true;
|
||||
/**
|
||||
* 这个对撞机在物理系统注册时的边界。
|
||||
* 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。
|
||||
*/
|
||||
public registeredPhysicsBounds: Rectangle = new Rectangle();
|
||||
/** 如果为true,碰撞器将根据附加的变换缩放和旋转 */
|
||||
public shouldColliderScaleAndRotateWithTransform = true;
|
||||
/** 默认为所有层。 */
|
||||
public collidesWithLayers = Physics.allLayers;
|
||||
|
||||
public _localOffsetLength: number;
|
||||
public _isPositionDirty = true;
|
||||
public _isRotationDirty = true;
|
||||
/** 标记来跟踪我们的实体是否被添加到场景中 */
|
||||
protected _isParentEntityAddedToScene;
|
||||
protected _colliderRequiresAutoSizing;
|
||||
protected _localOffset: Vector2 = new Vector2(0, 0);
|
||||
/** 标记来记录我们是否注册了物理系统 */
|
||||
protected _isColliderRegistered;
|
||||
|
||||
public get bounds(): Rectangle {
|
||||
if (this._isPositionDirty || this._isRotationDirty){
|
||||
this.shape.recalculateBounds(this);
|
||||
this._isPositionDirty = this._isRotationDirty = false;
|
||||
}
|
||||
|
||||
this.shape.recalculateBounds(this);
|
||||
return this.shape.bounds;
|
||||
}
|
||||
|
||||
public get localOffset(){
|
||||
public get localOffset() {
|
||||
return this._localOffset;
|
||||
}
|
||||
|
||||
public set localOffset(value: Vector2){
|
||||
/**
|
||||
* 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。
|
||||
*/
|
||||
public set localOffset(value: Vector2) {
|
||||
this.setLocalOffset(value);
|
||||
}
|
||||
|
||||
public setLocalOffset(offset: Vector2){
|
||||
if (this._localOffset != offset){
|
||||
public setLocalOffset(offset: Vector2) {
|
||||
if (this._localOffset != offset) {
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
this._localOffset = offset;
|
||||
this._localOffsetLength = this._localOffset.length();
|
||||
this._isPositionDirty = true;
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
}
|
||||
}
|
||||
|
||||
public registerColliderWithPhysicsSystem(){
|
||||
if (this._isParentEntityAddedToScene && !this._isColliderRegistered){
|
||||
/**
|
||||
* 父实体会在不同的时间调用它(当添加到场景,启用,等等)
|
||||
*/
|
||||
public registerColliderWithPhysicsSystem() {
|
||||
// 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
|
||||
if (this._isParentEntityAddedToScene && !this._isColliderRegistered) {
|
||||
Physics.addCollider(this);
|
||||
this._isColliderRegistered = true;
|
||||
}
|
||||
}
|
||||
|
||||
public unregisterColliderWithPhysicsSystem(){
|
||||
if (this._isParentEntityAddedToScene && this._isColliderRegistered){
|
||||
/**
|
||||
* 父实体会在不同的时候调用它(从场景中移除,禁用,等等)
|
||||
*/
|
||||
public unregisterColliderWithPhysicsSystem() {
|
||||
if (this._isParentEntityAddedToScene && this._isColliderRegistered) {
|
||||
Physics.removeCollider(this);
|
||||
}
|
||||
this._isColliderRegistered = false;
|
||||
}
|
||||
|
||||
public overlaps(other: Collider){
|
||||
/**
|
||||
* 检查这个形状是否与物理系统中的其他对撞机重叠
|
||||
* @param other
|
||||
*/
|
||||
public overlaps(other: Collider) {
|
||||
return this.shape.overlaps(other.shape);
|
||||
}
|
||||
|
||||
public collidesWith(collider: Collider, motion: Vector2){
|
||||
/**
|
||||
* 检查这个与运动应用的碰撞器(移动向量)是否与碰撞器碰撞。如果是这样,将返回true,并且结果将填充碰撞数据。
|
||||
* @param collider
|
||||
* @param motion
|
||||
*/
|
||||
public collidesWith(collider: Collider, motion: Vector2) {
|
||||
// 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.shape.position;
|
||||
this.shape.position = Vector2.add(this.shape.position, motion);
|
||||
|
||||
@@ -67,49 +91,71 @@ abstract class Collider extends Component{
|
||||
if (result)
|
||||
result.collider = collider;
|
||||
|
||||
// 将图形位置返回到检查前的位置
|
||||
this.shape.position = oldPosition;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public onAddedToEntity(){
|
||||
if (this._colliderRequiresAutoSizing){
|
||||
if (!(this instanceof BoxCollider)){
|
||||
public onAddedToEntity() {
|
||||
if (this._colliderRequiresAutoSizing) {
|
||||
if (!(this instanceof BoxCollider || this instanceof CircleCollider)) {
|
||||
console.error("Only box and circle colliders can be created automatically");
|
||||
}
|
||||
|
||||
let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
|
||||
if (renderable){
|
||||
let renderbaleBounds = renderable.bounds;
|
||||
if (renderable) {
|
||||
let bounds = renderable.bounds;
|
||||
|
||||
let width = renderbaleBounds.width / this.entity.scale.x;
|
||||
let height = renderbaleBounds.height / this.entity.scale.y;
|
||||
// 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;
|
||||
|
||||
if (this instanceof BoxCollider){
|
||||
let boxCollider = this as BoxCollider;
|
||||
// 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.localOffset = bounds.location;
|
||||
} else {
|
||||
let boxCollider = this;
|
||||
boxCollider.width = width;
|
||||
boxCollider.height = height;
|
||||
|
||||
this.localOffset = Vector2.subtract(renderbaleBounds.center, this.entity.position);
|
||||
this.localOffset = bounds.location;
|
||||
}
|
||||
} else {
|
||||
console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
|
||||
}
|
||||
}
|
||||
|
||||
this._isParentEntityAddedToScene = true;
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
}
|
||||
|
||||
public onRemovedFromEntity(){
|
||||
|
||||
public onRemovedFromEntity() {
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
this._isParentEntityAddedToScene = false;
|
||||
}
|
||||
|
||||
public onEnabled(){
|
||||
public onEnabled() {
|
||||
this.registerColliderWithPhysicsSystem();
|
||||
this._isPositionDirty = this._isRotationDirty = true;
|
||||
}
|
||||
|
||||
public onDisabled(){
|
||||
public onDisabled() {
|
||||
this.unregisterColliderWithPhysicsSystem();
|
||||
}
|
||||
|
||||
public onEntityTransformChanged(comp: TransformComponent) {
|
||||
if (this._isColliderRegistered)
|
||||
Physics.updateCollider(this);
|
||||
}
|
||||
|
||||
public update(){
|
||||
let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
|
||||
if (renderable){
|
||||
this.$setX(renderable.x + this.localOffset.x);
|
||||
this.$setY(renderable.y + this.localOffset.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
/**
|
||||
* 多边形应该以顺时针方式定义
|
||||
*/
|
||||
class PolygonCollider extends Collider {
|
||||
/**
|
||||
* 如果这些点没有居中,它们将以localOffset的差异为居中。
|
||||
* @param points
|
||||
*/
|
||||
constructor(points: Vector2[]){
|
||||
super();
|
||||
|
||||
// 第一点和最后一点决不能相同。我们想要一个开放的多边形
|
||||
let isPolygonClosed = points[0] == points[points.length - 1];
|
||||
|
||||
// 最后一个移除
|
||||
if (isPolygonClosed)
|
||||
points.splice(points.length - 1, 1);
|
||||
|
||||
let center = Polygon.findPolygonCenter(points);
|
||||
this.setLocalOffset(center);
|
||||
Polygon.recenterPolygonVerts(points);
|
||||
this.shape = new Polygon(points);
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,10 @@
|
||||
/**
|
||||
* 辅助类说明了一种处理移动的方法,它考虑了包括触发器在内的所有冲突。
|
||||
* ITriggerListener接口用于管理对移动过程中违反的任何触发器的回调。
|
||||
* 一个物体只能通过移动器移动。要正确报告触发器的move方法。
|
||||
*
|
||||
* 请注意,多个移动者相互交互将多次调用ITriggerListener。
|
||||
*/
|
||||
class Mover extends Component {
|
||||
private _triggerHelper: ColliderTriggerHelper;
|
||||
|
||||
@@ -5,6 +12,10 @@ class Mover extends Component {
|
||||
this._triggerHelper = new ColliderTriggerHelper(this.entity);
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算修改运动矢量的运动,以考虑移动时可能发生的碰撞
|
||||
* @param motion
|
||||
*/
|
||||
public calculateMovement(motion: Vector2){
|
||||
let collisionResult = new CollisionResult();
|
||||
|
||||
@@ -16,23 +27,30 @@ class Mover extends Component {
|
||||
for (let i = 0; i < colliders.length; i ++){
|
||||
let collider = colliders[i];
|
||||
|
||||
// 不检测触发器
|
