feat: add builder configuration file

feat: add cocos-service configuration file
feat: add device configuration file
feat: add engine configuration file
feat: add information configuration file
feat: add program configuration file
feat: add project configuration file
feat: add TypeScript configuration file
This commit is contained in:
ZhouXiao
2025-12-22 11:42:51 +08:00
parent 66cfa73345
commit 487c68994d
202 changed files with 57615 additions and 0 deletions

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import { SplitRenderHelper } from "./SplitRenderHelper";
import { _decorator, Node, Vec3, IAssembler, ccenum, Vec2, Mat4, Texture2D, v2, v3, EventTouch, gfx, SpriteFrame, UIRenderer } from 'cc';
const { ccclass, property, executeInEditMode } = _decorator;
const vec3_temps: Vec3[] = [];
for (let i = 0; i < 4; i++) {
vec3_temps.push(new Vec3());
}
class AssemblerSplit implements IAssembler {
createData(com: SplitRender) {
let vertexCount = 4;
let indexCount = 6;
const renderData = com.requestRenderData();
renderData.dataLength = vertexCount;
renderData.resize(vertexCount, indexCount);
return renderData;
}
resetData(com: SplitRender) {
let points = com.polygon;
if (!points || points.length < 3) return;
let vertexCount = points.length;
let indexCount = vertexCount + (vertexCount - 3) * 2;
com.renderData.clear();
com.renderData.dataLength = vertexCount;
com.renderData.resize(vertexCount, indexCount);
let material = com.renderData.material;
com.renderData.material = material;
}
updateRenderData(com: SplitRender) {
// dynamicAtlasManager.packToDynamicAtlas(com, frame);
const renderData = com.renderData;
if (renderData.vertDirty) {
this.resetData(com);
this.updateVertexData(com);
this.updateUvs(com);
this.updateColor(com);
renderData.updateRenderData(com, com.spriteFrame);
}
}
updateWorldVerts(com: SplitRender, verts: Float32Array) {
let floatsPerVert = 9;
let matrix: Mat4 = com.node.worldMatrix;
let a = matrix.m00, b = matrix.m01, c = matrix.m04, d = matrix.m05,
tx = matrix.m12, ty = matrix.m13;
let justTranslate = a === 1 && b === 0 && c === 0 && d === 1;
if (justTranslate) {
let polygon = com.polygon;
for (let i = 0; i < polygon.length; i++) {
verts[i * floatsPerVert] = polygon[i].x + tx;
verts[i * floatsPerVert + 1] = polygon[i].y + ty;
}
} else {
let polygon = com.polygon;
for (let i = 0; i < polygon.length; i++) {
verts[i * floatsPerVert] = a * polygon[i].x + c * polygon[i].y + tx;
verts[i * floatsPerVert + 1] = b * polygon[i].x + d * polygon[i].y + ty;
}
}
// @ts-ignore
com.node._uiProps.uiTransformDirty = false;
}
fillBuffers(com: SplitRender, renderer: any) {
const chunk = com.renderData.chunk;
// indices generated
let indicesArr = SplitRenderHelper.splitPolygon(com.polygon);
this.updateWorldVerts(com, chunk.vb);
// quick version
const bid = chunk.bufferId;
const vid = chunk.vertexOffset;
const meshBuffer = chunk.vertexAccessor.getMeshBuffer(bid);
const ib = chunk.vertexAccessor.getIndexBuffer(bid);
let indexOffset = meshBuffer.indexOffset;
// fill indices
for (let i = 0, l = indicesArr.length; i < l; i++) {
ib[indexOffset++] = vid + indicesArr[i];
}
meshBuffer.indexOffset += indicesArr.length;
}
updateVertexData(com: SplitRender) {
const renderData = com.renderData;
if (!renderData) {
return;
}
const dataList = renderData.data;
let polygon = com.polygon;
for (let i = 0; i < polygon.length; i++) {
