module es { export enum CameraStyle { lockOn, cameraWindow, } export class CameraInset { public left: number; public right: number; public top: number; public bottom: number; } export class Camera extends Component { /** * 对entity.transform.position的快速访问 */ public get position() { return this.entity.transform.position; } /** * 对entity.transform.position的快速访问 * @param value */ public set position(value: Vector2) { this.entity.transform.position = value; } /** * 对entity.transform.rotation的快速访问 */ public get rotation(): number { return this.entity.transform.rotation; } /** * 对entity.transform.rotation的快速访问 * @param value */ public set rotation(value: number) { this.entity.transform.rotation = value; } /** * 缩放值应该在-1和1之间、然后将该值从minimumZoom转换为maximumZoom。 * 允许你设置适当的最小/最大值,然后使用更直观的-1到1的映射来更改缩放 */ public get zoom() { if (this._zoom == 0) return 1; if (this._zoom < 1) return MathHelper.map(this._zoom, this._minimumZoom, 1, -1, 0); return MathHelper.map(this._zoom, 1, this._maximumZoom, 0, 1); } /** * 缩放值应该在-1和1之间、然后将该值从minimumZoom转换为maximumZoom。 * 允许你设置适当的最小/最大值,然后使用更直观的-1到1的映射来更改缩放 * @param value */ public set zoom(value: number) { this.setZoom(value); } /** * 相机变焦可以达到的最小非缩放值(0-number.max)。默认为0.3 */ public get minimumZoom() { return this._minimumZoom; } /** * 相机变焦可以达到的最小非缩放值(0-number.max)。默认为0.3 * @param value */ public set minimumZoom(value: number) { this.setMinimumZoom(value); } /** * 相机变焦可以达到的最大非缩放值(0-number.max)。默认为3 */ public get maximumZoom() { return this._maximumZoom; } /** * 相机变焦可以达到的最大非缩放值(0-number.max)。默认为3 * @param value */ public set maximumZoom(value: number) { this.setMaximumZoom(value); } /** * 相机的世界-空间边界 */ public get bounds(){ if (this._areMatrixedDirty) this.updateMatrixes(); if (this._areBoundsDirty){ // 旋转或非旋转的边界都需要左上角和右下角 let topLeft = this.screenToWorldPoint(new Vector2(this._inset.left, this._inset.top)); let bottomRight = this.screenToWorldPoint(new Vector2(SceneManager.stage.stageWidth - this._inset.right, SceneManager.stage.stageHeight - this._inset.bottom)); if (this.entity.transform.rotation != 0){ // 特别注意旋转的边界。我们需要找到绝对的最小/最大值并从中创建边界 let topRight = this.screenToWorldPoint(new Vector2(SceneManager.stage.stageWidth - this._inset.right, this._inset.top)); let bottomLeft = this.screenToWorldPoint(new Vector2(this._inset.left, SceneManager.stage.stageHeight - this._inset.bottom)); 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._bounds.location = new Vector2(minX, minY); this._bounds.width = maxX - minX; this._bounds.height = maxX - minY; } else { this._bounds.location = topLeft; this._bounds.width = bottomRight.x - topLeft.x; this._bounds.height = bottomRight.y - topLeft.y; } this._areBoundsDirty = false; } return this._bounds; } /** * 用于从世界坐标转换到屏幕 */ public get transformMatrix(): Matrix2D { if (this._areMatrixedDirty) this.updateMatrixes(); return this._transformMatrix; } /** * 用于从屏幕坐标到世界的转换 */ public get inverseTransformMatrix(): Matrix2D { if (this._areMatrixedDirty) this.updateMatrixes(); return this._inverseTransformMatrix; } public get origin() { return this._origin; } public set origin(value: Vector2) { if (this._origin != value) { this._origin = value; this._areMatrixedDirty = true; } } public _zoom; public _minimumZoom = 0.3; public _maximumZoom = 3; public _bounds: Rectangle; public _inset: CameraInset; public _transformMatrix: Matrix2D = new Matrix2D().identity(); public _inverseTransformMatrix: Matrix2D = new Matrix2D().identity(); public _origin: Vector2 = Vector2.zero; public _areMatrixedDirty: boolean = true; public _areBoundsDirty: boolean = true; public _isProjectionMatrixDirty = true; /** * 如果相机模式为cameraWindow 则会进行缓动移动 * 该值为移动速度 */ public followLerp = 0.1; /** * 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 * 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 */ public deadzone: Rectangle = new Rectangle(); /** * 相机聚焦于屏幕中心的偏移 */ public focusOffset: Vector2 = new