||||
if (collider.isTrigger)
|
||||
continue;
|
||||
|
||||
// 获取我们在新位置可能发生碰撞的任何东西
|
||||
let bounds = collider.bounds;
|
||||
bounds.x += motion.x;
|
||||
bounds.y += motion.y;
|
||||
let neighbors = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
|
||||
let boxcastResult = Physics.boxcastBroadphaseExcludingSelf(collider, bounds, collider.collidesWithLayers);
|
||||
bounds = boxcastResult.bounds;
|
||||
let neighbors = boxcastResult.tempHashSet;
|
||||
|
||||
for (let j = 0; j < neighbors.length; j ++){
|
||||
let neighbor = neighbors[j];
|
||||
// 不检测触发器
|
||||
if (neighbor.isTrigger)
|
||||
continue;
|
||||
|
||||
let _internalcollisionResult = collider.collidesWith(neighbor, motion);
|
||||
if (_internalcollisionResult){
|
||||
// 如果碰撞 则退回之前的移动量
|
||||
motion = Vector2.subtract(motion, _internalcollisionResult.minimumTranslationVector);
|
||||
|
||||
// 如果我们碰到多个对象,为了简单起见,只取第一个。
|
||||
if (_internalcollisionResult.collider){
|
||||
collisionResult = _internalcollisionResult;
|
||||
}
|
||||
@@ -42,7 +60,7 @@ class Mover extends Component {
|
||||
|
||||
ListPool.free(colliders);
|
||||
|
||||
return collisionResult;
|
||||
return {collisionResult: collisionResult, motion: motion};
|
||||
}
|
||||
|
||||
public applyMovement(motion: Vector2){
|
||||
@@ -53,7 +71,9 @@ class Mover extends Component {
|
||||
}
|
||||
|
||||
public move(motion: Vector2){
|
||||
let collisionResult = this.calculateMovement(motion);
|
||||
let movementResult = this.calculateMovement(motion);
|
||||
let collisionResult = movementResult.collisionResult;
|
||||
motion = movementResult.motion;
|
||||
|
||||
this.applyMovement(motion);
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
///<reference path="./SpriteRenderer.ts" />
|
||||
class SpriteAnimator extends SpriteRenderer {
|
||||
class SpriteAnimator extends SpriteRenderer implements IUpdatable {
|
||||
/** 在动画完成时触发,包括动画名称; */
|
||||
public onAnimationCompletedEvent: Function;
|
||||
/** 动画播放速度 */
|
||||
|
||||
@@ -1,25 +1,12 @@
|
||||
class SpriteRenderer extends RenderableComponent {
|
||||
private _origin: Vector2;
|
||||
private _sprite: Sprite;
|
||||
protected bitmap: egret.Bitmap;
|
||||
|
||||
public get origin(){
|
||||
return this._origin;
|
||||
}
|
||||
public set origin(value: Vector2){
|
||||
this.setOrigin(value);
|
||||
}
|
||||
public setOrigin(origin: Vector2){
|
||||
if (this._origin != origin){
|
||||
this._origin = origin;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
/** 应该由这个精灵显示的精灵。当设置时,精灵的原点也被设置为匹配精灵.origin。 */
|
||||
/** 应该由这个精灵显示的精灵 */
|
||||
public get sprite(): Sprite{
|
||||
return this._sprite;
|
||||
}
|
||||
/** 应该由这个精灵显示的精灵。当设置时,精灵的原点也被设置为匹配精灵.origin。 */
|
||||
/** 应该由这个精灵显示的精灵 */
|
||||
public set sprite(value: Sprite){
|
||||
this.setSprite(value);
|
||||
}
|
||||
@@ -27,7 +14,10 @@ class SpriteRenderer extends RenderableComponent {
|
||||
public setSprite(sprite: Sprite): SpriteRenderer{
|
||||
this.removeChildren();
|
||||
this._sprite = sprite;
|
||||
if (this._sprite) this._origin = this._sprite.origin;
|
||||
if (this._sprite) {
|
||||
this.anchorOffsetX = this._sprite.origin.x / this._sprite.sourceRect.width;
|
||||
this.anchorOffsetY = this._sprite.origin.y / this._sprite.sourceRect.height;
|
||||
}
|
||||
this.bitmap = new egret.Bitmap(sprite.texture2D);
|
||||
this.addChild(this.bitmap);
|
||||
|
||||
@@ -58,8 +48,8 @@ class SpriteRenderer extends RenderableComponent {
|
||||
|
||||
/** 渲染处理 在每个模块中处理各自的渲染逻辑 */
|
||||
public render(camera: Camera){
|
||||
this.x = this.entity.position.x - this.origin.x - camera.position.x + camera.origin.x;
|
||||
this.y = this.entity.position.y - this.origin.y - camera.position.y + camera.origin.y;
|
||||
this.x = -camera.position.x + camera.origin.x;
|
||||
this.y = -camera.position.y + camera.origin.y;
|
||||
}
|
||||
|
||||
public onRemovedFromEntity(){
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
class Entity extends egret.DisplayObjectContainer {
|
||||
private static _idGenerator: number;
|
||||
|
||||
private _position: Vector2 = Vector2.zero;
|
||||
public name: string;
|
||||
public readonly id: number;
|
||||
/** 当前实体所属的场景 */
|
||||
@@ -20,11 +19,13 @@ class Entity extends egret.DisplayObjectContainer {
|
||||
}
|
||||
|
||||
public get position(){
|
||||
return this._position;
|
||||
return new Vector2(this.x, this.y);
|
||||
}
|
||||
|
||||
public set position(value: Vector2){
|
||||
this._position = value;
|
||||
this.$setX(value.x);
|
||||
this.$setY(value.y);
|
||||
this.onEntityTransformChanged(TransformComponent.position);
|
||||
}
|
||||
|
||||
public get scale(){
|
||||
@@ -32,8 +33,18 @@ class Entity extends egret.DisplayObjectContainer {
|
||||
}
|
||||
|
||||
public set scale(value: Vector2){
|
||||
this.scaleX = value.x;
|
||||
this.scaleY = value.y;
|
||||
this.$setScaleX(value.x);
|
||||
this.$setScaleY(value.y);
|
||||
this.onEntityTransformChanged(TransformComponent.scale);
|
||||
}
|
||||
|
||||
public set rotation(value: number){
|
||||
this.$setRotation(value);
|
||||
this.onEntityTransformChanged(TransformComponent.rotation);
|
||||
}
|
||||
|
||||
public get rotation(){
|
||||
return this.$getRotation();
|
||||
}
|
||||
|
||||
public get enabled(){
|
||||
@@ -74,6 +85,11 @@ class Entity extends egret.DisplayObjectContainer {
|
||||
this.id = Entity._idGenerator ++;
|
||||
|
||||
this.componentBits = new BitSet();
|
||||
this.addEventListener(egret.Event.ADDED_TO_STAGE, this.onAddToStage, this);
|
||||
}
|
||||
|
||||
private onAddToStage(){
|
||||
this.onEntityTransformChanged(TransformComponent.position);
|
||||
}
|
||||
|
||||
public get updateOrder(){
|
||||
@@ -160,6 +176,10 @@ class Entity extends egret.DisplayObjectContainer {
|
||||
return this.components.getComponents(typeName, componentList);
|
||||
}
|
||||
|
||||
private onEntityTransformChanged(comp: TransformComponent){
|
||||
this.components.onEntityTransformChanged(comp);
|
||||
}
|
||||
|
||||
public removeComponentForType<T extends Component>(type){
|
||||
let comp = this.getComponent<T>(type);
|
||||
if (comp){
|
||||
@@ -195,12 +215,23 @@ class Entity extends egret.DisplayObjectContainer {
|
||||
|
||||
public destroy(){
|
||||
this._isDestoryed = true;
|
||||
this.removeEventListener(egret.Event.ADDED_TO_STAGE, this.onAddToStage, this);
|
||||
|
||||
this.scene.entities.remove(this);
|
||||
this.removeChildren();
|
||||
|
||||
if (this.parent)
|
||||
this.parent.removeChild(this);
|
||||
|
||||
for (let i = this.numChildren - 1; i >= 0; i --){
|
||||
let child = this.getChildAt(i);
|
||||
(child as Component).entity.destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum TransformComponent {
|
||||
rotation,
|
||||
scale,
|
||||
position
|
||||
}
|
||||
6
source/src/ECS/IUpdatable.ts
Normal file
6
source/src/ECS/IUpdatable.ts
Normal file
@@ -0,0 +1,6 @@
|
||||
/** 当将该接口添加到组件时,只要启用了组件和实体,它就需要调用每帧的更新方法。 */
|
||||
interface IUpdatable {
|
||||
enabled: boolean;
|
||||
updateOrder: number;
|
||||
update();
|
||||
}
|
||||
@@ -144,6 +144,9 @@ class Scene extends egret.DisplayObjectContainer {
|
||||
this.entityProcessors.end();
|
||||
|
||||
this.unload();
|
||||
|
||||
if (this.parent)
|
||||
this.parent.removeChild(this);
|
||||
}
|
||||
|
||||
protected async onStart() {
|
||||
|
||||
@@ -81,6 +81,9 @@ class SceneManager {
|
||||
}
|
||||
} else if (this._scene) {
|
||||
this._scene.render();
|
||||
|
||||
Debug.render();
|
||||
|
||||
this._scene.postRender();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,28 +1,37 @@
|
||||
class ComponentList {