dataList[i].x = polygon[i].x;
dataList[i].y = polygon[i].y;
}
const chunk = com.renderData.chunk;
const vid = chunk.vertexOffset;
const ib = chunk.ib as any;
let indicesArr = SplitRenderHelper.splitPolygon(com.polygon);
for (let i = 0, l = indicesArr.length; i < l; i++) {
ib[i] = vid + indicesArr[i];
}
}
updateUvs(com: SplitRender) {
let uvOffset = 3, floatsPerVert = 9;
const vData = com.renderData.chunk.vb;
let uvs = [];
if (com.spriteFrame.texture) {
uvs = SplitRenderHelper.computeUv(com.polygon, com.spriteFrame.texture.width, com.spriteFrame.texture.height)
}
let polygon = com.polygon;
for (let i = 0; i < polygon.length; i++) {
vData[uvOffset] = uvs[i].x;
vData[uvOffset + 1] = uvs[i].y;
uvOffset += floatsPerVert;
}
}
updateColor(com: SplitRender) {
const renderData = com.renderData!;
let colorOffset = 5, floatsPerVert = renderData.floatStride;
let vData = renderData.chunk.vb;
const color = com.color;
const colorR = color.r / 255;
const colorG = color.g / 255;
const colorB = color.b / 255;
const colorA = color.a / 255;
let polygon = com.polygon;
for (let i = 0; i < polygon.length; i++) {
vData![colorOffset] = colorR;
vData![colorOffset + 1] = colorG;
vData![colorOffset + 2] = colorB;
vData![colorOffset + 3] = colorA;
colorOffset += floatsPerVert;
}
}
};
enum TextureType {
Cut, // 裁剪
Stretch // 拉伸, 暂未实现
}
ccenum(TextureType);
let _vec2_temp = new Vec2();
let _mat4_temp = new Mat4();
@ccclass('SplitRender')
@executeInEditMode
export class SplitRender extends UIRenderer {
static Type = TextureType;
@property({ type: SpriteFrame, serializable: true })
protected _spriteFrame: SpriteFrame | null = null;
@property({ type: SpriteFrame, serializable: true })
get spriteFrame() {
return this._spriteFrame;
}
set spriteFrame(value) {
if (!value || this._spriteFrame === value) {
this._spriteFrame = value;
return;
}
this._spriteFrame = value;
let l = -value.width / 2, b = -value.height / 2, t = value.height / 2, r = value.width / 2;
this.polygon = [v2(l, b), v2(r, b), v2(r, t), v2(l, t)];
this.markForUpdateRenderData(false);
this._applySpriteSize();
}
@property({ type: TextureType, serializable: true })
_type: TextureType = 0;
@property({ type: TextureType, serializable: true })
get type() {
return this._type;
}
set type(val: TextureType) {
this._type = val;
this.markForUpdateRenderData();
}
@property
editing: boolean = false;
@property({ type: [Vec2], serializable: true })
_polygon: Vec2[] = [];
@property({ type: [Vec2], serializable: true })
public get polygon() {
return this._polygon;
}
public set polygon(points: Vec2[]) {
this._polygon = points;
this.markForUpdateRenderData();
}
protected _assembler: IAssembler = null;
constructor() {
super();
}
onLoad() {
this._renderEntity.setNode(this.node);
this.node['_hitTest'] = this._hitTest.bind(this);
}
start() {
// this.node.on(Node.EventType.TOUCH_START, (e: EventTouch) => {
// console.log("click texture plus -");
// }, this);
// this.node.on(Node.EventType.TOUCH_MOVE, (e: EventTouch) => {
// console.log("click texture plus +");
// this.node.setPosition(v3(this.node.position.x + e.getDeltaX(),
// this.node.position.y + e.getDeltaY(),
// this.node.position.z));
// }, this);
// console.log(this.node.uuid);
}
_hitTest(cameraPt: Vec2) {
let node = this.node;
let testPt = _vec2_temp;
node.updateWorldTransform();
// If scale is 0, it can't be hit.
