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esengine/source/src/ECS/Scene.ts

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module es {
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export enum SceneResolutionPolicy {
/**
* RenderTarget与屏幕大小匹配RenderTarget与屏幕大小相匹配
*/
none,
/**
*
*/
bestFit
}
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/** 场景 */
export class Scene {
/**
*
*/
public camera: ICamera;
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/**
*
*/
public readonly entities: EntityList;
/** 管理当前在场景中的所有RenderableComponents的列表 Entitys */
public readonly renderableComponents: RenderableComponentList;
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/**
* ResolutionPolicy是完美的像素
*/
public pixelPerfectScale: number = 1;
/**
*
* 使使
*/
public set finalRenderDelegate(value: IFinalRenderDelegate) {
if (this._finalRenderDelegate != null)
this._finalRenderDelegate.unload();
this._finalRenderDelegate = value;
if (this._finalRenderDelegate != null)
this._finalRenderDelegate.onAddedToScene(this);
}
public get finalRenderDelegate() {
return this._finalRenderDelegate;
}
private _finalRenderDelegate: IFinalRenderDelegate;
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/**
*
*/
public readonly entityProcessors: EntityProcessorList;
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/**
*
*/
private static _defaultDesignResolutionSize: Vector2;
private static _defaultDesignBleedSize: Vector2;
/**
*
*/
private static _defaultSceneResolutionPolicy: SceneResolutionPolicy = SceneResolutionPolicy.none;
/**
*
*/
private _resolutionPolicy: SceneResolutionPolicy;
/**
* 使
*/
private _designResolutionSize: Vector2;
private _designBleedSize: Vector2;
/**
* RenderTarget的最终输出
*/
private _finalRenderDestinationRect: Rectangle;
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private _sceneRenderTarget: Ref<any>;
private _destinationRenderTarget: Ref<any>;
private _screenshotRequestCallback: (texture) => void;
public readonly _sceneComponents: SceneComponent[] = [];
public _renderers: IRenderer[] = [];
public readonly _afterPostProcessorRenderers: IRenderer[] = [];
public _didSceneBegin: boolean;
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/**
* 使/Bleed仅与BestFit相关
* @param width
* @param height
* @param sceneResolutionPolicy
* @param horizontalBleed
* @param vertialcalBleed
*/
public static setDefaultDesignResolution(width: number, height: number,
sceneResolutionPolicy: SceneResolutionPolicy,
horizontalBleed: number = 0, vertialcalBleed: number = 0) {
this._defaultDesignBleedSize = new Vector2(width, height);
this._defaultSceneResolutionPolicy = sceneResolutionPolicy;
if (this._defaultSceneResolutionPolicy == SceneResolutionPolicy.bestFit)
this._defaultDesignBleedSize = new Vector2(horizontalBleed, vertialcalBleed);
}
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constructor() {
this.entities = new EntityList(this);
this.renderableComponents = new RenderableComponentList();
this.entityProcessors = new EntityProcessorList();
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this._resolutionPolicy = Scene._defaultSceneResolutionPolicy;
this._designResolutionSize = Scene._defaultDesignResolutionSize;
this._designBleedSize = Scene._defaultDesignBleedSize;
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this.initialize();
}
/**
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*
* begin之前contructor中调用这个函数
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*/
public initialize() {
}
/**
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* Core将这个场景设置为活动场景时
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*/
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public onStart() {
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}
/**
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*
* Core把这个场景从活动槽中移除时
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*/
public unload() {
}
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public begin() {
if (this._renderers.length == 0) {
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Framework.emitter.emit(CoreEvents.addDefaultRender);
console.warn("场景开始时没有渲染器");
}
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Physics.reset();
this.updateResolutionScaler();
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Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget);
Framework.emitter.addObserver(CoreEvents.graphicsDeviceReset, this.updateResolutionScaler, this);
Framework.emitter.addObserver(CoreEvents.orientationChanged, this.updateResolutionScaler, this);
