370 lines
12 KiB
TypeScript
370 lines
12 KiB
TypeScript
module es {
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export interface CameraInset {
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left: number, right: number, top: number, bottom: number
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}
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export class Camera extends Component {
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public _inset: CameraInset = {left: 0, right: 0, top: 0, bottom: 0};
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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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constructor() {
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super();
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this.setZoom(0);
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}
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/**
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* 对entity.transform.position的快速访问
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*/
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public get position() {
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return this.entity.transform.position;
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}
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/**
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* 对entity.transform.position的快速访问
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* @param value
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*/
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public set position(value: Vector2) {
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this.entity.transform.position = value;
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}
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/**
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* 对entity.transform.rotation的快速访问
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*/
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public get rotation(): number {
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return this.entity.transform.rotation;
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}
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/**
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* 对entity.transform.rotation的快速访问
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* @param value
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*/
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public set rotation(value: number) {
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this.entity.transform.rotation = value;
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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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*/
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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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* 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
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*/
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public get zoom() {
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if (this._zoom == 0)
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return 1;
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if (this._zoom < 1)
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return MathHelper.map(this._zoom, this._minimumZoom, 1, -1, 0);
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return MathHelper.map(this._zoom, 1, this._maximumZoom, 0, 1);
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}
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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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* 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
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* @param value
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*/
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public set zoom(value: number) {
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this.setZoom(value);
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}
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public _minimumZoom = 0.3;
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/**
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* 相机变焦可以达到的最小非缩放值(0-number.max)。默认为0.3
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*/
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public get minimumZoom() {
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return this._minimumZoom;
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}
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/**
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* 相机变焦可以达到的最小非缩放值(0-number.max)。默认为0.3
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* @param value
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*/
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public set minimumZoom(value: number) {
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this.setMinimumZoom(value);
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}
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public _maximumZoom = 3;
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/**
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* 相机变焦可以达到的最大非缩放值(0-number.max)。默认为3
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*/
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public get maximumZoom() {
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return this._maximumZoom;
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}
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/**
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* 相机变焦可以达到的最大非缩放值(0-number.max)。默认为3
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* @param value
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*/
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public set maximumZoom(value: number) {
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this.setMaximumZoom(value);
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}
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public _bounds: Rectangle = new Rectangle();
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/**
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* 相机的世界-空间边界
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*/
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public get bounds() {
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if (this._areMatrixedDirty)
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this.updateMatrixes();
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if (this._areBoundsDirty) {
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// 旋转或非旋转的边界都需要左上角和右下角
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let topLeft = this.screenToWorldPoint(new Vector2(this._inset.left, this._inset.top));
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let bottomRight = this.screenToWorldPoint(new Vector2(Core.graphicsDevice.viewport.width - this._inset.right,
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Core.graphicsDevice.viewport.height - this._inset.bottom));
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if (this.entity.transform.rotation != 0) {
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// 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
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let topRight = this.screenToWorldPoint(new Vector2(Core.graphicsDevice.viewport.width - this._inset.right,
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this._inset.top));
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let bottomLeft = this.screenToWorldPoint(new Vector2(this._inset.left,
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Core.graphicsDevice.viewport.height - this._inset.bottom));
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let minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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let maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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let minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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let maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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this._bounds.location = new Vector2(minX, minY);
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this._bounds.width = maxX - minX;
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this._bounds.height = maxY - minY;
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} else {
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this._bounds.location = topLeft;
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this._bounds.width = bottomRight.x - topLeft.x;
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this._bounds.height = bottomRight.y - topLeft.y;
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}
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this._areBoundsDirty = false;
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}
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return this._bounds;
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}
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public _transformMatrix: Matrix2D = new Matrix2D().identity();
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/**
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* 用于从世界坐标转换到屏幕
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*/
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public get transformMatrix(): Matrix2D {
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if (this._areMatrixedDirty)
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this.updateMatrixes();
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return this._transformMatrix;
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}
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public _inverseTransformMatrix: Matrix2D = new Matrix2D().identity();
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/**
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* 用于从屏幕坐标到世界的转换
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*/
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public get inverseTransformMatrix(): Matrix2D {
