修复Vector2.zero引起的引用混乱问题
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@@ -1,9 +1,4 @@
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module es {
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export enum CameraStyle {
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lockOn,
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cameraWindow,
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}
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export class CameraInset {
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public left: number = 0;
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public right: number = 0;
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@@ -16,39 +11,9 @@ module es {
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public _areMatrixedDirty: boolean = true;
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public _areBoundsDirty: boolean = true;
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public _isProjectionMatrixDirty = true;
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/**
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* 如果相机模式为cameraWindow 则会进行缓动移动
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* 该值为移动速度
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*/
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public followLerp = 0.1;
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/**
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* 在cameraWindow模式下,宽度/高度被用做边界框,允许在不移动相机的情况下移动
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* 在lockOn模式下,只使用deadZone的x/y值 你可以通过直接setCenteredDeadzone重写它来自定义deadZone
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*/
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public deadzone: Rectangle = new Rectangle();
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/**
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* 相机聚焦于屏幕中心的偏移
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*/
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public focusOffset: Vector2 = Vector2.zero;
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/**
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* 如果为true 相机位置则不会超出地图矩形(0, 0, mapwidth, mapheight)
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*/
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public mapLockEnabled: boolean = false;
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/**
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* 當前地圖映射的寬度和高度
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*/
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public mapSize: Rectangle = new Rectangle();
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public _targetEntity: Entity;
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public _targetCollider: Collider;
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public _desiredPositionDelta: Vector2 = new Vector2();
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public _cameraStyle: CameraStyle;
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public _worldSpaceDeadZone: Rectangle = new Rectangle();
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constructor(targetEntity: Entity = null, cameraStyle: CameraStyle = CameraStyle.lockOn) {
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constructor() {
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super();
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this._targetEntity = targetEntity;
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this._cameraStyle = cameraStyle;
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this.setZoom(0);
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}
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@@ -82,7 +47,25 @@ module es {
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this.entity.transform.rotation = value;
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}
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public _zoom;
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/**
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* 原始的缩放值。这就是用于比例矩阵的精确值。默认值为1。
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*/
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public get rawZoom(){
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return this._zoom;
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}
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/**
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* 原始的缩放值。这就是用于比例矩阵的精确值。默认值为1。
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* @param value
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*/
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public set rawZoom(value: number){
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if (value != this._zoom){
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this._zoom = value;
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this._areMatrixedDirty = true;
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}
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}
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public _zoom: number = 0;
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/**
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* 缩放值应该在-1和1之间、然后将该值从minimumZoom转换为maximumZoom。
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@@ -218,18 +201,6 @@ module es {
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}
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}
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/**
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* 当场景渲染目标的大小发生变化时,我们会更新相机的原点并调整它的位置以保持它原来的位置
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* @param newWidth
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* @param newHeight
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*/
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public onSceneSizeChanged(newWidth: number, newHeight: number) {
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let oldOrigin = this._origin;
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this.origin = new Vector2(newWidth / 2, newHeight / 2);
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this.entity.transform.position = Vector2.add(this.entity.transform.position, Vector2.subtract(this._origin, oldOrigin));
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}
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/**
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* 设置用于从视口边缘插入摄像机边界的量
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* @param left
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@@ -318,6 +289,11 @@ module es {
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return this;
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}
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public forceMatrixUpdate(){
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// 弄脏矩阵也会自动弄脏边界
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this._areMatrixedDirty = true;
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}
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public onEntityTransformChanged(comp: transform.Component) {
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this._areMatrixedDirty = true;
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}
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@@ -336,7 +312,7 @@ module es {
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*/
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public worldToScreenPoint(worldPosition: Vector2): Vector2 {
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this.updateMatrixes();
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worldPosition = Vector2.transform(worldPosition, this._transformMatrix);
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worldPosition = Vector2Ext.transformR(worldPosition, this._transformMatrix);
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return worldPosition;
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}
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@@ -346,10 +322,23 @@ module es {
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*/
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public screenToWorldPoint(screenPosition: Vector2): Vector2 {
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this.updateMatrixes();
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screenPosition = Vector2.transform(screenPosition, this._inverseTransformMatrix);
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screenPosition = Vector2Ext.transformR(screenPosition, this._inverseTransformMatrix);
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return screenPosition;
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}
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/**
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* 当场景渲染目标的大小发生变化时,我们会更新相机的原点并调整它的位置以保持它原来的位置
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* @param newWidth
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* @param newHeight