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if (this.entityProcessors != null)
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this.entityProcessors.begin();
this._didSceneBegin = true;
this.onStart();
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}
public end() {
this._didSceneBegin = false;
for (let i = 0; i < this._renderers.length; i++)
this._renderers[i].unload();
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Framework.emitter.removeObserver(CoreEvents.graphicsDeviceReset, this.updateResolutionScaler);
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this.entities.removeAllEntities();
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for (let i = 0; i < this._sceneComponents.length; i++) {
this._sceneComponents[i].onRemovedFromScene();
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}
this._sceneComponents.length = 0;
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this.camera = null;
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Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._sceneRenderTarget);
Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._destinationRenderTarget);
Physics.clear();
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if (this.entityProcessors)
this.entityProcessors.end();
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this.unload();
}
public updateResolutionScaler() {
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let designSize = this._designResolutionSize;
let screenSize = new Vector2(Screen.width, Screen.height);
let screenAspectRatio = screenSize.x / screenSize.y;
let renderTargetWidth = screenSize.x;
let renderTargetHeight = screenSize.y;
let resolutionScaleX = screenSize.x / designSize.x;
let resolutionScaleY = screenSize.y / designSize.y;
let rectCalculated = false;
// 计算PixelPerfect变体所使用的比例
this.pixelPerfectScale = 1;
if (this._resolutionPolicy != SceneResolutionPolicy.none) {
if (designSize.x / designSize.y > screenAspectRatio)
this.pixelPerfectScale = screenSize.x / designSize.x;
else
this.pixelPerfectScale = screenSize.y / designSize.y;
if (this.pixelPerfectScale == 0)
this.pixelPerfectScale = 1;
}
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switch (this._resolutionPolicy) {
case SceneResolutionPolicy.none:
this._finalRenderDestinationRect.x = this._finalRenderDestinationRect.y = 0;
this._finalRenderDestinationRect.width = screenSize.x;
this._finalRenderDestinationRect.height = screenSize.y;
rectCalculated = true;
break;
case SceneResolutionPolicy.bestFit:
let safeScaleX = screenSize.x / (designSize.x - this._designBleedSize.x);
let safeScaleY = screenSize.y / (designSize.y - this._designBleedSize.y);
let resolutionScale = Math.max(resolutionScaleX, resolutionScaleY);
let safeScale = Math.min(safeScaleX, safeScaleY);
resolutionScaleX = resolutionScaleY = Math.min(resolutionScale, safeScale);
renderTargetWidth = designSize.x;
renderTargetHeight = designSize.y;
break;
}
// 如果我们还没有计算出一个矩形
if (!rectCalculated) {
// 计算RenderTarget的显示矩形
let renderWidth = designSize.x * resolutionScaleX;
let renderHeight = designSize.y * resolutionScaleY;
this._finalRenderDestinationRect = new Rectangle((screenSize.x - renderWidth) / 2,
(screenSize.y - renderHeight) / 2, renderWidth, renderHeight);
}
// 在Input类中设置一些值将鼠标位置转换为我们的缩放分辨率
let scaleX = renderTargetWidth / this._finalRenderDestinationRect.width;
let scaleY = renderTargetHeight / this._finalRenderDestinationRect.height;
Framework.emitter.emit(CoreEvents.resolutionScale, new Vector2(scaleX, scaleY));
Framework.emitter.emit(CoreEvents.resolutionOffset, this._finalRenderDestinationRect.location);
// 调整我们的RenderTargets大小
if (this._sceneRenderTarget != null)
Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._sceneRenderTarget);
Framework.emitter.emit(CoreEvents.createRenderTarget, this._sceneRenderTarget, renderTargetWidth, renderTargetHeight);
// 只有在已经存在的情况下才会创建 destinationRenderTarget
if (this._destinationRenderTarget != null) {
Framework.emitter.emit(CoreEvents.disposeRenderTarget, this._destinationRenderTarget);
Framework.emitter.emit(CoreEvents.createRenderTarget, this._destinationRenderTarget, renderTargetWidth, renderTargetHeight);
}
// 通知渲染器、后处理器和FinalRenderDelegate渲染纹理尺寸的变化
for (let i = 0; i < this._renderers.length; i++)
this._renderers[i].onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight);
for (let i = 0; i < this._afterPostProcessorRenderers.length; i++)
this._afterPostProcessorRenderers[i].onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight);
if (this._finalRenderDelegate != null)