|
||||
private _entity: Entity;
|
||||
/** 添加到实体的组件列表 */
|
||||
private _components: Component[] = [];
|
||||
/** 添加到此框架的组件列表。用来对组件进行分组,这样我们就可以同时进行加工 */
|
||||
private _componentsToAdd: Component[] = [];
|
||||
/** 标记要删除此框架的组件列表。用来对组件进行分组,这样我们就可以同时进行加工 */
|
||||
private _componentsToRemove: Component[] = [];
|
||||
/** 需要调用更新的所有组件的列表 */
|
||||
private _updatableComponents: IUpdatable[] = [];
|
||||
private _tempBufferList: Component[] = [];
|
||||
|
||||
constructor(entity: Entity){
|
||||
constructor(entity: Entity) {
|
||||
this._entity = entity;
|
||||
}
|
||||
|
||||
public get count(){
|
||||
public get count() {
|
||||
return this._components.length;
|
||||
}
|
||||
|
||||
public get buffer(){
|
||||
public get buffer() {
|
||||
return this._components;
|
||||
}
|
||||
|
||||
public add(component: Component){
|
||||
public add(component: Component) {
|
||||
this._componentsToAdd.push(component);
|
||||
}
|
||||
|
||||
public remove(component: Component){
|
||||
if (this._componentsToAdd.contains(component)){
|
||||
public remove(component: Component) {
|
||||
if (this._componentsToRemove.contains(component))
|
||||
console.warn(`You are trying to remove a Component (${component}) that you already removed`)
|
||||
|
||||
// 这可能不是一个活动的组件,所以我们必须注意它是否还没有被处理,它可能正在同一帧中被删除
|
||||
if (this._componentsToAdd.contains(component)) {
|
||||
this._componentsToAdd.remove(component);
|
||||
return;
|
||||
}
|
||||
@@ -30,43 +39,58 @@ class ComponentList {
|
||||
this._componentsToRemove.push(component);
|
||||
}
|
||||
|
||||
public removeAllComponents(){
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
/**
|
||||
* 立即从组件列表中删除所有组件
|
||||
*/
|
||||
public removeAllComponents() {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
this.handleRemove(this._components[i]);
|
||||
}
|
||||
|
||||
this._components.length = 0;
|
||||
this._updatableComponents.length = 0;
|
||||
this._componentsToAdd.length = 0;
|
||||
this._componentsToRemove.length = 0;
|
||||
}
|
||||
|
||||
public deregisterAllComponents(){
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
public deregisterAllComponents() {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
let component = this._components[i];
|
||||
|
||||
// 处理渲染层列表
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.remove(component);
|
||||
|
||||
// 处理IUpdatable
|
||||
if (egret.is(component, "IUpdatable"))
|
||||
this._updatableComponents.remove(component);
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component), false);
|
||||
this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
|
||||
}
|
||||
}
|
||||
|
||||
public registerAllComponents(){
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
public registerAllComponents() {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
let component = this._components[i];
|
||||
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.add(component);
|
||||
|
||||
if (egret.is(component, "IUpdatable"))
|
||||
this._updatableComponents.push(component as any);
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component));
|
||||
this._entity.scene.entityProcessors.onComponentAdded(this._entity);
|
||||
}
|
||||
}
|
||||
|
||||
public updateLists(){
|
||||
if (this._componentsToRemove.length > 0){
|
||||
for (let i = 0; i < this._componentsToRemove.length; i ++){
|
||||
/**
|
||||
* 处理任何需要删除或添加的组件
|
||||
*/
|
||||
public updateLists() {
|
||||
if (this._componentsToRemove.length > 0) {
|
||||
for (let i = 0; i < this._componentsToRemove.length; i++) {
|
||||
this.handleRemove(this._componentsToRemove[i]);
|
||||
this._components.remove(this._componentsToRemove[i]);
|
||||
}
|
||||
@@ -74,11 +98,15 @@ class ComponentList {
|
||||
this._componentsToRemove.length = 0;
|
||||
}
|
||||
|
||||
if (this._componentsToAdd.length > 0){
|
||||
for (let i = 0, count = this._componentsToAdd.length; i < count; i ++){
|
||||
if (this._componentsToAdd.length > 0) {
|
||||
for (let i = 0, count = this._componentsToAdd.length; i < count; i++) {
|
||||
let component = this._componentsToAdd[i];
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.add(component);
|
||||
|
||||
if (egret.is(component, "IUpdatable"))
|
||||
this._updatableComponents.push(component as any);
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component));
|
||||
this._entity.scene.entityProcessors.onComponentAdded(this._entity);
|
||||
|
||||
@@ -86,13 +114,16 @@ class ComponentList {
|
||||
this._tempBufferList.push(component);
|
||||
}
|
||||
|
||||
// 在调用onAddedToEntity之前清除,以防添加更多组件
|
||||
this._componentsToAdd.length = 0;
|
||||
|
||||
for (let i = 0; i < this._tempBufferList.length; i++){
|
||||
// 现在所有的组件都添加到了场景中,我们再次循环并调用onAddedToEntity/onEnabled
|
||||
for (let i = 0; i < this._tempBufferList.length; i++) {
|
||||
let component = this._tempBufferList[i];
|
||||
component.onAddedToEntity();
|
||||
|
||||
if (component.enabled){
|
||||
// enabled检查实体和组件
|
||||
if (component.enabled) {
|
||||
component.onEnabled();
|
||||
}
|
||||
}
|
||||
@@ -101,10 +132,25 @@ class ComponentList {
|
||||
}
|
||||
}
|
||||
|
||||
private handleRemove(component: Component){
|
||||
public onEntityTransformChanged(comp: TransformComponent) {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
if (this._components[i].enabled)
|
||||
this._components[i].onEntityTransformChanged(comp);
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._componentsToAdd.length; i++) {
|
||||
if (this._componentsToAdd[i].enabled)
|
||||
this._componentsToAdd[i].onEntityTransformChanged(comp);
|
||||
}
|
||||
}
|
||||
|
||||
private handleRemove(component: Component) {
|
||||
if (component instanceof RenderableComponent)
|
||||
this._entity.scene.renderableComponents.remove(component);
|
||||
|
||||
if (egret.is(component, "IUpdatable"))
|
||||
this._updatableComponents.remove(component);
|
||||
|
||||
this._entity.componentBits.set(ComponentTypeManager.getIndexFor(component), false);
|
||||
this._entity.scene.entityProcessors.onComponentRemoved(this._entity);
|
||||
|
||||
@@ -112,15 +158,23 @@ class ComponentList {
|
||||
component.entity = null;
|
||||
}
|
||||
|
||||
public getComponent<T extends Component>(type, onlyReturnInitializedComponents: boolean): T{
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
/**
|
||||
* 获取类型T的第一个组件并返回它
|
||||
* 可以选择跳过检查未初始化的组件(尚未调用onAddedToEntity方法的组件)
|
||||
* 如果没有找到组件,则返回null。
|
||||
* @param type
|
||||
* @param onlyReturnInitializedComponents
|
||||
*/
|
||||
public getComponent<T extends Component>(type, onlyReturnInitializedComponents: boolean): T {
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
let component = this._components[i];
|
||||
if (component instanceof type)
|
||||
return component as T;
|
||||
}
|
||||
|
||||
if (!onlyReturnInitializedComponents){
|
||||
for (let i = 0; i < this._componentsToAdd.length; i ++){
|
||||
// 我们可以选择检查挂起的组件,以防addComponent和getComponent在同一个框架中被调用
|
||||
if (!onlyReturnInitializedComponents) {
|
||||
for (let i = 0; i < this._componentsToAdd.length; i++) {
|
||||
let component = this._componentsToAdd[i];
|
||||
if (component instanceof type)
|
||||
return component as T;
|
||||
@@ -130,31 +184,36 @@ class ComponentList {
|
||||
return null;
|
||||
}
|
||||
|
||||
public getComponents(typeName: string | any, components?){
|
||||
/**
|
||||
* 获取T类型的所有组件,但不使用列表分配
|
||||
* @param typeName
|
||||
* @param components
|
||||
*/
|
||||
public getComponents(typeName: string | any, components?) {
|
||||
if (!components)
|
||||
components = [];
|
||||
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