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*/
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public onSceneRenderTargetSizeChanged(newWidth: number, newHeight: number){
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this._isProjectionMatrixDirty = true;
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let oldOrigin = this._origin;
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this.origin = new Vector2(newWidth / 2, newHeight / 2);
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this.entity.transform.position.add(Vector2.subtract(this._origin, oldOrigin));
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}
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/**
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* 返回鼠标在世界空间中的位置
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*/
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@@ -357,103 +346,6 @@ module es {
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return this.screenToWorldPoint(Input.touchPosition);
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}
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public onAddedToEntity() {
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this.follow(this._targetEntity, this._cameraStyle);
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}
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public update() {
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let halfScreen = Vector2.multiply(this.bounds.size, new Vector2(0.5));
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this._worldSpaceDeadZone.x = this.position.x - halfScreen.x * Core.scene.scaleX + this.deadzone.x + this.focusOffset.x;
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this._worldSpaceDeadZone.y = this.position.y - halfScreen.y * Core.scene.scaleY + this.deadzone.y + this.focusOffset.y;
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this._worldSpaceDeadZone.width = this.deadzone.width;
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this._worldSpaceDeadZone.height = this.deadzone.height;
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if (this._targetEntity)
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this.updateFollow();
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this.position = Vector2.lerp(this.position, Vector2.add(this.position, this._desiredPositionDelta), this.followLerp);
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this.entity.transform.roundPosition();
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if (this.mapLockEnabled) {
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this.position = this.clampToMapSize(this.position);
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this.entity.transform.roundPosition();
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}
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}
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/**
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* 固定相机 永远不会离开地图的可见区域
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* @param position
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*/
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public clampToMapSize(position: Vector2) {
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let halfScreen = Vector2.multiply(this.bounds.size, new Vector2(0.5)).add(new Vector2(this.mapSize.x, this.mapSize.y));
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let cameraMax = new Vector2(this.mapSize.width - halfScreen.x, this.mapSize.height - halfScreen.y);
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return Vector2.clamp(position, halfScreen, cameraMax);
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}
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public updateFollow() {
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this._desiredPositionDelta.x = this._desiredPositionDelta.y = 0;
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if (this._cameraStyle == CameraStyle.lockOn) {
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let targetX = this._targetEntity.transform.position.x;
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let targetY = this._targetEntity.transform.position.y;
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if (this._worldSpaceDeadZone.x > targetX)
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this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
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else if (this._worldSpaceDeadZone.x < targetX)
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this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x;
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if (this._worldSpaceDeadZone.y < targetY)
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this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
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else if (this._worldSpaceDeadZone.y > targetY)
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this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y;
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} else {
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if (!this._targetCollider) {
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this._targetCollider = this._targetEntity.getComponent<Collider>(Collider);
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if (!this._targetCollider)
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return;
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}
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let targetBounds = this._targetEntity.getComponent<Collider>(Collider).bounds;
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if (!this._worldSpaceDeadZone.containsRect(targetBounds)) {
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if (this._worldSpaceDeadZone.left > targetBounds.left)
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this._desiredPositionDelta.x = targetBounds.left - this._worldSpaceDeadZone.left;
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else if (this._worldSpaceDeadZone.right < targetBounds.right)
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this._desiredPositionDelta.x = targetBounds.right - this._worldSpaceDeadZone.right;
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if (this._worldSpaceDeadZone.bottom < targetBounds.bottom)
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this._desiredPositionDelta.y = targetBounds.bottom - this._worldSpaceDeadZone.bottom;
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else if (this._worldSpaceDeadZone.top > targetBounds.top)
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this._desiredPositionDelta.y = targetBounds.top - this._worldSpaceDeadZone.top;
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}
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}
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}
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public follow(targetEntity: Entity, cameraStyle: CameraStyle = CameraStyle.cameraWindow) {
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this._targetEntity = targetEntity;
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this._cameraStyle = cameraStyle;
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switch (this._cameraStyle) {
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case CameraStyle.cameraWindow:
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let w = this.bounds.width / 6;
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let h = this.bounds.height / 3;
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this.deadzone = new Rectangle((this.bounds.width - w) / 2, (this.bounds.height - h) / 2, w, h);
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break;
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case CameraStyle.lockOn:
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this.deadzone = new Rectangle(this.bounds.width / 2, this.bounds.height / 2, 10, 10);
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break;
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}
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}
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/**
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* 以给定的尺寸设置当前相机边界中心的死区
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* @param width
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* @param height
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*/
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public setCenteredDeadzone(width: number, height: number) {
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this.deadzone = new Rectangle((this.bounds.width - width) / 2, (this.bounds.height - height) / 2, width, height);
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}
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protected updateMatrixes() {
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if (!this._areMatrixedDirty)
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return;
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