if (!Mat4.invert(_mat4_temp, node.worldMatrix)) {
return false;
}
Vec2.transformMat4(testPt, cameraPt, _mat4_temp);
return SplitRenderHelper.isPointInsidePolygon(testPt, this.polygon);
}
private _applySpriteSize() {
if (this._spriteFrame) {
const size = this._spriteFrame.originalSize;
this.node._uiProps.uiTransformComp!.setContentSize(size);
}
this._activateMaterial();
}
private _activateMaterial() {
const spriteFrame = this._spriteFrame;
const material = this.getRenderMaterial(0);
if (spriteFrame) {
if (material) {
this.markForUpdateRenderData();
}
}
if (this.renderData) {
this.renderData.material = material;
}
}
protected _render(render: any) {
render.commitComp(this, this.renderData, this._spriteFrame, this._assembler!);
}
protected _canRender() {
if (!super._canRender()) {
return false;
}
const spriteFrame = this._spriteFrame;
if (!spriteFrame || !spriteFrame.texture) {
return false;
}
return true;
}
protected _flushAssembler(): void {
if (this._assembler == null) {
this.destroyRenderData();
this._assembler = new AssemblerSplit();
}
if (!this.renderData) {
if (this._assembler && this._assembler.createData) {
this._renderData = this._assembler.createData(this);
this.renderData!.material = this.getRenderMaterial(0);
this.markForUpdateRenderData();
this._updateColor();
}
}
}
protected updateMaterial() {
if (this._customMaterial) {
this.setSharedMaterial(this._customMaterial, 0);
// this._customMaterial.overridePipelineStates({ priority: 128 }, 0);
// this._blendHash = -1;
return;
}
const mat = this._updateBuiltinMaterial();
this.setSharedMaterial(mat, 0);
this._updateBlendFunc();
}
}

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{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "ccd6bd1c-e0c8-4fa3-a9e3-60b1929a51d0",
"files": [],
"subMetas": {},
"userData": {}
}

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import { math, v2, Vec2, Vec3 } from 'cc';
export class SplitRenderHelper {
//ab与ac的叉积
static ab_cross_ac(a, b, c) {
return SplitRenderHelper.cross(b.x - a.x, b.y - a.y, c.x - a.x, c.y - a.y);
}
static dot(x1, y1, x2, y2) {
return x1 * x2 + y1 * y2;
}
static cross(x1, y1, x2, y2) {
return x1 * y2 - x2 * y1;
}
static dblcmp(a: number, b: number) {
if (Math.abs(a - b) <= 0.000001) return 0;
if (a > b) return 1;
else return -1;
}
//求a点是不是在线段上>0不在=0与端点重合<0在。
static point_on_line(a, p1, p2) {
return SplitRenderHelper.dblcmp(SplitRenderHelper.dot(p1.x - a.x, p1.y - a.y, p2.x - a.x, p2.y - a.y), 0);
}
// 判断一个点是否在三角形内
static isInTriangle(point: Vec2, triA: Vec2, triB: Vec2, triC: Vec2) {
let AB: Vec2 = new Vec2();
Vec2.subtract(AB, triB, triA);
let AC: Vec2 = new Vec2();
Vec2.subtract(AC, triC, triA);
let BC: Vec2 = new Vec2();
Vec2.subtract(BC, triC, triB);
let AD: Vec2 = new Vec2();
Vec2.subtract(AD, point, triA);
let BD: Vec2 = new Vec2();
Vec2.subtract(BD, point, triB);
//@ts-ignore
return (AB.cross(AC) >= 0 ^ AB.cross(AD) < 0) && (AB.cross(AC) >= 0 ^ AC.cross(AD) >= 0) && (BC.cross(AB) > 0 ^ BC.cross(BD) >= 0);
}
static isInPolygon(checkPoint: Vec2, polygonPoints: Vec2[]) {
var counter = 0;
var i: number;
var xinters;
var p1: Vec2, p2: Vec2;
var pointCount = polygonPoints.length;
p1 = polygonPoints[0];
for (i = 1; i <= pointCount; i++) {
p2 = polygonPoints[i % pointCount];
if (
checkPoint.x > Math.min(p1.x, p2.x) &&
checkPoint.x <= Math.max(p1.x, p2.x)
) {