for (let i = 0; i < this._components.length; i++) {
|
||||
let component = this._components[i];
|
||||
if (typeof(typeName) == "string"){
|
||||
if (egret.is(component, typeName)){
|
||||
if (typeof (typeName) == "string") {
|
||||
if (egret.is(component, typeName)) {
|
||||
components.push(component);
|
||||
}
|
||||
}else{
|
||||
if (component instanceof typeName){
|
||||
} else {
|
||||
if (component instanceof typeName) {
|
||||
components.push(component);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (let i = 0; i < this._componentsToAdd.length; i ++){
|
||||
for (let i = 0; i < this._componentsToAdd.length; i++) {
|
||||
let component = this._componentsToAdd[i];
|
||||
if (typeof(typeName) == "string"){
|
||||
if (egret.is(component, typeName)){
|
||||
if (typeof (typeName) == "string") {
|
||||
if (egret.is(component, typeName)) {
|
||||
components.push(component);
|
||||
}
|
||||
}else{
|
||||
if (component instanceof typeName){
|
||||
} else {
|
||||
if (component instanceof typeName) {
|
||||
components.push(component);
|
||||
}
|
||||
}
|
||||
@@ -163,12 +222,19 @@ class ComponentList {
|
||||
return components;
|
||||
}
|
||||
|
||||
public update(){
|
||||
public update() {
|
||||
this.updateLists();
|
||||
for (let i = 0; i < this._components.length; i ++){
|
||||
let component = this._components[i];
|
||||
if (component.enabled && (component.updateInterval == 1 || Time.frameCount % component.updateInterval == 0))
|
||||
component.update();
|
||||
for (let i = 0; i < this._updatableComponents.length; i++) {
|
||||
let updatable = this._updatableComponents[i];
|
||||
let updateableComponent;
|
||||
if (updatable instanceof Component)
|
||||
updateableComponent = updatable as Component;
|
||||
|
||||
if (updatable.enabled &&
|
||||
updateableComponent.enabled &&
|
||||
(updateableComponent.updateInterval == 1 ||
|
||||
Time.frameCount % updateableComponent.updateInterval == 0))
|
||||
updatable.update();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -62,7 +62,7 @@ abstract class SceneTransition {
|
||||
this.isNewSceneLoaded = true;
|
||||
}
|
||||
|
||||
public tickEffectProgressProperty(filter: egret.CustomFilter, duration: number, easeType: Function, reverseDirection = false){
|
||||
public tickEffectProgressProperty(filter: egret.CustomFilter, duration: number, easeType: Function, reverseDirection = false): Promise<boolean>{
|
||||
return new Promise((resolve)=>{
|
||||
let start = reverseDirection ? 1 : 0;
|
||||
let end = reverseDirection ? 0 : 1;
|
||||
|
||||
@@ -10,7 +10,7 @@ class Flags {
|
||||
* @param self
|
||||
* @param flag
|
||||
*/
|
||||
public static isFlagSet(self: number, flag: number){
|
||||
public static isFlagSet(self: number, flag: number): boolean{
|
||||
return (self & flag) != 0;
|
||||
}
|
||||
|
||||
@@ -19,7 +19,7 @@ class Flags {
|
||||
* @param self
|
||||
* @param flag
|
||||
*/
|
||||
public static isUnshiftedFlagSet(self: number, flag: number){
|
||||
public static isUnshiftedFlagSet(self: number, flag: number): boolean{
|
||||
flag = 1 << flag;
|
||||
return (self & flag) != 0;
|
||||
}
|
||||
|
||||
@@ -50,7 +50,15 @@ class MathHelper {
|
||||
return new Vector2(Math.cos(radians) * radians + circleCenter.x, Math.sin(radians) * radians + circleCenter.y);
|
||||
}
|
||||
|
||||
/**
|
||||
* 如果值为偶数,返回true
|
||||
* @param value
|
||||
*/
|
||||
public static isEven(value: number){
|
||||
return value % 2 == 0;
|
||||
}
|
||||
|
||||
public static angleBetweenVectors(from: Vector2, to: Vector2){
|
||||
return Math.atan2(to.y - from.y, to.x - from.x);
|
||||
}
|
||||
}
|
||||
@@ -155,8 +155,13 @@ class Matrix2D {
|
||||
return result;
|
||||
}
|
||||
|
||||
public static createTranslation(xPosition: number, yPosition: number, result?: Matrix2D){
|
||||
result = result ? result : new Matrix2D();
|
||||
/**
|
||||
* 创建一个新的tranlation
|
||||
* @param xPosition
|
||||
* @param yPosition
|
||||
*/
|
||||
public static createTranslation(xPosition: number, yPosition: number){
|
||||
let result = new Matrix2D();
|
||||
|
||||
result.m11 = 1;
|
||||
result.m12 = 0;
|
||||
@@ -170,6 +175,14 @@ class Matrix2D {
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据position 创建一个translation
|
||||
* @param position
|
||||
*/
|
||||
public static createTranslationVector(position: Vector2){
|
||||
return this.createTranslation(position.x, position.y);
|
||||
}
|
||||
|
||||
public static createRotation(radians: number, result?: Matrix2D){
|
||||
result = new Matrix2D();
|
||||
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
class Point {
|
||||
public x: number;
|
||||
public y: number;
|
||||
|
||||
constructor(x?: number, y?: number){
|
||||
this.x = x ? x : 0;
|
||||
this.y = y ? y : this.x;
|
||||
}
|
||||
}
|
||||
@@ -1,36 +1,21 @@
|
||||
class Rectangle {
|
||||
public x: number;
|
||||
public y: number;
|
||||
public width: number;
|
||||
public height: number;
|
||||
|
||||
private _tempMat: Matrix2D;
|
||||
private _transformMat: Matrix2D;
|
||||
|
||||
public get left() {
|
||||
return this.x;
|
||||
}
|
||||
|
||||
public get right() {
|
||||
return this.x + this.width;
|
||||
}
|
||||
|
||||
public get top() {
|
||||
return this.y;
|
||||
}
|
||||
|
||||
public get bottom() {
|
||||
return this.y + this.height;
|
||||
class Rectangle extends egret.Rectangle {
|
||||
/**
|
||||
* 获取矩形的最大点,即右下角
|
||||
*/
|
||||
public get max() {
|
||||
return new Vector2(this.right, this.bottom);
|
||||
}
|
||||
|
||||
/** 中心点坐标 */
|
||||
public get center() {
|
||||
return new Vector2(this.x + (this.width / 2), this.y + (this.height / 2));
|
||||
}
|
||||
|
||||
/** 左上角的坐标 */
|
||||
public get location() {
|
||||
return new Vector2(this.x, this.y);
|
||||
}
|
||||
|
||||
/** 左上角的坐标 */
|
||||
public set location(value: Vector2) {
|
||||
this.x = value.x;
|
||||
this.y = value.y;
|
||||
@@ -45,48 +30,56 @@ class Rectangle {
|
||||
this.height = value.y;
|
||||
}
|
||||
|
||||
constructor(x?: number, y?: number, width?: number, height?: number) {
|
||||
this.x = x ? x : 0;
|
||||
this.y = y ? y : 0;
|
||||
this.width = width ? width : 0;
|
||||
this.height = height ? height : 0;
|
||||
}
|
||||
|
||||
public intersects(value: Rectangle) {
|
||||
/**
|
||||
* 是否与另一个矩形相交
|
||||
* @param value
|
||||
*/
|
||||
public intersects(value: egret.Rectangle) {
|
||||
return value.left < this.right &&
|
||||
this.left < value.right &&
|
||||
value.top < this.bottom &&
|
||||
this.top < value.bottom;
|
||||
}
|
||||
|
||||
public contains(value: Vector2) {
|
||||
return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
|
||||
(this.y <= value.y)) &&
|
||||
(value.y < (this.y + this.height)));
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取所提供的矩形是否在此矩形的边界内
|
||||
* @param value
|
||||
*/
|
||||
public containsRect(value: Rectangle) {
|
||||
return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
|
||||
(this.y <= value.y)) &&
|
||||
(value.y < (this.y + this.height)));
|
||||
}
|
||||
|
||||
public getHalfSize(){
|
||||
public getHalfSize() {
|
||||
return new Vector2(this.width * 0.5, this.height * 0.5);
|
||||
}
|
||||
|
||||
/**
|
||||
* 创建一个矩形的最小/最大点(左上角,右下角的点)
|
||||
* @param minX
|
||||
* @param minY
|
||||
* @param maxX
|
||||
* @param maxY
|
||||
*/
|
||||
public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number) {
|
||||
return new Rectangle(minX, minY, maxX - minX, maxY - minY);
|
||||
}
|
||||
|
||||
public getClosestPointOnRectangleBorderToPoint(point: Point): { res: Vector2, edgeNormal: Vector2 } {
|
||||
