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esengine/source/src/ECS/Components/Physics/Colliders/Collider.ts
2020-07-08 18:12:17 +08:00

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abstract class Collider extends Component{
/** 对撞机的基本形状 */
public shape: Shape;
/** 在处理冲突时physicsLayer可以用作过滤器。Flags类有帮助位掩码的方法。 */
public physicsLayer = 1 << 0;
/** 如果这个碰撞器是一个触发器,它将不会引起碰撞,但它仍然会触发事件 */
public isTrigger: boolean;
/**
* 这个对撞机在物理系统注册时的边界。
* 存储这个允许我们始终能够安全地从物理系统中移除对撞机,即使它在试图移除它之前已经被移动了。
*/
public registeredPhysicsBounds: Rectangle = new Rectangle();
/** 如果为true碰撞器将根据附加的变换缩放和旋转 */
public shouldColliderScaleAndRotateWithTransform = true;
/** 默认为所有层。 */
public collidesWithLayers = Physics.allLayers;
public _localOffsetLength: number;
/** 标记来跟踪我们的实体是否被添加到场景中 */
protected _isParentEntityAddedToScene;
protected _colliderRequiresAutoSizing;
protected _localOffset: Vector2 = new Vector2(0, 0);
/** 标记来记录我们是否注册了物理系统 */
protected _isColliderRegistered;
public get bounds(): Rectangle {
// this.shape.recalculateBounds(this);
let bds = this.entity.getBounds();
return new Rectangle(bds.x, bds.y, bds.width, bds.height);
}
public get localOffset(){
return new Vector2(this.x, this.y);
}
/**
* 将localOffset添加到实体。获取碰撞器的最终位置。这允许您向一个实体添加多个碰撞器并分别定位它们。
*/
public set localOffset(value: Vector2){
this.setLocalOffset(value);
}
public setLocalOffset(offset: Vector2){
if (this._localOffset != offset){
this.unregisterColliderWithPhysicsSystem();
this.$setX(offset.x);
this.$setY(offset.y);
this._localOffsetLength = this._localOffset.length();
this.registerColliderWithPhysicsSystem();
}
}
/**
* 父实体会在不同的时间调用它(当添加到场景,启用,等等)
*/
public registerColliderWithPhysicsSystem(){
// 如果在将我们添加到实体之前更改了origin等属性则实体可以为null
if (this._isParentEntityAddedToScene && !this._isColliderRegistered){
Physics.addCollider(this);
this._isColliderRegistered = true;
}
}
/**
* 父实体会在不同的时候调用它(从场景中移除,禁用,等等)
*/
public unregisterColliderWithPhysicsSystem(){
if (this._isParentEntityAddedToScene && this._isColliderRegistered){
Physics.removeCollider(this);
}
this._isColliderRegistered = false;
}
/**
* 检查这个形状是否与物理系统中的其他对撞机重叠
* @param other
*/
public overlaps(other: Collider){
return this.shape.overlaps(other.shape);
}
/**
* 检查这个与运动应用的碰撞器(移动向量)是否与碰撞器碰撞。如果是这样将返回true并且结果将填充碰撞数据。
* @param collider
* @param motion
*/
public collidesWith(collider: Collider, motion: Vector2){
// 改变形状的位置,使它在移动后的位置,这样我们可以检查重叠
let oldPosition = this.shape.position;
this.shape.position = Vector2.add(this.shape.position, motion);
let result = this.shape.collidesWithShape(collider.shape);
if (result)
result.collider = collider;
// 将图形位置返回到检查前的位置
this.shape.position = oldPosition;
return result;
}
public onAddedToEntity(){
if (this._colliderRequiresAutoSizing){
if (!(this instanceof BoxCollider)){
console.error("Only box and circle colliders can be created automatically");
}
let bounds = this.entity.getBounds();
let renderbaleBounds = new Rectangle(bounds.x, bounds.y, bounds.width, bounds.height);
// 这里我们需要大小*反尺度,因为当我们自动调整碰撞器的大小时,它需要没有缩放的渲染
let width = renderbaleBounds.width / this.entity.scale.x;
let height = renderbaleBounds.height / this.entity.scale.y;
if (this instanceof BoxCollider){
let boxCollider = this as BoxCollider;
boxCollider.width = width;
boxCollider.height = height;
// 获取渲染的中心将其转移到本地坐标并使用它作为碰撞器的localOffset
this.localOffset = Vector2.subtract(renderbaleBounds.center, this.entity.position);
}
}
this._isParentEntityAddedToScene = true;
this.registerColliderWithPhysicsSystem();
}
public onRemovedFromEntity(){
this.unregisterColliderWithPhysicsSystem();
this._isParentEntityAddedToScene = false;
}
public onEnabled(){
this.registerColliderWithPhysicsSystem();
}
public onDisabled(){
this.unregisterColliderWithPhysicsSystem();
}
public onEntityTransformChanged(comp: TransformComponent){
if (this._isColliderRegistered)
Physics.updateCollider(this);
}
}