146 lines
5.4 KiB
TypeScript
146 lines
5.4 KiB
TypeScript
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);
|
||
}
|
||
} |