let edgeNormal = new Vector2(0, 0);
|
||||
/**
|
||||
* 获取矩形边界上与给定点最近的点
|
||||
* @param point
|
||||
*/
|
||||
public getClosestPointOnRectangleBorderToPoint(point: Vector2): { res: Vector2, edgeNormal: Vector2 } {
|
||||
let edgeNormal = Vector2.zero;
|
||||
|
||||
let res = new Vector2(0, 0);
|
||||
// 对于每个轴,如果点在盒子外面
|
||||
let res = new Vector2();
|
||||
res.x = MathHelper.clamp(point.x, this.left, this.right);
|
||||
res.y = MathHelper.clamp(point.y, this.top, this.bottom);
|
||||
|
||||
if (this.contains(res)) {
|
||||
// 如果点在矩形内,我们需要推res到边界,因为它将在矩形内
|
||||
if (this.contains(res.x, res.y)) {
|
||||
let dl = res.x - this.left;
|
||||
let dr = this.right - res.x;
|
||||
let dt = res.y - this.top;
|
||||
@@ -107,68 +100,50 @@ class Rectangle {
|
||||
edgeNormal.x = 1;
|
||||
}
|
||||
} else {
|
||||
if (res.x == this.left) {
|
||||
edgeNormal.x = -1;
|
||||
}
|
||||
if (res.x == this.right) {
|
||||
edgeNormal.x = 1;
|
||||
}
|
||||
if (res.y == this.top) {
|
||||
edgeNormal.y = -1;
|
||||
}
|
||||
if (res.y == this.bottom) {
|
||||
edgeNormal.y = 1;
|
||||
}
|
||||
if (res.x == this.left) edgeNormal.x = -1;
|
||||
if (res.x == this.right) edgeNormal.x = 1;
|
||||
if (res.y == this.top) edgeNormal.y = -1;
|
||||
if (res.y == this.bottom) edgeNormal.y = 1;
|
||||
}
|
||||
|
||||
return { res: res, edgeNormal: edgeNormal };
|
||||
}
|
||||
|
||||
public calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2,
|
||||
rotation: number, width: number, height: number) {
|
||||
if (rotation == 0) {
|
||||
this.x = parentPosition.x + position.x - origin.x * scale.x;
|
||||
this.y = parentPosition.y + position.y - origin.y * scale.y;
|
||||
this.width = width * scale.x;
|
||||
this.height = height * scale.y;
|
||||
} else {
|
||||
let worldPosX = parentPosition.x + position.x;
|
||||
let worldPosY = parentPosition.y + position.y;
|
||||
/**
|
||||
*
|
||||
*/
|
||||
public getClosestPointOnBoundsToOrigin() {
|
||||
let max = this.max;
|
||||
let minDist = Math.abs(this.location.x);
|
||||
let boundsPoint = new Vector2(this.location.x, 0);
|
||||
|
||||
this._transformMat = Matrix2D.createTranslation(-worldPosX - origin.x, -worldPosY - origin.y);
|
||||
this._tempMat = Matrix2D.createScale(scale.x, scale.y);
|
||||
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
|
||||
this._tempMat = Matrix2D.createRotation(rotation);
|
||||
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
|
||||
this._tempMat = Matrix2D.createTranslation(worldPosX, worldPosY);
|
||||
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
|
||||
|
||||
let topLeft = new Vector2(worldPosX, worldPosY);
|
||||
let topRight = new Vector2(worldPosX + width, worldPosY);
|
||||
let bottomLeft = new Vector2(worldPosX, worldPosY + height);
|
||||
let bottomRight = new Vector2(worldPosX + width, worldPosY + height);
|
||||
|
||||
topLeft = Vector2Ext.transformR(topLeft, this._transformMat);
|
||||
topRight = Vector2Ext.transformR(topRight, this._transformMat);
|
||||
bottomLeft = Vector2Ext.transformR(bottomLeft, this._transformMat);
|
||||
bottomRight = Vector2Ext.transformR(bottomRight, this._transformMat);
|
||||
|
||||
let minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
||||
let maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
||||
let minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
||||
let maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
||||
|
||||
this.location = new Vector2(minX, minY);
|
||||
this.width = maxX - minX;
|
||||
this.height = maxY - minY;
|
||||
if (Math.abs(max.x) < minDist) {
|
||||
minDist = Math.abs(max.x);
|
||||
boundsPoint.x = max.x;
|
||||
boundsPoint.y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (Math.abs(max.y) < minDist) {
|
||||
minDist = Math.abs(max.y);
|
||||
boundsPoint.x = 0;
|
||||
boundsPoint.y = max.y;
|
||||
}
|
||||
|
||||
if (Math.abs(this.location.y) < minDist) {
|
||||
minDist = Math.abs(this.location.y);
|
||||
boundsPoint.x = 0;
|
||||
boundsPoint.y = this.location.y;
|
||||
}
|
||||
|
||||
return boundsPoint;
|
||||
}
|
||||
|
||||
/**
|
||||
* 给定多边形的点,计算边界
|
||||
* @param points
|
||||
*/
|
||||
public static rectEncompassingPoints(points: Vector2[]) {
|
||||
// 我们需要求出x/y的最小值/最大值
|
||||
let minX = Number.POSITIVE_INFINITY;
|
||||
let minY = Number.POSITIVE_INFINITY;
|
||||
let maxX = Number.NEGATIVE_INFINITY;
|
||||
@@ -177,19 +152,11 @@ class Rectangle {
|
||||
for (let i = 0; i < points.length; i++) {
|
||||
let pt = points[i];
|
||||
|
||||
if (pt.x < minX) {
|
||||
minX = pt.x;
|
||||
}
|
||||
if (pt.x > maxX) {
|
||||
maxX = pt.x;
|
||||
}
|
||||
if (pt.x < minX) minX = pt.x;
|
||||
if (pt.x > maxX) maxX = pt.x;
|
||||
|
||||
if (pt.y < minY) {
|
||||
minY = pt.y;
|
||||
}
|
||||
if (pt.y > maxY) {
|
||||
maxY = pt.y;
|
||||
}
|
||||
if (pt.y < minY) minY = pt.y;
|
||||
if (pt.y > maxY) maxY = pt.y;
|
||||
}
|
||||
|
||||
return this.fromMinMax(minX, minY, maxX, maxY);
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
/** 移动器使用的帮助器类,用于管理触发器碰撞器交互并调用itriggerlistener。 */
|
||||
class ColliderTriggerHelper {
|
||||
private _entity: Entity;
|
||||
/** 存储当前帧中发生的所有活动交集对 */
|
||||
@@ -18,7 +19,9 @@ class ColliderTriggerHelper {
|
||||
for (let i = 0; i < colliders.length; i++) {
|
||||
let collider = colliders[i];
|
||||
|
||||
let neighbors = Physics.boxcastBroadphase(collider.bounds, collider.collidesWithLayers);
|
||||
let boxcastResult = Physics.boxcastBroadphase(collider.bounds, collider.collidesWithLayers);
|
||||
collider.bounds = boxcastResult.rect;
|
||||
let neighbors = boxcastResult.colliders;
|
||||
for (let j = 0; j < neighbors.length; j++) {
|
||||
let neighbor = neighbors[j];
|
||||
if (!collider.isTrigger && !neighbor.isTrigger)
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
@@ -18,23 +21,44 @@ class Physics {
|
||||
}
|
||||
|
||||
public static boxcastBroadphase(rect: Rectangle, layerMask: number = this.allLayers){
|
||||
return this._spatialHash.aabbBroadphase(rect, null, layerMask);
|
||||
let boxcastResult = this._spatialHash.aabbBroadphase(rect, null, layerMask);
|
||||
return {colliders: boxcastResult.tempHashSet, rect: boxcastResult.bounds};
|
||||
}
|
||||
|
||||
public static boxcastBroadphaseExcludingSelf(collider: Collider, rect: Rectangle, layerMask = this.allLayers){
|
||||
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);
|
||||
}
|
||||
|
||||
/**
|
||||
* debug绘制空间散列的内容
|
||||
* @param secondsToDisplay
|
||||
*/
|
||||
public static debugDraw(secondsToDisplay){
|
||||
this._spatialHash.debugDraw(secondsToDisplay, 2);
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,7 @@
|
||||
///<reference path="./Polygon.ts" />
|
||||
/**
|
||||
* 多边形的特殊情况。在进行SAT碰撞检查时,我们只需要检查2个轴而不是8个轴
|
||||
*/
|
||||
class Box extends Polygon {
|
||||
public width: number;
|
||||
public height: number;
|
||||
@@ -9,7 +12,13 @@ class Box extends Polygon {
|
||||
this.height = height;
|
||||
}
|
||||
|
||||
/**
|
||||
* 在一个盒子的形状中建立多边形需要的点的帮助方法
|
||||
* @param width
|
||||
* @param height
|
||||
*/
|
||||
private static buildBox(width: number, height: number): Vector2[]{
|
||||
// 我们在(0,0)的中心周围创建点
|
||||
let halfWidth = width / 2;
|
||||
let halfHeight = height / 2;
|
||||
let verts = new Array(4);
|
||||
@@ -21,10 +30,40 @@ class Box extends Polygon {
|
||||
return verts;
|
||||
}
|
||||
|
||||
public overlaps(other: Shape){
|
||||
// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
|
||||
if (this.isUnrotated){
|
||||
if (other instanceof Box && other.isUnrotated)
|
||||
return this.bounds.intersects(other.bounds);
|
||||
|
||||