Vector2(); /** * 如果为true 相机位置则不会超出地图矩形(0, 0, mapwidth, mapheight) */ public mapLockEnabled: boolean = false; /** * 當前地圖映射的寬度和高度 */ public mapSize: Vector2 = new Vector2(); public _targetEntity: Entity; public _targetCollider: Collider; public _desiredPositionDelta: Vector2 = new Vector2(); public _cameraStyle: CameraStyle; public _worldSpaceDeadZone: Rectangle = new Rectangle(); constructor(targetEntity: Entity = null, cameraStyle: CameraStyle = CameraStyle.lockOn) { super(); this._targetEntity = targetEntity; this._cameraStyle = cameraStyle; this.setZoom(0); } /** * 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 * @param newWidth * @param newHeight */ public onSceneSizeChanged(newWidth: number, newHeight: number) { let oldOrigin = this._origin; this.origin = new Vector2(newWidth / 2, newHeight / 2); this.entity.transform.position = Vector2.add(this.entity.transform.position, Vector2.subtract(this._origin, oldOrigin)); } protected updateMatrixes(){ if (!this._areMatrixedDirty) return; let tempMat: Matrix2D; this._transformMatrix = Matrix2D.create().translate(-this.entity.transform.position.x, -this.entity.transform.position.y); if (this._zoom != 1){ tempMat = Matrix2D.create().scale(this._zoom, this._zoom); this._transformMatrix = this._transformMatrix.multiply(tempMat); } if (this.entity.transform.rotation != 0){ tempMat = Matrix2D.create().rotate(this.entity.transform.rotation); this._transformMatrix = this._transformMatrix.multiply(tempMat); } tempMat = Matrix2D.create().translate(this._origin.x, this._origin.y); this._transformMatrix =this._transformMatrix.multiply(tempMat); this._inverseTransformMatrix = this._transformMatrix.invert(); // 无论何时矩阵改变边界都是无效的 this._areBoundsDirty = true; this._areMatrixedDirty = false; } /** * 设置用于从视口边缘插入摄像机边界的量 * @param left * @param right * @param top * @param bottom */ public setInset(left: number, right: number, top: number, bottom: number): Camera { this._inset = new CameraInset(); this._inset.left = left; this._inset.right = right; this._inset.top = top; this._inset.bottom = bottom; this._areBoundsDirty = true; return this; } /** * 对entity.transform.setPosition快速访问 * @param position */ public setPosition(position: Vector2) { this.entity.transform.setPosition(position.x, position.y); return this; } /** * 对entity.transform.setRotation的快速访问 * @param rotation */ public setRotation(rotation: number): Camera { this.entity.transform.setRotation(rotation); return this; } /** * 设置缩放值,缩放值应该在-1到1之间。然后将该值从minimumZoom转换为maximumZoom * 允许您设置适当的最小/最大值。使用更直观的-1到1的映射来更改缩放 * @param zoom */ public setZoom(zoom: number): Camera { let newZoom = MathHelper.clamp(zoom, -1, 1); if (newZoom == 0) { this._zoom = 1; } else if (newZoom < 0) { this._zoom = MathHelper.map(newZoom, -1, 0, this._minimumZoom, 1); } else { this._zoom = MathHelper.map(newZoom, 0, 1, 1, this._maximumZoom); } this._areMatrixedDirty = true; return this; } /** * 相机变焦可以达到的最小非缩放值(0-number.max) 默认为0.3 * @param minZoom */ public setMinimumZoom(minZoom: number): Camera { if (minZoom <= 0) { console.error("minimumZoom must be greater than zero"); return; } if (this._zoom < minZoom) this._zoom = this.minimumZoom; this._minimumZoom = minZoom; return this; } /** * 相机变焦可以达到的最大非缩放值(0-number.max) 默认为3 * @param maxZoom */ public setMaximumZoom(maxZoom: number): Camera { if (maxZoom <= 0) { console.error("maximumZoom must be greater than zero"); return; } if (this._zoom > maxZoom) this._zoom = maxZoom; this._maximumZoom = maxZoom; return this; } public onEntityTransformChanged(comp: transform.Component) { this._areMatrixedDirty = true; } public zoomIn(deltaZoom: number) { this.zoom += deltaZoom; } public zoomOut(deltaZoom: number) { this.zoom -= deltaZoom; } /** * 将一个点从世界坐标转换到屏幕 * @param worldPosition */ public worldToScreenPoint(worldPosition: Vector2): Vector2{ this.updateMatrixes(); worldPosition = Vector2.transform(worldPosition, this._transformMatrix); return