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if (this._areMatrixedDirty)
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this.updateMatrixes();
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return this._inverseTransformMatrix;
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}
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public _origin: Vector2 = Vector2.zero;
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public get origin() {
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return this._origin;
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}
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public set origin(value: Vector2) {
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if (this._origin != value) {
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this._origin = value;
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this._areMatrixedDirty = true;
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}
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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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* @param right
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* @param top
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* @param bottom
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*/
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public setInset(left: number, right: number, top: number, bottom: number): Camera {
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this._inset = {left: left, right: right, top: top, bottom: bottom};
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this._areBoundsDirty = true;
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return this;
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}
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/**
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* 对entity.transform.setPosition快速访问
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* @param position
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*/
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public setPosition(position: Vector2) {
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this.entity.transform.setPosition(position.x, position.y);
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return this;
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}
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/**
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* 对entity.transform.setRotation的快速访问
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* @param rotation
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*/
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public setRotation(rotation: number): Camera {
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this.entity.transform.setRotation(rotation);
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return this;
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}
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/**
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* 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
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* 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
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* @param zoom
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*/
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public setZoom(zoom: number): Camera {
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let newZoom = MathHelper.clamp(zoom, -1, 1);
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if (newZoom == 0) {
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this._zoom = 1;
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} else if (newZoom < 0) {
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this._zoom = MathHelper.map(newZoom, -1, 0, this._minimumZoom, 1);
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} else {
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this._zoom = MathHelper.map(newZoom, 0, 1, 1, this._maximumZoom);
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}
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this._areMatrixedDirty = true;
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return this;
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}
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/**
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* 相机变焦可以达到的最小非缩放值(0-number.max) 默认为0.3
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* @param minZoom
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*/
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public setMinimumZoom(minZoom: number): Camera {
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if (minZoom <= 0) {
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console.error("minimumZoom must be greater than zero");
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return;
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}
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if (this._zoom < minZoom)
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this._zoom = this.minimumZoom;
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this._minimumZoom = minZoom;
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return this;
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}
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/**
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* 相机变焦可以达到的最大非缩放值(0-number.max) 默认为3
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* @param maxZoom
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*/
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public setMaximumZoom(maxZoom: number): Camera {
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if (maxZoom <= 0) {
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console.error("maximumZoom must be greater than zero");
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return;
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}
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if (this._zoom > maxZoom)
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this._zoom = maxZoom;
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this._maximumZoom = maxZoom;
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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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public zoomIn(deltaZoom: number) {
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this.zoom += deltaZoom;
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}
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public zoomOut(deltaZoom: number) {
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this.zoom -= deltaZoom;
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}
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/**
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* 将一个点从世界坐标转换到屏幕
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* @param worldPosition
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*/
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public worldToScreenPoint(worldPosition: Vector2): Vector2 {
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this.updateMatrixes();
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Vector2Ext.transformR(worldPosition, this._transformMatrix, worldPosition);
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return worldPosition;
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}
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/**
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* 将点从屏幕坐标转换为世界坐标
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* @param screenPosition
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*/
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public screenToWorldPoint(screenPosition: Vector2): Vector2 {
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this.updateMatrixes();
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Vector2Ext.transformR(screenPosition, this._inverseTransformMatrix, screenPosition);
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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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public mouseToWorldPoint(): Vector2 {
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return this.screenToWorldPoint(Input.touchPosition);
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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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let tempMat: Matrix2D;
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this._transformMatrix = Matrix2D.create().translate(-this.entity.transform.position.x, -this.entity.transform.position.y);
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if (this._zoom != 1) {
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tempMat = Matrix2D.create().scale(this._zoom, this._zoom);
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this._transformMatrix = this._transformMatrix.multiply(tempMat);
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}
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if (this.entity.transform.rotation != 0) {
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tempMat = Matrix2D.create().rotate(this.entity.transform.rotation);
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this._transformMatrix = this._transformMatrix.multiply(tempMat);
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}
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tempMat = Matrix2D.create().translate(Math.floor(this._origin.x), Math.floor(this._origin.y));
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this._transformMatrix = this._transformMatrix.multiply(tempMat);
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this._inverseTransformMatrix = this._transformMatrix.invert();
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// 无论何时矩阵改变边界都是无效的
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this._areBoundsDirty = true;
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this._areMatrixedDirty = false;
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}
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}
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}
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