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(); } public static overlapCircleAll(center: Vector2, randius: number, results: any[], layerMask = -1){ return this._spatialHash.overlapCircle(center, randius, results, layerMask); } public static boxcastBroadphase(rect: Rectangle, layerMask: number = this.allLayers){ 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); } }