if (other instanceof Circle)
|
||||
return Collisions.isRectToCircle(this.bounds, other.position, other.radius);
|
||||
}
|
||||
|
||||
return super.overlaps(other);
|
||||
}
|
||||
|
||||
public collidesWithShape(other: Shape){
|
||||
// 特殊情况,这一个高性能方式实现,其他情况则使用polygon方法检测
|
||||
if (this.isUnrotated && other instanceof Box && other.isUnrotated){
|
||||
return ShapeCollisions.boxToBox(this, other);
|
||||
}
|
||||
|
||||
// TODO: 让 minkowski 运行于 cricleToBox
|
||||
|
||||
return super.collidesWithShape(other);
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新框点,重新计算中心,设置宽度/高度
|
||||
* @param width
|
||||
* @param height
|
||||
*/
|
||||
public updateBox(width: number, height: number){
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
|
||||
// 我们在(0,0)的中心周围创建点
|
||||
let halfWidth = width / 2;
|
||||
let halfHeight = height / 2;
|
||||
|
||||
@@ -39,7 +78,7 @@ class Box extends Polygon {
|
||||
|
||||
public containsPoint(point: Vector2){
|
||||
if (this.isUnrotated)
|
||||
return this.bounds.contains(point);
|
||||
return this.bounds.contains(point.x, point.y);
|
||||
|
||||
return super.containsPoint(point);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
///<reference path="./Shape.ts" />
|
||||
class Circle extends Shape {
|
||||
public radius: number;
|
||||
private _originalRadius: number;
|
||||
public _originalRadius: number;
|
||||
public center = new Vector2();
|
||||
|
||||
constructor(radius: number) {
|
||||
super();
|
||||
@@ -32,7 +33,7 @@ class Circle extends Shape {
|
||||
public recalculateBounds(collider: Collider) {
|
||||
this.center = collider.localOffset;
|
||||
|
||||
if (collider.shouldColliderScaleAndRotationWithTransform) {
|
||||
if (collider.shouldColliderScaleAndRotateWithTransform) {
|
||||
let scale = collider.entity.scale;
|
||||
let hasUnitScale = scale.x == 1 && scale.y == 1;
|
||||
let maxScale = Math.max(scale.x, scale.y);
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
class CollisionResult {
|
||||
public collider: Collider;
|
||||
public minimumTranslationVector: Vector2;
|
||||
public normal: Vector2;
|
||||
public point: Vector2;
|
||||
public minimumTranslationVector: Vector2 = Vector2.zero;
|
||||
public normal: Vector2 = Vector2.zero;
|
||||
public point: Vector2 = Vector2.zero;
|
||||
|
||||
public invertResult(){
|
||||
this.minimumTranslationVector = Vector2.negate(this.minimumTranslationVector);
|
||||
|
||||
@@ -5,6 +5,7 @@ class Polygon extends Shape {
|
||||
private _polygonCenter: Vector2;
|
||||
private _areEdgeNormalsDirty = true;
|
||||
protected _originalPoints: Vector2[];
|
||||
public center = new Vector2();
|
||||
|
||||
public _edgeNormals: Vector2[];
|
||||
public get edgeNormals(){
|
||||
@@ -92,6 +93,10 @@ class Polygon extends Shape {
|
||||
throw new Error(`overlaps of Pologon to ${other} are not supported`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 找到多边形的中心。注意,这对于正则多边形是准确的。不规则多边形没有中心。
|
||||
* @param points
|
||||
*/
|
||||
public static findPolygonCenter(points: Vector2[]) {
|
||||
let x = 0, y = 0;
|
||||
|
||||
@@ -103,6 +108,23 @@ class Polygon extends Shape {
|
||||
return new Vector2(x / points.length, y / points.length);
|
||||
}
|
||||
|
||||
/**
|
||||
* 重定位多边形的点
|
||||
* @param points
|
||||
*/
|
||||
public static recenterPolygonVerts(points: Vector2[]){
|
||||
let center = this.findPolygonCenter(points);
|
||||
for (let i = 0; i < points.length; i ++)
|
||||
points[i] = Vector2.subtract(points[i], center);
|
||||
}
|
||||
|
||||
/**
|
||||
* 迭代多边形的所有边,并得到任意边上离点最近的点。
|
||||
* 通过最近点的平方距离和它所在的边的法线返回。
|
||||
* 点应该在多边形的空间中(点-多边形.位置)
|
||||
* @param points
|
||||
* @param point
|
||||
*/
|
||||
public static getClosestPointOnPolygonToPoint(points: Vector2[], point: Vector2): { closestPoint, distanceSquared, edgeNormal } {
|
||||
let distanceSquared = Number.MAX_VALUE;
|
||||
let edgeNormal = new Vector2(0, 0);
|
||||
@@ -121,6 +143,7 @@ class Polygon extends Shape {
|
||||
distanceSquared = tempDistanceSquared;
|
||||
closestPoint = closest;
|
||||
|
||||
// 求直线的法线
|
||||
let line = Vector2.subtract(points[j], points[i]);
|
||||
edgeNormal.x = -line.y;
|
||||
edgeNormal.y = line.x;
|
||||
@@ -136,7 +159,13 @@ class Polygon extends Shape {
|
||||
return ShapeCollisions.pointToPoly(point, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* 本质上,这个算法所做的就是从一个点发射一条射线。
|
||||
* 如果它与奇数条多边形边相交,我们就知道它在多边形内部。
|
||||
* @param point
|
||||
*/
|
||||
public containsPoint(point: Vector2) {
|
||||
// 将点归一化到多边形坐标空间中
|
||||
point = Vector2.subtract(point, this.position);
|
||||
|
||||
let isInside = false;
|
||||
@@ -168,9 +197,10 @@ class Polygon extends Shape {
|
||||
}
|
||||
|
||||
public recalculateBounds(collider: Collider) {
|
||||
this.center = collider.localOffset;
|
||||
|
||||
if (collider.shouldColliderScaleAndRotationWithTransform){
|
||||
// 如果我们没有旋转或不关心TRS我们使用localOffset作为中心,我们会从那开始
|
||||
// this.center = collider.localOffset;
|
||||
let localOffset = collider.localOffset;
|
||||
if (collider.shouldColliderScaleAndRotateWithTransform){
|
||||
let hasUnitScale = true;
|
||||
let tempMat: Matrix2D;
|
||||
let combinedMatrix = Matrix2D.createTranslation(-this._polygonCenter.x, -this._polygonCenter.y);
|
||||
@@ -180,31 +210,34 @@ class Polygon extends Shape {
|
||||
combinedMatrix = Matrix2D.multiply(combinedMatrix, tempMat);
|
||||
|
||||
hasUnitScale = false;
|
||||
|
||||
// 缩放偏移量并将其设置为中心。如果我们有旋转,它会在下面重置
|
||||
let scaledOffset = Vector2.multiply(collider.localOffset, collider.entity.scale);
|
||||
this.center = scaledOffset;
|
||||
localOffset = scaledOffset;
|
||||
}
|
||||
|
||||
if (collider.entity.rotation != 0){
|
||||
tempMat = Matrix2D.createRotation(collider.entity.rotation);
|
||||
tempMat = Matrix2D.createRotation(collider.entity.rotation, tempMat);
|
||||
combinedMatrix = Matrix2D.multiply(combinedMatrix, tempMat);
|
||||
|
||||
// 为了处理偏移原点的旋转我们只需要将圆心在(0,0)附近移动我们的偏移使角度为0
|
||||
// 我们还需要处理这里的比例所以我们先对偏移进行缩放以得到合适的长度。
|
||||
let offsetAngle = Math.atan2(collider.localOffset.y, collider.localOffset.x) * MathHelper.Rad2Deg;
|
||||
let offsetLength = hasUnitScale ? collider._localOffsetLength : (Vector2.multiply(collider.localOffset, collider.entity.scale)).length();
|
||||
this.center = MathHelper.pointOnCirlce(Vector2.zero, offsetLength, MathHelper.toDegrees(collider.entity.rotation) + offsetAngle);
|
||||
localOffset = MathHelper.pointOnCirlce(Vector2.zero, offsetLength, MathHelper.toDegrees(collider.entity.rotation) + offsetAngle);
|
||||
}
|
||||
|
||||
tempMat = Matrix2D.createTranslation(this._polygonCenter.x, this._polygonCenter.y);
|
||||
combinedMatrix = Matrix2D.multiply(combinedMatrix, tempMat);
|
||||
|
||||
// 最后变换原始点
|
||||
Vector2Ext.transform(this._originalPoints, combinedMatrix, this.points);
|
||||
this.isUnrotated = collider.entity.rotation == 0;
|
||||
|
||||
if (collider._isRotationDirty)
|
||||
this._areEdgeNormalsDirty = true;
|
||||
}
|
||||
|
||||
this.position = Vector2.add(collider.entity.position, this.center);
|
||||
this.position = Vector2.add(collider.entity.position, localOffset);
|
||||
this.bounds = Rectangle.rectEncompassingPoints(this.points);
|
||||
this.bounds.location = Vector2.add(this.bounds.location, this.position);
|
||||
this.center = localOffset;
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,7 @@
|
||||
abstract class Shape {
|
||||
public bounds: Rectangle;
|
||||
public position: Vector2;
|
||||
public center: Vector2;
|
||||
public bounds: Rectangle = new Rectangle();
|
||||
public position: Vector2 = Vector2.zero;
|
||||