if (checkPoint.y <= Math.max(p1.y, p2.y)) {
if (p1.x != p2.x) {
xinters = (checkPoint.x - p1.x) * (p2.y - p1.y) / (p2.x - p1.x) + p1.y;
if (p1.y == p2.y || checkPoint.y <= xinters) {
counter++;
}
}
}
}
p1 = p2;
}
if (counter % 2 == 0) {
return false;
}
return true;
}
static computeUv(points: Vec2[], width: number, height: number) {
let uvs: Vec2[] = [];
for (const p of points) {
// uv原点是左上角
let x = math.clamp(0, 1, (p.x + width / 2) / width);
let y = math.clamp(0, 1, 1. - (p.y + height / 2) / height);
uvs.push(v2(x, y));
}
return uvs;
}
static splitPolygon(points: Vec2[]): number[] {
if (points.length <= 3) return [0, 1, 2];
let pointMap: { [key: string]: number } = {}; // point与idx的映射
for (let i = 0; i < points.length; i++) {
let p = points[i];
pointMap[`${p.x}-${p.y}`] = i;
}
const getIdx = (p: Vec2) => {
return pointMap[`${p.x}-${p.y}`]
}
points = points.concat([]);
let idxs: number[] = [];
let index = 0;
while (points.length > 3) {
let p1 = points[(index) % points.length]
, p2 = points[(index + 1) % points.length]
, p3 = points[(index + 2) % points.length];
let splitPoint = (index + 1) % points.length;
let v1: Vec2 = new Vec2();
Vec2.subtract(v1, p2, p1);
let v2: Vec2 = new Vec2();
Vec2.subtract(v2, p3, p2);
if (v1.cross(v2) < 0) { // 是一个凹角, 寻找下一个
index = (index + 1) % points.length;
continue;
}
let hasPoint = false;
for (const p of points) {
if (p != p1 && p != p2 && p != p3 && this.isInTriangle(p, p1, p2, p3)) {
hasPoint = true;
break;
}
}
if (hasPoint) { // 当前三角形包含其他点, 寻找下一个
index = (index + 1) % points.length;
continue;
}
// 找到了耳朵, 切掉
idxs.push(getIdx(p1), getIdx(p2), getIdx(p3));
points.splice(splitPoint, 1);
}
for (const p of points) {
idxs.push(getIdx(p));
}
return idxs;
}
//点发出的右射线和线段的关系
// 返回值: -1:不相交, 0:相交, 1:点在线段上
static rayPointToLine(point: Vec2, linePA: Vec2, linePB: Vec2) {
// 定义最小和最大的X Y轴值
let minX = Math.min(linePA.x, linePB.x);
let maxX = Math.max(linePA.x, linePB.x);
let minY = Math.min(linePA.y, linePB.y);
let maxY = Math.max(linePA.y, linePB.y);
// 射线与边无交点的其他情况
if (point.y < minY || point.y > maxY || point.x > maxX) {
return -1;
}
// 剩下的情况, 计算射线与边所在的直线的交点的横坐标
let x0 = linePA.x + ((linePB.x - linePA.x) / (linePB.y - linePA.y)) * (point.y - linePA.y);
if (x0 > point.x) {
return 0;
}
if (x0 == point.x) {
return 1;
}
return -1;
}
//点和多边形的关系
//返回值: -1:在多边形外部, 0:在多边形内部, 1:在多边形边线内, 2:跟多边形某个顶点重合
static relationPointToPolygon(point: Vec2, polygon: Vec2[]) {
let count = 0;
for (let i = 0; i < polygon.length; ++i) {
if (polygon[i].equals(point)) {
return 2;
}
let pa = polygon[i];
let pb = polygon[0];
if (i < polygon.length - 1) {
pb = polygon[i + 1];
}
let re = SplitRenderHelper.rayPointToLine(point, pa, pb);
if (re == 1) {
return 1;
}
if (re == 0) {
count++;
}
}
if (count % 2 == 0) {
return -1;
}
return 0;
}
//求两条线段的交点
//返回值:[n,p] n:0相交1在共有点-1不相交 p:交点
static lineCrossPoint(p1: Vec2, p2: Vec2, q1: Vec2, q2: Vec2): [number, Vec2] {
let a = p1, b = p2, c = q1, d = q2;
let s1, s2, s3, s4;
let d1, d2, d3, d4;
let p: Vec2 = new Vec2(0, 0);
d1 = SplitRenderHelper.dblcmp(s1 = SplitRenderHelper.ab_cross_ac(a, b, c), 0);
d2 = SplitRenderHelper.dblcmp(s2 = SplitRenderHelper.ab_cross_ac(a, b, d), 0);
d3 = SplitRenderHelper.dblcmp(s3 = SplitRenderHelper.ab_cross_ac(c, d, a), 0);
d4 = SplitRenderHelper.dblcmp(s4 = SplitRenderHelper.ab_cross_ac(c, d, b), 0);
if ((d1 ^ d2) == -2 && (d3 ^ d4) == -2) {
