2020-07-22 20:07:14 +08:00
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module es {
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2020-07-28 16:25:20 +08:00
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/** 场景 */
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2020-11-23 16:05:06 +08:00
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export class Scene {
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2020-12-30 16:28:07 +08:00
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/**
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* 默认场景 摄像机
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*/
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public camera: ICamera;
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2020-07-28 16:25:20 +08:00
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/**
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* 这个场景中的实体列表
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*/
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public readonly entities: EntityList;
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2020-12-30 16:28:07 +08:00
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/** 管理当前在场景中的所有RenderableComponents的列表 Entitys */
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public readonly renderableComponents: RenderableComponentList;
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/**
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* 如果设置了,最终渲染到屏幕上的时间可以推迟到这个委托。
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* 这实际上只在最终渲染可能需要全屏大小效果的情况下有用,即使使用了一个小的后置缓冲区
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*/
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public set finalRenderDelegate(value: IFinalRenderDelegate) {
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if (this._finalRenderDelegate != null)
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this._finalRenderDelegate.unload();
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this._finalRenderDelegate = value;
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if (this._finalRenderDelegate != null)
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this._finalRenderDelegate.onAddedToScene(this);
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}
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public get finalRenderDelegate() {
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return this._finalRenderDelegate;
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}
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private _finalRenderDelegate: IFinalRenderDelegate;
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2020-07-28 16:25:20 +08:00
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/**
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* 管理所有实体处理器
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*/
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public readonly entityProcessors: EntityProcessorList;
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2020-12-30 16:28:07 +08:00
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private _screenshotRequestCallback: (texture) => void;
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2020-12-14 11:34:23 +08:00
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public readonly _sceneComponents: SceneComponent[] = [];
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public _renderers: IRenderer[] = [];
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public readonly _afterPostProcessorRenderers: IRenderer[] = [];
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public _didSceneBegin: boolean;
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2020-07-28 16:25:20 +08:00
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constructor() {
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this.entities = new EntityList(this);
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2020-12-30 16:28:07 +08:00
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this.renderableComponents = new RenderableComponentList();
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this.entityProcessors = new EntityProcessorList();
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2020-07-28 16:25:20 +08:00
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this.initialize();
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}
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/**
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2020-11-26 11:48:02 +08:00
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* 在场景子类中重写这个,然后在这里进行加载。
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* 在场景设置好之后,但在调用begin之前,从contructor中调用这个函数
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2020-07-28 16:25:20 +08:00
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*/
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public initialize() {
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}
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/**
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2020-11-26 11:48:02 +08:00
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* 当Core将这个场景设置为活动场景时,这个将被调用
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2020-07-28 16:25:20 +08:00
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*/
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2020-12-01 20:02:45 +08:00
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public onStart() {
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2020-07-28 16:25:20 +08:00
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}
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/**
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2020-11-26 11:48:02 +08:00
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* 在场景子类中重写这个,并在这里做任何必要的卸载。
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* 当Core把这个场景从活动槽中移除时,这个被调用。
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2020-07-28 16:25:20 +08:00
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*/
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public unload() {
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}
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2020-08-25 17:28:22 +08:00
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public begin() {
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if (this._renderers.length == 0) {
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console.warn("场景开始时没有渲染器");
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}
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2020-07-28 16:25:20 +08:00
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Physics.reset();
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2020-08-26 19:56:48 +08:00
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this.updateResolutionScaler();
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2020-07-28 16:25:20 +08:00
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2020-11-26 10:39:32 +08:00
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if (this.entityProcessors != null)
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2020-07-28 16:25:20 +08:00
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this.entityProcessors.begin();
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this._didSceneBegin = true;
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this.onStart();
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2020-08-26 19:56:48 +08:00
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2020-07-28 16:25:20 +08:00
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}
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public end() {
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this._didSceneBegin = false;
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2020-12-30 16:28:07 +08:00
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for (let i = 0; i < this._renderers.length; i++)
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this._renderers[i].unload();
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2020-11-26 10:39:32 +08:00
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2020-07-28 16:25:20 +08:00
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this.entities.removeAllEntities();