public abstract center: Vector2;
|
||||
|
||||
public abstract recalculateBounds(collider: Collider);
|
||||
public abstract pointCollidesWithShape(point: Vector2): CollisionResult;
|
||||
|
||||
@@ -15,13 +15,17 @@ class ShapeCollisions {
|
||||
let polygonOffset = Vector2.subtract(first.position, second.position);
|
||||
let axis: Vector2;
|
||||
|
||||
// 循环穿过两个多边形的所有边
|
||||
for (let edgeIndex = 0; edgeIndex < firstEdges.length + secondEdges.length; edgeIndex++) {
|
||||
// 1. 找出当前多边形是否相交
|
||||
// 多边形的归一化轴垂直于缓存给我们的当前边
|
||||
if (edgeIndex < firstEdges.length) {
|
||||
axis = firstEdges[edgeIndex];
|
||||
} else {
|
||||
axis = secondEdges[edgeIndex - firstEdges.length];
|
||||
}
|
||||
|
||||
// 求多边形在当前轴上的投影
|
||||
let minA = 0;
|
||||
let minB = 0;
|
||||
let maxA = 0;
|
||||
@@ -34,17 +38,24 @@ class ShapeCollisions {
|
||||
minB = tb.min;
|
||||
maxB = tb.max;
|
||||
|
||||
// 将区间设为第二个多边形的空间。由轴上投影的位置差偏移。
|
||||
let relativeIntervalOffset = Vector2.dot(polygonOffset, axis);
|
||||
minA += relativeIntervalOffset;
|
||||
maxA += relativeIntervalOffset;
|
||||
|
||||
// 检查多边形投影是否正在相交
|
||||
intervalDist = this.intervalDistance(minA, maxA, minB, maxB);
|
||||
if (intervalDist > 0)
|
||||
isIntersecting = false;
|
||||
|
||||
// 对于多对多数据类型转换,添加一个Vector2?参数称为deltaMovement。为了提高速度,我们这里不使用它
|
||||
// TODO: 现在找出多边形是否会相交。只要检查速度就行了
|
||||
|
||||
// 如果多边形不相交,也不会相交,退出循环
|
||||
if (!isIntersecting)
|
||||
return null;
|
||||
|
||||
// 检查当前间隔距离是否为最小值。如果是,则存储间隔距离和当前距离。这将用于计算最小平移向量
|
||||
intervalDist = Math.abs(intervalDist);
|
||||
if (intervalDist < minIntervalDistance) {
|
||||
minIntervalDistance = intervalDist;
|
||||
@@ -55,8 +66,9 @@ class ShapeCollisions {
|
||||
}
|
||||
}
|
||||
|
||||
// 利用最小平移向量对多边形进行推入。
|
||||
result.normal = translationAxis;
|
||||
result.minimumTranslationVector = Vector2.multiply(new Vector2(-translationAxis), new Vector2(minIntervalDistance));
|
||||
result.minimumTranslationVector = Vector2.multiply(new Vector2(-translationAxis.x, -translationAxis.y), new Vector2(minIntervalDistance));
|
||||
|
||||
return result;
|
||||
}
|
||||
@@ -252,4 +264,39 @@ class ShapeCollisions {
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param first
|
||||
* @param second
|
||||
*/
|
||||
public static boxToBox(first: Box, second: Box){
|
||||
let result = new CollisionResult();
|
||||
|
||||
let minkowskiDiff = this.minkowskiDifference(first, second);
|
||||
if (minkowskiDiff.contains(0, 0)){
|
||||
// 计算MTV。如果它是零,我们就可以称它为非碰撞
|
||||
result.minimumTranslationVector = minkowskiDiff.getClosestPointOnBoundsToOrigin();
|
||||
|
||||
if (result.minimumTranslationVector.x == 0 && result.minimumTranslationVector.y == 0)
|
||||
return null;
|
||||
|
||||
result.normal = new Vector2(-result.minimumTranslationVector.x, -result.minimumTranslationVector.y);
|
||||
result.normal.normalize();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private static minkowskiDifference(first: Box, second: Box){
|
||||
// 我们需要第一个框的左上角
|
||||
// 碰撞器只会修改运动的位置所以我们需要用位置来计算出运动是什么。
|
||||
let positionOffset = Vector2.subtract(first.position, Vector2.add(first.bounds.location, Vector2.divide(first.bounds.size, new Vector2(2))));
|
||||
let topLeft = Vector2.subtract(Vector2.add(first.bounds.location, positionOffset), second.bounds.max);
|
||||
let fullSize = Vector2.add(first.bounds.size, second.bounds.size);
|
||||
|
||||
return new Rectangle(topLeft.x, topLeft.y, fullSize.x, fullSize.y)
|
||||
}
|
||||
}
|
||||
@@ -2,10 +2,15 @@ class SpatialHash {
|
||||
public gridBounds: Rectangle = new Rectangle();
|
||||
|
||||
private _raycastParser: RaycastResultParser;
|
||||
/** 散列中每个单元格的大小 */
|
||||
private _cellSize: number;
|
||||
/** 1除以单元格大小。缓存结果,因为它被大量使用。 */
|
||||
private _inverseCellSize: number;
|
||||
private _overlapTestCircle: Circle;
|
||||
/** 缓存的循环用于重叠检查 */
|
||||
private _overlapTestCircle: Circle = new Circle(0);
|
||||
/** 用于返回冲突信息的共享HashSet */
|
||||
private _tempHashSet: Collider[] = [];
|
||||
/** 保存所有数据的字典 */
|
||||
private _cellDict: NumberDictionary = new NumberDictionary();
|
||||
|
||||
constructor(cellSize: number = 100) {
|
||||
@@ -14,6 +19,10 @@ class SpatialHash {
|
||||
this._raycastParser = new RaycastResultParser();
|
||||
}
|
||||
|
||||
/**
|
||||
* 从SpatialHash中删除对象
|
||||
* @param collider
|
||||
*/
|
||||
public remove(collider: Collider) {
|
||||
let bounds = collider.registeredPhysicsBounds;
|
||||
let p1 = this.cellCoords(bounds.x, bounds.y);
|
||||
@@ -21,6 +30,7 @@ class SpatialHash {
|
||||
|
||||
for (let x = p1.x; x <= p2.x; x++) {
|
||||
for (let y = p1.y; y <= p2.y; y++) {
|
||||
// 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
|
||||
let cell = this.cellAtPosition(x, y);
|
||||
if (!cell)
|
||||
console.error(`removing Collider [${collider}] from a cell that it is not present in`);
|
||||
@@ -30,22 +40,28 @@ class SpatialHash {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 将对象添加到SpatialHash
|
||||
* @param collider
|
||||
*/
|
||||
public register(collider: Collider) {
|
||||
let bounds = collider.bounds;
|
||||
collider.registeredPhysicsBounds = bounds;
|
||||
let p1 = this.cellCoords(bounds.x, bounds.y);
|
||||
let p2 = this.cellCoords(bounds.right, bounds.bottom);
|
||||
|
||||
if (!this.gridBounds.contains(new Vector2(p1.x, p1.y))) {
|
||||
// 更新边界以跟踪网格大小
|
||||
if (!this.gridBounds.contains(p1.x, p1.y)) {
|
||||
this.gridBounds = RectangleExt.union(this.gridBounds, p1);
|
||||
}
|
||||
|
||||
if (!this.gridBounds.contains(new Vector2(p2.x, p2.y))) {
|
||||
if (!this.gridBounds.contains(p2.x, p2.y)) {
|
||||
this.gridBounds = RectangleExt.union(this.gridBounds, p2);
|
||||
}
|
||||
|
||||
for (let x = p1.x; x <= p2.x; x++) {
|
||||
for (let y = p1.y; y <= p2.y; y++) {
|
||||
// 如果没有单元格,我们需要创建它
|
||||
let c = this.cellAtPosition(x, y, true);
|
||||
c.push(collider);
|
||||
}
|
||||
@@ -56,6 +72,13 @@ class SpatialHash {
|
||||
this._cellDict.clear();
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取位于指定圆内的所有碰撞器
|
||||
* @param circleCenter
|
||||
* @param radius
|
||||
* @param results
|
||||
* @param layerMask
|
||||
*/
|
||||
public overlapCircle(circleCenter: Vector2, radius: number, results: Collider[], layerMask) {
|
||||
let bounds = new Rectangle(circleCenter.x - radius, circleCenter.y - radius, radius * 2, radius * 2);
|
||||
|
||||
@@ -63,16 +86,29 @@ class SpatialHash {
|
||||
this._overlapTestCircle.position = circleCenter;
|
||||
|
||||
let resultCounter = 0;
|
||||
let potentials = this.aabbBroadphase(bounds, null, layerMask);
|
||||
let aabbBroadphaseResult = this.aabbBroadphase(bounds, null, layerMask);
|
||||
bounds = aabbBroadphaseResult.bounds;
|
||||
let potentials = aabbBroadphaseResult.tempHashSet;
|
||||
for (let i = 0; i < potentials.length; i++) {
|
||||
let collider = potentials[i];
|
||||
if (collider instanceof BoxCollider) {
|
||||
results[resultCounter] = collider;
|
||||
resultCounter++;
|
||||
} else if (collider instanceof CircleCollider) {
|
||||
if (collider.shape.overlaps(this._overlapTestCircle)){
|
||||
results[resultCounter] = collider;
|
||||
resultCounter ++;
|
||||
}
|
||||
} else if(collider instanceof PolygonCollider) {
|
||||
if (collider.shape.overlaps(this._overlapTestCircle)){
|
||||
results[resultCounter] = collider;
|
||||
resultCounter ++;
|
||||
}
|
||||
} else {
|
||||
throw new Error("overlapCircle against this collider type is not implemented!");
|
||||
}
|
||||
|
||||
// 如果我们所有的结果数据有了则返回
|
||||
if (resultCounter == results.length)
|
||||
return resultCounter;
|
||||
}
|
||||
@@ -80,6 +116,12 @@ class SpatialHash {