p.x = (c.x * s2 - d.x * s1) / (s2 - s1);
p.y = (c.y * s2 - d.y * s1) / (s2 - s1);
return [0, p];
}
if (d1 == 0 && SplitRenderHelper.point_on_line(c, a, b) <= 0) {
p = c;
return [1, p];
}
if (d2 == 0 && SplitRenderHelper.point_on_line(d, a, b) <= 0) {
p = d;
return [1, p];
}
if (d3 == 0 && SplitRenderHelper.point_on_line(a, c, d) <= 0) {
p = a;
return [1, p];
}
if (d4 == 0 && SplitRenderHelper.point_on_line(b, c, d) <= 0) {
p = b;
return [1, p];
}
return [-1, null];
}
//线段对多边形进行切割
//返回多边形数组
//如果没有被切割,返回空数组
static lineCutPolygon(pa: Vec2, pb: Vec2, polygon: Vec2[]) {
// 检查切割线的端点是否在多边形内部
const extendPoint = (point: Vec2, direction: Vec2) => {
const extendedPoint = new Vec2(point.x + direction.x * 1000, point.y + direction.y * 1000);
return extendedPoint;
};
if (SplitRenderHelper.isInPolygon(pa, polygon)) {
const direction = Vec2.subtract(new Vec2(), pa, pb).normalize();
pa = extendPoint(pa, direction);
}
if (SplitRenderHelper.isInPolygon(pb, polygon)) {
const direction = Vec2.subtract(new Vec2(), pb, pa).normalize();
pb = extendPoint(pb, direction);
}
let ret: Array<Vec2[]> = [];
let points: Vec2[] = [];
let pointIndex: number[] = [];
for (let i = 0; i < polygon.length; ++i) {
points.push(polygon[i]);
let a = polygon[i];
let b = polygon[0];
if (i < polygon.length - 1) b = polygon[i + 1];
let c = SplitRenderHelper.lineCrossPoint(pa, pb, a, b);
if (c[0] == 0) {
pointIndex.push(points.length);
points.push(c[1] as Vec2);
}
else if (c[0] > 0) {
if ((c[1] as Vec2).equals(a)) {
pointIndex.push(points.length - 1);
}
else {
pointIndex.push(points.length);
}
}
}
if (pointIndex.length > 1) {
let cp0 = points[pointIndex[0]];
let cp1 = points[pointIndex[1]];
let r = SplitRenderHelper.relationPointToPolygon(new Vec2((cp0.x + cp1.x) / 2, (cp0.y + cp1.y) / 2), polygon);
let inPolygon: boolean = r >= 0;
let cp0_cp1: Vec2 = new Vec2();
let len_0_1 = Vec2.subtract(cp0_cp1, cp0, cp1).length()
let cp0_cp: Vec2 = new Vec2();
let len_0_ = Vec2.subtract(cp0_cp, cp0, points[pointIndex[pointIndex.length - 1]]).length()
if (pointIndex.length > 2 && len_0_1 > len_0_) {
cp1 = points[pointIndex[pointIndex.length - 1]];
r = SplitRenderHelper.relationPointToPolygon(new Vec2((cp0.x + cp1.x) / 2, (cp0.y + cp1.y) / 2), polygon);
inPolygon = r < 0;
}
let firstInPolygon = inPolygon;
let index = 0;
let startIndex = pointIndex[index];
let oldPoints = [];
let newPoints = [];
let count = 0;
oldPoints.push(points[startIndex]);
if (inPolygon) {
newPoints.push(points[startIndex]);
}
index++;
count++;
startIndex++;
while (count < points.length) {
if (startIndex == points.length) startIndex = 0;
let p = points[startIndex];
if (index >= 0 && startIndex == pointIndex[index]) {
index++;
if (index >= pointIndex.length) index = 0;
if (inPolygon) {
newPoints.push(p);
ret.push(newPoints);
newPoints = [];
}
else {
newPoints = [];
newPoints.push(p);
}
oldPoints.push(p);
inPolygon = !inPolygon;
}
else {
if (inPolygon) {
newPoints.push(p);
}
else {
oldPoints.push(p);
}
}
startIndex++;
count++;
}
if (inPolygon) {
if (!firstInPolygon && newPoints.length > 1) {
newPoints.push(points[pointIndex[0]]);
ret.push(newPoints);
}
else {
for (let i = 0; i < newPoints.length; ++i) {
oldPoints.push(newPoints[i]);
}
}
}
ret.push(oldPoints);
}
return ret;
}
// 实用函数
static isPointInsidePolygon(p: Vec2, polygon: Vec2[]) {
let windingNumber = 0;