this._finalRenderDelegate.onSceneBackBufferSizeChanged(renderTargetWidth, renderTargetHeight);
this.camera.onSceneRenderTargetSizeChanged(renderTargetWidth, renderTargetHeight);
}
/**
* clone
* 使Texture后
* @param callback
*/
public requestScreenshot(callback: (texture) => void) {
this._screenshotRequestCallback = callback;
}
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public update() {
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// 我们在这里设置RenderTarget这样Viewport就会与RenderTarget正确匹配
Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget);
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// 更新我们的列表,以防它们有任何变化
this.entities.updateLists();
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for (let i = this._sceneComponents.length - 1; i >= 0; i--) {
if (this._sceneComponents[i].enabled)
this._sceneComponents[i].update();
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}
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// 更新我们的实体解析器
if (this.entityProcessors != null)
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this.entityProcessors.update();
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// 更新我们的实体组
this.entities.update();
// 我们在entity.update之后更新我们的renderables以防止任何新的Renderables被添加
this.renderableComponents.updateList();
if (this.entityProcessors != null)
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this.entityProcessors.lateUpdate();
}
public render() {
if (this._renderers.length == 0) {
console.error("场景中没有渲染器!");
return;
}
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// 渲染器应该总是先有那些需要RenderTarget的。
// 他们在渲染的时候会自己清空并设置自己为当前的RenderTarget。
// 如果第一个Renderer想要sceneRenderTarget我们现在就设置并清除它
if (this._renderers[0].wantsToRenderToSceneRenderTarget) {
Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget);
Framework.emitter.emit(CoreEvents.clearGraphics);
}
let lastRendererHadRenderTarget = false;
for (let i = 0; i < this._renderers.length; i++) {
if (lastRendererHadRenderTarget && this._renderers[i].wantsToRenderToSceneRenderTarget) {
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Framework.emitter.emit(CoreEvents.setRenderTarget, this._sceneRenderTarget);
Framework.emitter.emit(CoreEvents.clearGraphics);
// 强制更新相机矩阵,以考虑到新的视口尺寸
if (this._renderers[i].camera != null)
this._renderers[i].camera.forceMatrixUpdate();
this.camera && this.camera.forceMatrixUpdate();
}
this._renderers[i].render(this);
lastRendererHadRenderTarget = this._renderers[i].renderTexture != null;
}
}
/**
* PostProcessors都可以进行处理RenderTarget进行最后的渲染
* finalRenderTarget都是空的
*
* @param finalRenderTarget
*/
public postRender(finalRenderTarget = null) {
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let enabledCounter = 0;
for (let i = 0; i < this._afterPostProcessorRenderers.length; i++) {
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if (i == 0) {
// 我们需要在这里设置正确的RenderTarget
let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
Framework.emitter.emit(CoreEvents.setRenderTarget, currentRenderTarget);
}
if (this._afterPostProcessorRenderers[i].camera != null)
this._afterPostProcessorRenderers[i].camera.forceMatrixUpdate();
this._afterPostProcessorRenderers[i].render(this);
}
// 如果我们有一个截图请求,在最终渲染到回缓冲区之前处理它
if (this._screenshotRequestCallback != null) {
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let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
this._screenshotRequestCallback(currentRenderTarget.value);
this._screenshotRequestCallback = null;
}
// 将我们的最终结果渲染到后置缓冲区,或者让我们的委托来做
if (this._finalRenderDelegate != null) {
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let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
this._finalRenderDelegate.handleFinalRender(finalRenderTarget, currentRenderTarget, this._finalRenderDestinationRect);
} else {
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let currentRenderTarget = MathHelper.isEven(enabledCounter) ? this._sceneRenderTarget : this._destinationRenderTarget;
Framework.emitter.emit(CoreEvents.setRenderTarget, finalRenderTarget);
Framework.emitter.emit(CoreEvents.clearGraphics);
Framework.batcher.begin(null);
Framework.batcher.draw(currentRenderTarget,
new Vector2(this._finalRenderDestinationRect.x, this._finalRenderDestinationRect.y),
0xffffff,
0,
Vector2.zero,
new Vector2(this._finalRenderDestinationRect.width, this._finalRenderDestinationRect.height));
Framework.batcher.end();
}
}
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/**
* SceneComponent
* @param component
*/
public addSceneComponent<T extends SceneComponent>(component: T): T {
component.scene = this;
component.onEnabled();
this._sceneComponents.push(component);