|
||||
return resultCounter;
|
||||
}
|
||||
|
||||
/**
|
||||
* 返回边框与单元格相交的所有对象
|
||||
* @param bounds
|
||||
* @param excludeCollider
|
||||
* @param layerMask
|
||||
*/
|
||||
public aabbBroadphase(bounds: Rectangle, excludeCollider: Collider, layerMask: number) {
|
||||
this._tempHashSet.length = 0;
|
||||
|
||||
@@ -92,9 +134,11 @@ class SpatialHash {
|
||||
if (!cell)
|
||||
continue;
|
||||
|
||||
// 当cell不为空。循环并取回所有碰撞器
|
||||
for (let i = 0; i < cell.length; i++) {
|
||||
let collider = cell[i];
|
||||
|
||||
// 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
|
||||
if (collider == excludeCollider || !Flags.isFlagSet(layerMask, collider.physicsLayer))
|
||||
continue;
|
||||
|
||||
@@ -106,9 +150,16 @@ class SpatialHash {
|
||||
}
|
||||
}
|
||||
|
||||
return this._tempHashSet;
|
||||
return {tempHashSet: this._tempHashSet, bounds: bounds};
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取世界空间x,y值的单元格。
|
||||
* 如果单元格为空且createCellIfEmpty为true,则会创建一个新的单元格
|
||||
* @param x
|
||||
* @param y
|
||||
* @param createCellIfEmpty
|
||||
*/
|
||||
private cellAtPosition(x: number, y: number, createCellIfEmpty: boolean = false) {
|
||||
let cell: Collider[] = this._cellDict.tryGetValue(x, y);
|
||||
if (!cell) {
|
||||
@@ -120,8 +171,32 @@ class SpatialHash {
|
||||
return cell;
|
||||
}
|
||||
|
||||
private cellCoords(x: number, y: number): Point {
|
||||
return new Point(Math.floor(x * this._inverseCellSize), Math.floor(y * this._inverseCellSize));
|
||||
/**
|
||||
* 获取单元格的x,y值作为世界空间的x,y值
|
||||
* @param x
|
||||
* @param y
|
||||
*/
|
||||
private cellCoords(x: number, y: number): Vector2 {
|
||||
return new Vector2(Math.floor(x * this._inverseCellSize), Math.floor(y * this._inverseCellSize));
|
||||
}
|
||||
|
||||
/**
|
||||
* debug绘制空间散列的内容
|
||||
* @param secondsToDisplay
|
||||
* @param textScale
|
||||
*/
|
||||
public debugDraw(secondsToDisplay: number, textScale: number = 1){
|
||||
for (let x = this.gridBounds.x; x <= this.gridBounds.right; x ++){
|
||||
for (let y = this.gridBounds.y; y <= this.gridBounds.bottom; y ++){
|
||||
let cell = this.cellAtPosition(x, y);
|
||||
if (cell && cell.length > 0)
|
||||
this.debugDrawCellDetails(x, y, cell.length, secondsToDisplay, textScale);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private debugDrawCellDetails(x: number, y: number, cellCount: number, secondsToDisplay = 0.5, textScale = 1){
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -129,6 +204,10 @@ class RaycastResultParser {
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 包装一个Unit32,列表碰撞器字典
|
||||
* 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。
|
||||
*/
|
||||
class NumberDictionary {
|
||||
private _store: Map<number, Collider[]> = new Map<number, Collider[]>();
|
||||
|
||||
@@ -141,6 +220,10 @@ class NumberDictionary {
|
||||
return Long.fromNumber(x).shiftLeft(32).or(this.intToUint(y)).toString();
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param i
|
||||
*/
|
||||
private intToUint(i) {
|
||||
if (i >= 0)
|
||||
return i;
|
||||
@@ -152,6 +235,10 @@ class NumberDictionary {
|
||||
this._store.set(this.getKey(x, y), list);
|
||||
}
|
||||
|
||||
/**
|
||||
* 使用蛮力方法从字典存储列表中移除碰撞器
|
||||
* @param obj
|
||||
*/
|
||||
public remove(obj: Collider) {
|
||||
this._store.forEach(list => {
|
||||
if (list.contains(obj))
|
||||
@@ -163,6 +250,9 @@ class NumberDictionary {
|
||||
return this._store.get(this.getKey(x, y));
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除字典数据
|
||||
*/
|
||||
public clear() {
|
||||
this._store.clear();
|
||||
}
|
||||
|
||||
46
source/src/Utils/DrawUtils.ts
Normal file
46
source/src/Utils/DrawUtils.ts
Normal file
@@ -0,0 +1,46 @@
|
||||
/** 各种辅助方法来辅助绘图 */
|
||||
class DrawUtils {
|
||||
public static drawLine(shape: egret.Shape, start: Vector2, end: Vector2, color: number, thickness: number = 1){
|
||||
this.drawLineAngle(shape, start, MathHelper.angleBetweenVectors(start, end), Vector2.distance(start, end), color, thickness);
|
||||
}
|
||||
|
||||
public static drawLineAngle(shape: egret.Shape, start: Vector2, radians: number, length: number, color: number, thickness = 1){
|
||||
shape.graphics.beginFill(color);
|
||||
shape.graphics.drawRect(start.x, start.y, 1, 1);
|
||||
shape.graphics.endFill();
|
||||
|
||||
shape.scaleX = length;
|
||||
shape.scaleY = thickness;
|
||||
shape.$anchorOffsetX = 0;
|
||||
shape.$anchorOffsetY = 0;
|
||||
shape.rotation = radians;
|
||||
}
|
||||
|
||||
public static drawHollowRect(shape: egret.Shape, rect: Rectangle, color: number, thickness = 1){
|
||||
this.drawHollowRectR(shape, rect.x, rect.y, rect.width, rect.height, color, thickness);
|
||||
}
|
||||
|
||||
public static drawHollowRectR(shape: egret.Shape, x: number, y: number, width: number, height: number, color: number, thickness = 1){
|
||||
let tl = new Vector2(x, y).round();
|
||||
let tr = new Vector2(x + width, y).round();
|
||||
let br = new Vector2(x + width, y + height).round();
|
||||
let bl = new Vector2(x, y + height).round();
|
||||
|
||||
this.drawLine(shape, tl, tr, color, thickness);
|
||||
this.drawLine(shape, tr, br, color, thickness);
|
||||
this.drawLine(shape, br, bl, color, thickness);
|
||||
this.drawLine(shape, bl, tl, color, thickness);
|
||||
}
|
||||
|
||||
public static drawPixel(shape: egret.Shape, position: Vector2, color: number, size: number = 1){
|
||||
let destRect = new Rectangle(position.x, position.y, size, size);
|
||||
if (size != 1){
|
||||
destRect.x -= size * 0.5;
|
||||
destRect.y -= size * 0.5;
|
||||
}
|
||||
|
||||
shape.graphics.beginFill(color);
|
||||
shape.graphics.drawRect(destRect.x, destRect.y, destRect.width, destRect.height);
|
||||
shape.graphics.endFill();
|
||||
}
|
||||
}
|
||||
@@ -1,16 +1,7 @@
|
||||
class RectangleExt {
|
||||
public static union(first: Rectangle, point: Point){
|
||||
public static union(first: Rectangle, point: Vector2){
|
||||
let rect = new Rectangle(point.x, point.y, 0, 0);
|
||||
return this.unionR(first, rect);
|
||||
}
|
||||
|
||||
public static unionR(value1: Rectangle, value2: Rectangle){
|
||||
let result = new Rectangle();
|
||||
result.x = Math.min(value1.x, value2.x);
|
||||
result.y = Math.min(value1.y, value2.y);
|
||||
result.width = Math.max(value1.right, value2.right) - result.x;
|
||||
result.height = Math.max(value1.bottom, value2.bottom) - result.y;
|
||||
|
||||
return result;
|
||||
let rectResult = first.union(rect);
|
||||
return new Rectangle(rectResult.x, rectResult.y, rectResult.width, rectResult.height);
|
||||
}
|
||||
}
|
||||
@@ -43,6 +43,15 @@ class Vector2Ext {
|
||||
return vec;
|
||||
}
|
||||
|
||||
/**
|
||||
* 通过指定的矩阵对Vector2的数组中的向量应用变换,并将结果放置在另一个数组中。
|
||||
* @param sourceArray
|
||||
* @param sourceIndex
|
||||
* @param matrix
|
||||
* @param destinationArray
|
||||
* @param destinationIndex
|
||||
* @param length
|
||||
*/
|
||||
public static transformA(sourceArray: Vector2[], sourceIndex: number, matrix: Matrix2D,
|
||||
destinationArray: Vector2[], destinationIndex: number, length: number) {
|
||||
for (let i = 0; i < length; i ++){
|
||||
@@ -60,6 +69,12 @@ class Vector2Ext {
|
||||
return new Vector2(x, y);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
* @param matrix
|
||||
* @param destinationArray
|
||||
*/
|
||||
public static transform(sourceArray: Vector2[], matrix: Matrix2D, destinationArray: Vector2[]) {
|
||||
this.transformA(sourceArray, 0, matrix, destinationArray, 0, sourceArray.length);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user