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2020-06-16 11:59:40 +08:00
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2020-08-12 19:57:06 +08:00
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for (let i = 0; i < this._sceneComponents.length; i++) {
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2020-12-14 11:34:23 +08:00
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this._sceneComponents[i].onRemovedFromScene();
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2020-08-11 11:07:20 +08:00
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}
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this._sceneComponents.length = 0;
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this.camera = null;
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2020-11-26 10:39:32 +08:00
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Physics.clear();
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2020-07-28 16:25:20 +08:00
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if (this.entityProcessors)
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this.entityProcessors.end();
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2020-06-18 23:22:54 +08:00
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2020-07-28 16:25:20 +08:00
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this.unload();
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}
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2020-06-21 10:27:15 +08:00
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2020-12-30 16:28:07 +08:00
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public updateResolutionScaler() {
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2020-11-23 16:05:06 +08:00
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2020-08-26 19:56:48 +08:00
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}
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2020-12-30 16:28:07 +08:00
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/**
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* 下一次绘制完成后,这将克隆回缓冲区,并调用回调与clone。
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* 注意,当使用完Texture后,你必须处理掉它
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* @param callback
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*/
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public requestScreenshot(callback: (texture) => void) {
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this._screenshotRequestCallback = callback;
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}
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2020-07-28 16:25:20 +08:00
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public update() {
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// 更新我们的列表,以防它们有任何变化
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this.entities.updateLists();
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2020-06-21 10:27:15 +08:00
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2020-08-12 19:57:06 +08:00
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for (let i = this._sceneComponents.length - 1; i >= 0; i--) {
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2020-12-14 11:34:23 +08:00
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if (this._sceneComponents[i].enabled)
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this._sceneComponents[i].update();
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2020-08-11 11:07:20 +08:00
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}
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2020-07-28 16:25:20 +08:00
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// 更新我们的实体解析器
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if (this.entityProcessors != null)
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this.entityProcessors.update();
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2020-06-21 10:27:15 +08:00
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2020-07-28 16:25:20 +08:00
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// 更新我们的实体组
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this.entities.update();
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2020-06-23 09:10:40 +08:00
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2020-12-30 16:28:07 +08:00
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// 我们在entity.update之后更新我们的renderables,以防止任何新的Renderables被添加
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this.renderableComponents.updateList();
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2020-11-26 10:39:32 +08:00
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if (this.entityProcessors != null)
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this.entityProcessors.lateUpdate();
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}
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2020-12-30 16:28:07 +08:00
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public render() {
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if (this._renderers.length == 0) {
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console.error("场景中没有渲染器!");
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return;
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}
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let lastRendererHadRenderTarget = false;
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for (let i = 0; i < this._renderers.length; i++) {
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if (lastRendererHadRenderTarget && this._renderers[i].wantsToRenderToSceneRenderTarget) {
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// 强制更新相机矩阵,以考虑到新的视口尺寸
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if (this._renderers[i].camera != null)
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this._renderers[i].camera.forceMatrixUpdate();
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this.camera && this.camera.forceMatrixUpdate();
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}
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this._renderers[i].render(this);
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lastRendererHadRenderTarget = this._renderers[i].renderTexture != null;
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}
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}
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/**
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* 任何存在的PostProcessors都可以进行处理,然后我们对RenderTarget进行最后的渲染。
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* 几乎在所有情况下,finalRenderTarget都是空的。
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* 只有在场景转换的第一帧中,如果转换请求渲染,它才会有一个值。
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* @param finalRenderTarget
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*/
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public postRender(finalRenderTarget = null) {
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for (let i = 0; i < this._afterPostProcessorRenderers.length; i++) {
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if (this._afterPostProcessorRenderers[i].camera != null)
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this._afterPostProcessorRenderers[i].camera.forceMatrixUpdate();
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this._afterPostProcessorRenderers[i].render(this);
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}
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// 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
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if (this._screenshotRequestCallback != null) {
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// TODO: 实现各平台的截图方式
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this._screenshotRequestCallback = null;
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}
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// 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
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if (this._finalRenderDelegate != null) {
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} else {
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}
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}