for (let i = 0; i < polygon.length; i++) {
const a = polygon[i];
const b = polygon[(i + 1) % polygon.length];
if (a.y <= p.y) {
if (b.y > p.y && (b.x - a.x) * (p.y - a.y) > (p.x - a.x) * (b.y - a.y))
windingNumber++;
} else {
if (b.y <= p.y && (b.x - a.x) * (p.y - a.y) < (p.x - a.x) * (b.y - a.y))
windingNumber--;
}
}
return windingNumber !== 0;
}
static calculatePolygonArea(polygon: Vec2[]) {
let area = 0;
for (let i = 0; i < polygon.length; i++) {
const j = (i + 1) % polygon.length;
area += polygon[i].x * polygon[j].y;
area -= polygon[j].x * polygon[i].y;
}
return Math.abs(area) / 2;
}
}

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{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "e6b2c70f-62b1-4940-988f-c42a322beca3",
"files": [],
"subMetas": {},
"userData": {}
}

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import { SplitRenderHelper } from "./SplitRenderHelper";
import { SplitRender } from "./SplitRender";
import { _decorator, Component, Node, Texture2D, Graphics, Vec2, view, Vec3, SpriteFrame, EventTouch, v2, tween, Camera, color, Layers, profiler, UITransform, Sprite, RigidBody2D, ERigidBody2DType, PolygonCollider2D, Physics2DUtils, PhysicsSystem2D, ERaycast2DType, UIOpacity, Collider, Collider2D, director, Director, misc, Label, Color } from 'cc';
const { ccclass, property, executeInEditMode } = _decorator;
@ccclass('ToolsSplit')
export default class ToolsSplit extends Component {
@property(Node)
textureRoot: Node = null;
@property(Graphics)
graphics: Graphics = null;
@property(SpriteFrame)
pic: SpriteFrame = null;
@property(Camera)
cam: Camera = null;
@property(Label)
moveStepLabel: Label = null;
private textures: SplitRender[] = [];
private startPoint: Vec2 = null;
private endPoint: Vec2 = null;
gameWidth: number = 0;
gameHeight: number = 0;
canTouch: boolean = true;
protected onLoad(): void {
}
start() {
profiler.hideStats();
this.init();
this.node.on(Node.EventType.TOUCH_START, this.onTouchStart, this);
this.node.on(Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
this.node.on(Node.EventType.TOUCH_END, this.onTouchEnd, this);
this.node.on(Node.EventType.TOUCH_CANCEL, this.onTouchEnd, this);
this.graphics.node.setPosition(new Vec3(-view.getVisibleSize().width / 2, -view.getVisibleSize().height / 2));
}
init() {
// let node = new Node();
// let t = node.addComponent(SplitRender);
// node.parent = this.textureRoot;
// node.layer = Layers.Enum.UI_2D;
// t.spriteFrame = this.pic;
// this.textures.push(t);
this.gameWidth = view.getVisibleSize().width;
this.gameHeight = view.getVisibleSize().height;
this.node.getComponent(UITransform).setContentSize(this.gameWidth, this.gameHeight);
}
setTextures(textures: SplitRender[]) {
for (let i = 0; i < textures.length; i++) {
const texture = textures[i];
this.textures.push(texture);
}
}
setPerTexture(texture: SplitRender) {
this.textures.push(texture);
}
onTouchStart(e: EventTouch) {
if (this.moveStepLabel.string == "0") {
return;
}
if (!this.canTouch) {
return;
}
this.startPoint = e.getUILocation();
}
onTouchMove(e: EventTouch) {
if (this.moveStepLabel.string == "0") {
return;
}
if (!this.canTouch) {
return;
}
this.graphics.clear();
this.graphics.moveTo(this.startPoint.x, this.startPoint.y);
let p = e.getUILocation();
this.graphics.lineTo(p.x, p.y);
this.graphics.stroke();
}
onTouchEnd(e: EventTouch) {
if (this.moveStepLabel.string == "0") {
