161 lines
5.9 KiB
TypeScript
161 lines
5.9 KiB
TypeScript
abstract class Collider extends Component {
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/** 对撞机的基本形状 */
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public shape: Shape;
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/** 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。 */
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public physicsLayer = 1 << 0;
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/** 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 */
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public isTrigger: boolean;
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/**
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* 这个对撞机在物理系统注册时的边界。
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* 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。
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*/
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public registeredPhysicsBounds: Rectangle = new Rectangle();
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/** 如果为true,碰撞器将根据附加的变换缩放和旋转 */
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public shouldColliderScaleAndRotateWithTransform = true;
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/** 默认为所有层。 */
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public collidesWithLayers = Physics.allLayers;
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public _localOffsetLength: number;
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/** 标记来跟踪我们的实体是否被添加到场景中 */
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protected _isParentEntityAddedToScene;
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protected _colliderRequiresAutoSizing;
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protected _localOffset: Vector2 = new Vector2(0, 0);
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/** 标记来记录我们是否注册了物理系统 */
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protected _isColliderRegistered;
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public get bounds(): Rectangle {
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this.shape.recalculateBounds(this);
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return this.shape.bounds;
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}
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public get localOffset() {
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return this._localOffset;
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}
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/**
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* 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。
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*/
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public set localOffset(value: Vector2) {
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this.setLocalOffset(value);
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}
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public setLocalOffset(offset: Vector2) {
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if (this._localOffset != offset) {
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this.unregisterColliderWithPhysicsSystem();
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this._localOffset = offset;
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this._localOffsetLength = this._localOffset.length();
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this.registerColliderWithPhysicsSystem();
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}
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}
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/**
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* 父实体会在不同的时间调用它(当添加到场景,启用,等等)
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*/
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public registerColliderWithPhysicsSystem() {
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// 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
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if (this._isParentEntityAddedToScene && !this._isColliderRegistered) {
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Physics.addCollider(this);
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this._isColliderRegistered = true;
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}
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}
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/**
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* 父实体会在不同的时候调用它(从场景中移除,禁用,等等)
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*/
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public unregisterColliderWithPhysicsSystem() {
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if (this._isParentEntityAddedToScene && this._isColliderRegistered) {
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Physics.removeCollider(this);
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}
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this._isColliderRegistered = false;
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}
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/**
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* 检查这个形状是否与物理系统中的其他对撞机重叠
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* @param other
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*/
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public overlaps(other: Collider) {
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return this.shape.overlaps(other.shape);
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}
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/**
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* 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。
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* @param collider
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* @param motion
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*/
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public collidesWith(collider: Collider, motion: Vector2) {
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// 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
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let oldPosition = this.shape.position;
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this.shape.position = Vector2.add(this.shape.position, motion);
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let result = this.shape.collidesWithShape(collider.shape);
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if (result)
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result.collider = collider;
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// 将图形位置返回到检查前的位置
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this.shape.position = oldPosition;
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return result;
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}
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public onAddedToEntity() {
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if (this._colliderRequiresAutoSizing) {
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if (!(this instanceof BoxCollider || this instanceof CircleCollider)) {
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console.error("Only box and circle colliders can be created automatically");
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}
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let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
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if (renderable) {
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let bounds = renderable.bounds;
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// 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
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let width = bounds.width / this.entity.scale.x;
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let height = bounds.height / this.entity.scale.y;
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// 圆碰撞器需要特别注意原点
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if (this instanceof CircleCollider){
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let circleCollider = this as CircleCollider;
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circleCollider.radius = Math.max(width, height) * 0.5;
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this.localOffset = bounds.location;
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} else {
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let boxCollider = this;
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boxCollider.width = width;
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boxCollider.height = height;
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this.localOffset = bounds.location;
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}
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} else {
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console.warn("Collider has no shape and no RenderableComponent. Can't figure out how to size it.");
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}
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}
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this._isParentEntityAddedToScene = true;
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this.registerColliderWithPhysicsSystem();
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}
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public onRemovedFromEntity() {
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this.unregisterColliderWithPhysicsSystem();
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this._isParentEntityAddedToScene = false;
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}
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public onEnabled() {
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this.registerColliderWithPhysicsSystem();
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}
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public onDisabled() {
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this.unregisterColliderWithPhysicsSystem();
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}
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public onEntityTransformChanged(comp: TransformComponent) {
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if (this._isColliderRegistered)
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Physics.updateCollider(this);
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}
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public update(){
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let renderable = this.entity.getComponent<RenderableComponent>(RenderableComponent);
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if (renderable){
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this.$setX(renderable.x + this.localOffset.x);
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this.$setY(renderable.y + this.localOffset.y);
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}
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}
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} |