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2020-08-11 11:07:20 +08:00
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/**
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* 向组件列表添加并返回SceneComponent
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* @param component
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*/
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public addSceneComponent<T extends SceneComponent>(component: T): T {
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component.scene = this;
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component.onEnabled();
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this._sceneComponents.push(component);
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this._sceneComponents.sort(component.compare);
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return component;
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}
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/**
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* 获取类型为T的第一个SceneComponent并返回它。如果没有找到组件,则返回null。
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* @param type
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*/
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2020-08-12 19:57:06 +08:00
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public getSceneComponent<T extends SceneComponent>(type) {
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for (let i = 0; i < this._sceneComponents.length; i++) {
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let component = this._sceneComponents[i];
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if (component instanceof type)
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return component as T;
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}
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return null;
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}
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/**
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* 获取类型为T的第一个SceneComponent并返回它。如果没有找到SceneComponent,则将创建SceneComponent。
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* @param type
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*/
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public getOrCreateSceneComponent<T extends SceneComponent>(type) {
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let comp = this.getSceneComponent<T>(type);
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if (comp == null)
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comp = this.addSceneComponent<T>(new type());
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return comp;
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}
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/**
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* 从SceneComponents列表中删除一个SceneComponent
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* @param component
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*/
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public removeSceneComponent(component: SceneComponent) {
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if (!new linq.List(this._sceneComponents).contains(component)) {
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console.warn(`SceneComponent${component}不在SceneComponents列表中!`);
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return;
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}
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2020-12-14 11:34:23 +08:00
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new linq.List(this._sceneComponents).remove(component);
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component.onRemovedFromScene();
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}
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2020-12-30 16:28:07 +08:00
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/**
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* 添加一个渲染器到场景中
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* @param renderer
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*/
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public addRenderer<T extends IRenderer>(renderer: T): T {
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if (renderer.wantsToRenderAfterPostProcessors) {
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this._afterPostProcessorRenderers.push(renderer);
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this._afterPostProcessorRenderers.sort((a, b) => {
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return a.compare(b);
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});
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} else {
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this._renderers.push(renderer);
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this._renderers.sort((a, b) => {
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return a.compare(b);
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});
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}
|
|
|
|
|
|
|
|
|
|
|
|
renderer.onAddedToScene(this);
|
|
|
|
|
|
|
|
|
|
|
|
return renderer;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 得到第一个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;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 从场景中移除渲染器
|
|
|
|
|
|
* @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();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2020-07-28 16:25:20 +08:00
|
|
|
|
/**
|
|
|
|
|
|
* 将实体添加到此场景,并返回它
|
|
|
|
|
|
* @param name
|
|
|
|
|
|
*/
|
|
|
|
|
|
public createEntity(name: string) {
|
|
|
|
|
|
let entity = new Entity(name);
|
|
|
|
|
|
return this.addEntity(entity);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 在场景的实体列表中添加一个实体
|
|
|
|
|
|
* @param entity
|
|
|
|
|
|
*/
|
|
|
|
|
|
public addEntity(entity: Entity) {
|
2020-12-30 16:28:07 +08:00
|
|
|
|
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}`);
|
2020-07-28 16:25:20 +08:00
|
|
|
|
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;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 从场景中删除所有实体
|
|
|
|
|
|
*/
|
|
|
|
|
|
public destroyAllEntities() {
|
|
|
|
|
|
for (let i = 0; i < this.entities.count; i++) {
|
|
|
|
|
|
this.entities.buffer[i].destroy();
|
2020-07-22 20:07:14 +08:00
|
|
|
|
}
|
2020-07-28 16:25:20 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 搜索并返回第一个具有名称的实体
|
|
|
|
|
|
* @param name
|
|
|
|
|
|
*/
|
|
|
|
|
|
public findEntity(name: string): Entity {
|
|
|
|
|
|
return this.entities.findEntity(name);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 返回具有给定标记的所有实体
|
|
|
|
|
|
* @param tag
|
|
|
|
|
|
*/
|
|
|
|
|
|
public findEntitiesWithTag(tag: number): Entity[] {
|
|
|
|
|
|
return this.entities.entitiesWithTag(tag);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 返回类型为T的所有实体
|
|
|
|
|
|
* @param type
|
|
|
|
|
|
*/
|
|
|
|
|
|
public entitiesOfType<T extends Entity>(type): T[] {
|
|
|
|
|
|
return this.entities.entitiesOfType<T>(type);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 返回第一个启用加载的类型为T的组件
|
|
|
|
|
|
* @param type
|
|
|
|
|
|
*/
|
|
|
|
|
|
public findComponentOfType<T extends Component>(type): T {
|
|
|
|
|
|
return this.entities.findComponentOfType<T>(type);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 返回类型为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);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 在场景中添加一个EntitySystem处理器
|
|
|
|
|
|
* @param processor 处理器
|
|
|
|
|
|
*/
|
|
|
|
|
|
public addEntityProcessor(processor: EntitySystem) {
|
|
|
|
|
|
processor.scene = this;
|
|
|
|
|
|
this.entityProcessors.add(processor);
|
|
|
|
|
|
return processor;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 从场景中删除EntitySystem处理器
|
|
|
|
|
|
* @param processor
|
|
|
|
|
|
*/
|
|
|
|
|
|
public removeEntityProcessor(processor: EntitySystem) {
|
|
|
|
|
|
this.entityProcessors.remove(processor);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 获取EntitySystem处理器
|
|
|
|
|
|
*/
|
|
|
|
|
|
public getEntityProcessor<T extends EntitySystem>(): T {
|
|
|
|
|
|
return this.entityProcessors.getProcessor<T>();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2020-06-08 11:49:45 +08:00
|
|
|
|
}
|