worldPosition; } /** * 将点从屏幕坐标转换为世界坐标 * @param screenPosition */ public screenToWorldPoint(screenPosition: Vector2): Vector2{ this.updateMatrixes(); screenPosition = Vector2.transform(screenPosition, this._inverseTransformMatrix); return screenPosition; } /** * 返回鼠标在世界空间中的位置 */ public mouseToWorldPoint(): Vector2{ return this.screenToWorldPoint(Input.touchPosition); } public onAddedToEntity() { this.follow(this._targetEntity, this._cameraStyle); } public update() { let halfScreen = Vector2.multiply(new Vector2(this.bounds.width, this.bounds.height), new Vector2(0.5)); this._worldSpaceDeadZone.x = this.position.x - halfScreen.x * SceneManager.scene.scaleX + this.deadzone.x + this.focusOffset.x; this._worldSpaceDeadZone.y = this.position.y - halfScreen.y * SceneManager.scene.scaleY + this.deadzone.y + this.focusOffset.y; this._worldSpaceDeadZone.width = this.deadzone.width; this._worldSpaceDeadZone.height = this.deadzone.height; if (this._targetEntity) this.updateFollow(); this.position = Vector2.lerp(this.position, Vector2.add(this.position, this._desiredPositionDelta), this.followLerp); this.entity.transform.roundPosition(); if (this.mapLockEnabled) { this.position = this.clampToMapSize(this.position); this.entity.transform.roundPosition(); } } /** * 固定相机 永远不会离开地图的可见区域 * @param position */ public clampToMapSize(position: Vector2) { let halfScreen = Vector2.multiply(new Vector2(this.bounds.width, this.bounds.height), new Vector2(0.5)); let cameraMax = new Vector2(this.mapSize.x - halfScreen.x, this.mapSize.y - halfScreen.y); return Vector2.clamp(position, halfScreen, cameraMax); } public updateFollow() { this._desiredPositionDelta.x = this._desiredPositionDelta.y = 0; if (this._cameraStyle == CameraStyle.lockOn) { let targetX = this._targetEntity.transform.position.x; let targetY = this._targetEntity.transform.position.y; if (this._worldSpaceDeadZone.x > targetX) this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x; else if (this._worldSpaceDeadZone.x < targetX) this._desiredPositionDelta.x = targetX - this._worldSpaceDeadZone.x; if (this._worldSpaceDeadZone.y < targetY) this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y; else if (this._worldSpaceDeadZone.y > targetY) this._desiredPositionDelta.y = targetY - this._worldSpaceDeadZone.y; } else { if (!this._targetCollider) { this._targetCollider = this._targetEntity.getComponent(Collider); if (!this._targetCollider) return; } let targetBounds = this._targetEntity.getComponent(Collider).bounds; if (!this._worldSpaceDeadZone.containsRect(targetBounds)) { if (this._worldSpaceDeadZone.left > targetBounds.left) this._desiredPositionDelta.x = targetBounds.left - this._worldSpaceDeadZone.left; else if (this._worldSpaceDeadZone.right < targetBounds.right) this._desiredPositionDelta.x = targetBounds.right - this._worldSpaceDeadZone.right; if (this._worldSpaceDeadZone.bottom < targetBounds.bottom) this._desiredPositionDelta.y = targetBounds.bottom - this._worldSpaceDeadZone.bottom; else if (this._worldSpaceDeadZone.top > targetBounds.top) this._desiredPositionDelta.y = targetBounds.top - this._worldSpaceDeadZone.top; } } } public follow(targetEntity: Entity, cameraStyle: CameraStyle = CameraStyle.cameraWindow) { this._targetEntity = targetEntity; this._cameraStyle = cameraStyle; switch (this._cameraStyle) { case CameraStyle.cameraWindow: let w = this.bounds.width / 6; let h = this.bounds.height / 3; this.deadzone = new Rectangle((this.bounds.width - w) / 2, (this.bounds.height - h) / 2, w, h); break; case CameraStyle.lockOn: this.deadzone = new Rectangle(this.bounds.width / 2, this.bounds.height / 2, 10, 10); break; } } /** * 以给定的尺寸设置当前相机边界中心的死区 * @param width * @param height */ public setCenteredDeadzone(width: number, height: number) { this.deadzone = new Rectangle((this.bounds.width - width) / 2, (this.bounds.height - height) / 2, width, height); } } }