return;
}
if (!this.canTouch) {
return;
}
this.canTouch = false;
this.graphics.clear();
this.endPoint = e.getUILocation();
}
cutPolygonCollider2D(originPolygon: Vec2[], startPoint: Vec2, endPoint: Vec2) {
let newPolygon = SplitRenderHelper.lineCutPolygon(startPoint, endPoint, originPolygon);
return newPolygon;
}
private doSplit() {
let h = this.pic.height, w = this.pic.width;
for (let i = 0; i < 15; i++) {
let p0 = v2(-(w / 2 + 10), (Math.random() * h) - h / 2);
let p1 = v2(w / 2 + 10, (Math.random() * h) - h / 2);
this.useLineCutPolygon(p0, p1, false);
}
for (let i = 0; i < 15; i++) {
let p0 = v2(Math.random() * w - w / 2, -(h / 2 + 10));
let p1 = v2(Math.random() * w - w / 2, (h / 2 + 10));
this.useLineCutPolygon(p0, p1, false);
}
}
private useLineCutPolygon(p0: Vec2, p1: Vec2, isWorld = true) {
for (let i = this.textures.length - 1; i >= 0; i--) {
let texture = this.textures[i];
let pa = p0.clone();
let pb = p1.clone();
if (isWorld) {
let mat = texture.node.worldMatrix.clone().invert();
pa = pa.transformMat4(mat);
pb = pb.transformMat4(mat);
}
let polygons = SplitRenderHelper.lineCutPolygon(pa, pb, texture.polygon);
if (polygons.length <= 0) {
console.log("No Polygon")
continue
};
this.splitTexture(texture, polygons);
}
}
private splitTexture(texture: SplitRender, polygons: Vec2[][]) {
texture.polygon = polygons[0];
let newnode: Node = null;
for (let i = 1; i < polygons.length; i++) {
let node = new Node("Split");
newnode = node;
node.layer = Layers.Enum.UI_2D;
let t = node.addComponent(SplitRender);
node.parent = this.textureRoot;
node.setPosition(new Vec3(texture.node.position.x, texture.node.position.y));
node.setRotationFromEuler(texture.node.eulerAngles.x, texture.node.eulerAngles.y, texture.node.eulerAngles.z);
t.spriteFrame = texture.spriteFrame;
t.polygon = polygons[i];
this.textures.push(t);
}
}
onClickFly() {
for (let i = 0; i < this.textures.length; i++) {
let center = this.getPolygonCenter(this.textures[i].polygon);
let dir = center.normalize();
tween(this.textures[i].node).by(0.5, { position: new Vec3(dir.x * 100, dir.y * 100, 0) }).start();
}
}
onClickReset() {
for (let i = 0; i < this.textures.length; i++) {
let center = this.getPolygonCenter(this.textures[i].polygon);
let dir = center.normalize();
tween(this.textures[i].node).by(0.5, { position: new Vec3(-dir.x * 100, -dir.y * 100, 0) }).call(() => {
if (i === this.textures.length - 1) {
this.textureRoot.destroyAllChildren();
this.textureRoot.removeAllChildren();
this.textures = [];
this.init();
}
}).start();
}
}
onFallDown() {
for (let i = 0; i < this.textures.length; i++) {
let center = this.getPolygonCenter(this.textures[i].polygon);
tween(this.textures[i].node).delay((center.y + this.pic.height) / this.pic.height).by(2, { position: new Vec3(0, -500, 0) }, { easing: 'circIn' }).start();
}
}
onResetFallDown() {
this.textureRoot.destroyAllChildren();
this.textureRoot.removeAllChildren();
this.textures = [];
this.init();
}
private getPolygonCenter(polygon: Vec2[]) {
let x = 0, y = 0;
for (let i = 0; i < polygon.length; i++) {
x += polygon[i].x;
y += polygon[i].y;
}
x = x / polygon.length;
y = y / polygon.length;
return v2(x, y)
}
getTextureList() {
return this.textures;
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "0ad0fcaa-5dac-47ec-8cc4-e0c36da51296",
"files": [],
"subMetas": {},
"userData": {}
}