///
module es {
export class Physics {
public static _spatialHash: SpatialHash;
/** 用于在全局范围内存储重力值的方便字段 */
public static gravity = new Vector2(0, -300);
/** 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;
/**
* raycast是否检测配置为触发器的碰撞器
*/
public static raycastsHitTriggers: boolean = false;
/**
* 在碰撞器中开始的射线/直线是否强制转换检测到那些碰撞器
*/
public static raycastsStartInColliders = false;
public static debugRender: boolean = false;
/**
* 我们保留它以避免在每次raycast发生时分配它
*/
public static _hitArray: RaycastHit[] = [
new RaycastHit()
];
/**
* 避免重叠检查和形状投射的分配
*/
public static _colliderArray: Collider[] = [
null
];
public static reset() {
this._spatialHash = new SpatialHash(this.spatialHashCellSize);
this._hitArray[0].reset();
this._colliderArray[0] = null;
}
/**
* 从SpatialHash中移除所有碰撞器
*/
public static clear() {
this._spatialHash.clear();
}
/**
* 检查是否有对撞机落在一个圆形区域内。返回遇到的第一个对撞机
* @param center
* @param radius
* @param layerMask
*/
public static overlapCircle(center: Vector2, radius: number, layerMask: number = Physics.allLayers) {
this._colliderArray[0] = null;
this._spatialHash.overlapCircle(center, radius, this._colliderArray, layerMask);
return this._colliderArray[0];
}
/**
* 获取所有落在指定圆圈内的碰撞器
* @param center
* @param randius
* @param results
* @param layerMask
*/
public static overlapCircleAll(center: Vector2, radius: number, results: Collider[], layerMask: number = this.allLayers) {
return this._spatialHash.overlapCircle(
center,
radius,
results,
layerMask
);
}
/**
* 返回所有碰撞器与边界相交的碰撞器。bounds。请注意,这是一个broadphase检查,所以它只检查边界,不做单个碰撞到碰撞器的检查!
* @param rect
* @param layerMask
*/
public static boxcastBroadphase(rect: Rectangle, layerMask: number = this.allLayers) {
return this._spatialHash.aabbBroadphase(rect, null, layerMask);
}
/**
* 返回所有被边界交错的碰撞器,但不包括传入的碰撞器(self)。
* 如果你想为其他查询自己创建扫描边界,这个方法很有用
* @param collider
* @param rect
* @param layerMask
*/
public static boxcastBroadphaseExcludingSelf(collider: Collider, rect: Rectangle, layerMask = this.allLayers) {
return this._spatialHash.aabbBroadphase(rect, collider, layerMask);
}
/**
* 返回所有边界与 collider.bounds 相交的碰撞器,但不包括传入的碰撞器(self)
* @param collider
* @param layerMask
*/
public static boxcastBroadphaseExcludingSelfNonRect(collider: Collider, layerMask = this.allLayers) {
let bounds = collider.bounds;
return this._spatialHash.aabbBroadphase(bounds, collider, layerMask);
}
/**
* 返回所有被 collider.bounds 扩展为包含 deltaX/deltaY 的碰撞器,但不包括传入的碰撞器(self)
* @param collider
* @param deltaX
* @param deltaY
* @param layerMask
*/
public static boxcastBroadphaseExcludingSelfDelta(collider: Collider, deltaX: number, deltaY: number, layerMask: number = Physics.allLayers) {
let colliderBounds = collider.bounds;
let sweptBounds = colliderBounds.getSweptBroadphaseBounds(deltaX, deltaY);
return this._spatialHash.aabbBroadphase(sweptBounds, 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);
}
/**
* 返回与layerMask匹配的碰撞器的第一次命中
* @param start
* @param end
* @param layerMask
*/
public static linecast(start: Vector2, end: Vector2, layerMask: number = this.allLayers, ignoredColliders: Set = null): RaycastHit {
this._hitArray[0].reset();
this.linecastAll(start, end, this._hitArray, layerMask);
this._hitArray[0].reset();
Physics.linecastAll(
start,
end,
this._hitArray,
layerMask,
ignoredColliders
);
return this._hitArray[0].clone();
}
/**
* 通过空间散列强制执行一行,并用该行命中的任何碰撞器填充hits数组
* @param start
* @param end
* @param hits
* @param layerMask
*/
public static linecastAll(start: Vector2, end: Vector2, hits: RaycastHit[], layerMask: number = this.allLayers, ignoredColliders: Set = null) {
return this._spatialHash.linecast(
start,
end,
hits,
layerMask,
ignoredColliders
);
}
/**
* 检查是否有对撞机落在一个矩形区域中
* @param rect
* @param layerMask
*/
public static overlapRectangle(rect: Rectangle, layerMask: number = Physics.allLayers) {
this._colliderArray[0] = null;
this._spatialHash.overlapRectangle(rect, this._colliderArray, layerMask);
return this._colliderArray[0];
}
/**
* 获取所有在指定矩形范围内的碰撞器
* @param rect
* @param results
* @param layerMask
*/
public static overlapRectangleAll(rect: Rectangle, results: Collider[], layerMask: number = Physics.allLayers) {
if (results.length == 0) {
console.warn("传入了一个空的结果数组。不会返回任何结果");
return 0;
}
return this._spatialHash.overlapRectangle(rect, results, layerMask);
}
}
}