this._sceneComponents.sort(component.compare);
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return component;
}
/**
* T的第一个SceneComponent并返回它null
* @param type
*/
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public getSceneComponent<T extends SceneComponent>(type) {
for (let i = 0; i < this._sceneComponents.length; i++) {
let component = this._sceneComponents[i];
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if (component instanceof type)
return component as T;
}
return null;
}
/**
* T的第一个SceneComponent并返回它SceneComponentSceneComponent
* @param type
*/
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public getOrCreateSceneComponent<T extends SceneComponent>(type) {
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let comp = this.getSceneComponent<T>(type);
if (comp == null)
comp = this.addSceneComponent<T>(new type());
return comp;
}
/**
* SceneComponents列表中删除一个SceneComponent
* @param component
*/
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public removeSceneComponent(component: SceneComponent) {
if (!new linq.List(this._sceneComponents).contains(component)) {
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console.warn(`SceneComponent${component}不在SceneComponents列表中!`);
return;
}
new linq.List(this._sceneComponents).remove(component);
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component.onRemovedFromScene();
}
/**
*
* @param renderer
*/
public addRenderer<T extends IRenderer>(renderer: T): T {
if (renderer.wantsToRenderAfterPostProcessors) {
this._afterPostProcessorRenderers.push(renderer);
this._afterPostProcessorRenderers.sort((a, b) => {
return a.compare(b);
});
} else {
this._renderers.push(renderer);
this._renderers.sort((a, b) => {
return a.compare(b);
});
}
renderer.onAddedToScene(this);
return renderer;
}
/**
* T型的渲染器
* @param type
*/
public getRenderer<T extends IRenderer>(type): T {
for (let i = 0; i < this._renderers.length; i++) {
if (this._renderers[i] instanceof type)
return this._renderers[i] as T;
}
for (let i = 0; i < this._afterPostProcessorRenderers.length; i++) {
if (this._afterPostProcessorRenderers[i] instanceof type)
return this._afterPostProcessorRenderers[i] as T;
}
return null;
}
/**
*
* @param renderer
*/
public removeRenderer(renderer: IRenderer) {
Insist.isTrue(new linq.List(this._renderers).contains(renderer) ||
new linq.List(this._afterPostProcessorRenderers).contains(renderer));
if (renderer.wantsToRenderAfterPostProcessors)
new linq.List(this._afterPostProcessorRenderers).remove(renderer);
else
new linq.List(this._renderers).remove(renderer);
renderer.unload();
}
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/**
*
* @param name
*/
public createEntity(name: string) {
let entity = new Entity(name);
return this.addEntity(entity);
}
/**
*
* @param entity
*/
public addEntity(entity: Entity) {
Insist.isFalse(new linq.List(this.entities.buffer).contains(entity), `您试图将同一实体添加到场景两次: ${entity}`);
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this.entities.add(entity);
entity.scene = this;
for (let i = 0; i < entity.transform.childCount; i++)
this.addEntity(entity.transform.getChild(i).entity);
return entity;
}
/**
*
*/
public destroyAllEntities() {
for (let i = 0; i < this.entities.count; i++) {
this.entities.buffer[i].destroy();
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}
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}
/**
*
* @param name
*/
public findEntity(name: string): Entity {
return this.entities.findEntity(name);
}
/**
*
* @param tag
*/
public findEntitiesWithTag(tag: number): Entity[] {
return this.entities.entitiesWithTag(tag);
}
/**
* T的所有实体
* @param type
*/
public entitiesOfType<T extends Entity>(type): T[] {
return this.entities.entitiesOfType<T>(type);
}
/**
* T的组件
* @param type
*/
public findComponentOfType<T extends Component>(type): T {
return this.entities.findComponentOfType<T>(type);
}
/**
* T的所有已启用已加载组件的列表
* @param type
*/
public findComponentsOfType<T extends Component>(type): T[] {
return this.entities.findComponentsOfType<T>(type);
}
/**
* EntitySystem处理器
* @param processor
*/
public addEntityProcessor(processor: EntitySystem) {
processor.scene = this;
this.entityProcessors.add(processor);
return processor;
}
/**
* EntitySystem处理器
* @param processor
*/
public removeEntityProcessor(processor: EntitySystem) {
this.entityProcessors.remove(processor);
}
/**
* EntitySystem处理器
*/
public getEntityProcessor<T extends EntitySystem>(): T {
return this.entityProcessors.getProcessor<T>();
}
}
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}